babylon.module.d.ts 5.5 MB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128112911301131113211331134113511361137113811391140114111421143114411451146114711481149115011511152115311541155115611571158115911601161116211631164116511661167116811691170117111721173117411751176117711781179118011811182118311841185118611871188118911901191119211931194119511961197119811991200120112021203120412051206120712081209121012111212121312141215121612171218121912201221122212231224122512261227122812291230123112321233123412351236123712381239124012411242124312441245124612471248124912501251125212531254125512561257125812591260126112621263126412651266126712681269127012711272127312741275127612771278127912801281128212831284128512861287128812891290129112921293129412951296129712981299130013011302130313041305130613071308130913101311131213131314131513161317131813191320132113221323132413251326132713281329133013311332133313341335133613371338133913401341134213431344134513461347134813491350135113521353135413551356135713581359136013611362136313641365136613671368136913701371137213731374137513761377137813791380138113821383138413851386138713881389139013911392139313941395139613971398139914001401140214031404140514061407140814091410141114121413141414151416141714181419142014211422142314241425142614271428142914301431143214331434143514361437143814391440144114421443144414451446144714481449145014511452145314541455145614571458145914601461146214631464146514661467146814691470147114721473147414751476147714781479148014811482148314841485148614871488148914901491149214931494149514961497149814991500150115021503150415051506150715081509151015111512151315141515151615171518151915201521152215231524152515261527152815291530153115321533153415351536153715381539154015411542154315441545154615471548154915501551155215531554155515561557155815591560156115621563156415651566156715681569157015711572157315741575157615771578157915801581158215831584158515861587158815891590159115921593159415951596159715981599160016011602160316041605160616071608160916101611161216131614161516161617161816191620162116221623162416251626162716281629163016311632163316341635163616371638163916401641164216431644164516461647164816491650165116521653165416551656165716581659166016611662166316641665166616671668166916701671167216731674167516761677167816791680168116821683168416851686168716881689169016911692169316941695169616971698169917001701170217031704170517061707170817091710171117121713171417151716171717181719172017211722172317241725172617271728172917301731173217331734173517361737173817391740174117421743174417451746174717481749175017511752175317541755175617571758175917601761176217631764176517661767176817691770177117721773177417751776177717781779178017811782178317841785178617871788178917901791179217931794179517961797179817991800180118021803180418051806180718081809181018111812181318141815181618171818181918201821182218231824182518261827182818291830183118321833183418351836183718381839184018411842184318441845184618471848184918501851185218531854185518561857185818591860186118621863186418651866186718681869187018711872187318741875187618771878187918801881188218831884188518861887188818891890189118921893189418951896189718981899190019011902190319041905190619071908190919101911191219131914191519161917191819191920192119221923192419251926192719281929193019311932193319341935193619371938193919401941194219431944194519461947194819491950195119521953195419551956195719581959196019611962196319641965196619671968196919701971197219731974197519761977197819791980198119821983198419851986198719881989199019911992199319941995199619971998199920002001200220032004200520062007200820092010201120122013201420152016201720182019202020212022202320242025202620272028202920302031203220332034203520362037203820392040204120422043204420452046204720482049205020512052205320542055205620572058205920602061206220632064206520662067206820692070207120722073207420752076207720782079208020812082208320842085208620872088208920902091209220932094209520962097209820992100210121022103210421052106210721082109211021112112211321142115211621172118211921202121212221232124212521262127212821292130213121322133213421352136213721382139214021412142214321442145214621472148214921502151215221532154215521562157215821592160216121622163216421652166216721682169217021712172217321742175217621772178217921802181218221832184218521862187218821892190219121922193219421952196219721982199220022012202220322042205220622072208220922102211221222132214221522162217221822192220222122222223222422252226222722282229223022312232223322342235223622372238223922402241224222432244224522462247224822492250225122522253225422552256225722582259226022612262226322642265226622672268226922702271227222732274227522762277227822792280228122822283228422852286228722882289229022912292229322942295229622972298229923002301230223032304230523062307230823092310231123122313231423152316231723182319232023212322232323242325232623272328232923302331233223332334233523362337233823392340234123422343234423452346234723482349235023512352235323542355235623572358235923602361236223632364236523662367236823692370237123722373237423752376237723782379238023812382238323842385238623872388238923902391239223932394239523962397239823992400240124022403240424052406240724082409241024112412241324142415241624172418241924202421242224232424242524262427242824292430243124322433243424352436243724382439244024412442244324442445244624472448244924502451245224532454245524562457245824592460246124622463246424652466246724682469247024712472247324742475247624772478247924802481248224832484248524862487248824892490249124922493249424952496249724982499250025012502250325042505250625072508250925102511251225132514251525162517251825192520252125222523252425252526252725282529253025312532253325342535253625372538253925402541254225432544254525462547254825492550255125522553255425552556255725582559256025612562256325642565256625672568256925702571257225732574257525762577257825792580258125822583258425852586258725882589259025912592259325942595259625972598259926002601260226032604260526062607260826092610261126122613261426152616261726182619262026212622262326242625262626272628262926302631263226332634263526362637263826392640264126422643264426452646264726482649265026512652265326542655265626572658265926602661266226632664266526662667266826692670267126722673267426752676267726782679268026812682268326842685268626872688268926902691269226932694269526