babylon.scene.d.ts 3.2 KB

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  1. /// <reference path="babylon.d.ts" />
  2. declare module BABYLON {
  3. interface ScenePickResult {
  4. hit: boolean;
  5. distance: number;
  6. pickedMesh: Mesh;
  7. pickedPoint: Vector3;
  8. }
  9. class Scene {
  10. constructor(engine: Engine);
  11. autoClear: boolean;
  12. clearColor: Color3;
  13. ambientColor: Color3;
  14. fogMode: number;
  15. fogColor: Color3;
  16. fogDensity: number;
  17. fogStart: number;
  18. fogEnd: number;
  19. lights: Light[];
  20. cameras: Camera[];
  21. activeCamera: Camera;
  22. meshes: Mesh[];
  23. materials: Material[];
  24. multiMaterials: MultiMaterial[];
  25. defaultMaterial: StandardMaterial;
  26. textures: Texture[];
  27. particlesEnabled: boolean;
  28. particleSystems: ParticleSystem[];
  29. spriteManagers: SpriteManager[];
  30. layers: Layer[];
  31. skeletons: Skeleton[];
  32. collisionsEnabled: boolean;
  33. gravity: Vector3;
  34. postProcessManager: PostProcessManager;
  35. getEngine(): Engine;
  36. getTotalVertices(): number;
  37. getActiveVertices(): number;
  38. getActiveParticles(): number;
  39. getLastFrameDuration(): number;
  40. getEvaluateActiveMeshesDuration(): number;
  41. getRenderTargetsDuration(): number;
  42. getRenderDuration(): number;
  43. getParticlesDuration(): number;
  44. getSpritesDuration(): number;
  45. getAnimationRatio(): number;
  46. getRenderId: number;
  47. isReady(): boolean;
  48. registerBeforeRender(func: Function): void;
  49. unregisterBeforeRender(func: Function): void;
  50. executeWhenReady(func: Function): void;
  51. getWaitingItemsCount(): number;
  52. beginAnimation(target: Mesh, from: number, to: number, loop: boolean, speedRatio?: number, onAnimationEnd?: Function): void;
  53. stopAnimation(target: Mesh);
  54. getViewMatrix(): Matrix;
  55. getProjectionMatrix(): Matrix;
  56. getTransformMatrix(): Matrix;
  57. setTransformMatrix(view: Matrix, projection: Matrix);
  58. activeCameraByID(id: number): void;
  59. getMaterialByID(id: number): Material;
  60. getLightByID(id: number): Light;
  61. getMeshByID(id: number): Mesh;
  62. getLastMeshByID(id: number): Mesh;
  63. getMeshByName(name: string): Mesh;
  64. isActiveMesh(mesh: Mesh): boolean;
  65. getLastSkeletonByID(id: number): Skeleton;
  66. getSkeletonByID(id: number): Skeleton;
  67. getSkeletonByName(name: string): Skeleton;
  68. _evaluateActiveMeshes(): void;
  69. _localRender(opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, activeMeshes);
  70. render();
  71. dispose();
  72. _getNewPosition(position: Vector3, velocity: Vector3, collider: Sphere, maximumRetries: number): Vector3;
  73. _collideWithWorld(position: Vector3, velocity: Vector3, collider: Sphere, maximumRetries: number): Vector3;
  74. createOrUpdateSelectionOctree(): void;
  75. createPickingRay(x: number, y: number, world: Matrix): Ray;
  76. pick(x: number, y: number): ScenePickResult;
  77. static FOGMODE_NONE: number;
  78. static FOGMODE_EXP: number;
  79. static FOGMODE_EXP2: number;
  80. static FOGMODE_LINEAR: number;
  81. }
  82. }