962697269826992700270127022703270427052706270727082709271027112712271327142715271627172718271927202721272227232724272527262727272827292730273127322733273427352736273727382739274027412742274327442745274627472748274927502751275227532754275527562757275827592760276127622763276427652766276727682769277027712772277327742775277627772778277927802781278227832784278527862787278827892790279127922793279427952796279727982799280028012802280328042805280628072808280928102811281228132814281528162817281828192820282128222823282428252826282728282829283028312832283328342835283628372838283928402841284228432844284528462847284828492850285128522853285428552856285728582859286028612862286328642865286628672868286928702871287228732874287528762877287828792880288128822883288428852886288728882889289028912892289328942895289628972898289929002901290229032904290529062907290829092910291129122913291429152916291729182919292029212922292329242925292629272928292929302931293229332934293529362937293829392940294129422943294429452946294729482949295029512952295329542955295629572958295929602961296229632964296529662967296829692970297129722973297429752976297729782979298029812982298329842985298629872988298929902991299229932994299529962997299829993000300130023003300430053006300730083009301030113012301330143015301630173018301930203021302230233024302530263027302830293030303130323033303430353036303730383039304030413042304330443045304630473048304930503051305230533054305530563057305830593060306130623063306430653066306730683069307030713072307330743075307630773078307930803081308230833084308530863087308830893090309130923093309430953096309730983099310031013102310331043105310631073108310931103111311231133114311531163117311831193120312131223123312431253126312731283129313031313132313331343135313631373138313931403141314231433144314531463147314831493150315131523153315431553156315731583159316031613162316331643165316631673168316931703171317231733174317531763177317831793180318131823183318431853186318731883189319031913192319331943195319631973198319932003201320232033204320532063207320832093210321132123213321432153216321732183219322032213222322332243225322632273228322932303231323232333234323532363237323832393240324132423243324432453246324732483249325032513252325332543255325632573258325932603261326232633264326532663267326832693270327132723273327432753276327732783279328032813282328332843285328632873288328932903291329232933294329532963297329832993300330133023303330433053306330733083309331033113312331333143315331633173318331933203321332233233324332533263327332833293330333133323333333433353336333733383339334033413342334333443345334633473348334933503351335233533354335533563357335833593360336133623363336433653366336733683369337033713372337333743375337633773378337933803381338233833384338533863387338833893390339133923393339433953396339733983399340034013402340334043405340634073408340934103411341234133414341534163417341834193420342134223423342434253426342734283429343034313432343334343435343634373438343934403441344234433444344534463447344834493450345134523453345434553456345734583459346034613462346334643465346634673468346934703471347234733474347534763477347834793480348134823483348434853486348734883489349034913492349334943495349634973498349935003501350235033504350535063507350835093510351135123513351435153516351735183519352035213522352335243525352635273528352935303531353235333534353535363537353835393540354135423543354435453546354735483549355035513552355335543555355635573558355935603561356235633564356535663567356835693570357135723573357435753576357735783579358035813582358335843585358635873588358935903591359235933594359535963597359835993600360136023603360436053606360736083609361036113612361336143615361636173618361936203621362236233624362536263627362836293630363136323633363436353636363736383639364036413642364336443645364636473648364936503651365236533654365536563657365836593660366136623663366436653666366736683669367036713672367336743675367636773678367936803681368236833684368536863687368836893690369136923693369436953696369736983699370037013702370337043705370637073708370937103711371237133714371537163717371837193720372137223723372437253726372737283729373037313732373337343735373637373738373937403741374237433744374537463747374837493750375137523753375437553756375737583759376037613762376337643765376637673768376937703771377237733774377537763777377837793780378137823783378437853786378737883789379037913792379337943795379637973798379938003801380238033804380538063807380838093810381138123813381438153816381738183819382038213822382338243825382638273828382938303831383238333834383538363837383838393840384138423843384438453846384738483849385038513852385338543855385638573858385938603861386238633864386538663867386838693870387138723873387438753876387738783879388038813882388338843885388638873888388938903891389238933894389538963897389838993900390139023903390439053906390739083909391039113912391339143915391639173918391939203921392239233924392539263927392839293930393139323933393439353936393739383939394039413942394339443945394639473948394939503951395239533954395539563957395839593960396139623963396439653966396739683969397039713972397339743975397639773978397939803981398239833984398539863987398839893990399139923993399439953996399739983999400040014002400340044005400640074008400940104011401240134014401540164017401840194020402140224023402440254026402740284029403040314032403340344035403640374038403940404041404240434044404540464047404840494050405140524053405440554056405740584059406040614062406340644065406640674068406940704071407240734074407540764077407840794080408140824083408440854086408740884089409040914092409340944095409640974098409941004101410241034104410541064107410841094110411141124113411441154116411741184119412041214122412341244125412641274128412941304131413241334134413541364137413841394140414141424143414441454146414741484149415041514152415341544155415641574158415941604161416241634164416541664167416841694170417141724173417441754176417741784179418041814182418341844185418641874188418941904191419241934194419541964197419841994200420142024203420442054206420742084209421042114212421342144215421642174218421942204221422242234224422542264227422842294230423142324233423442354236423742384239424042414242424342444245424642474248424942504251425242534254425542564257425842594260426142624263426442654266426742684269427042714272427342744275427642774278427942804281428242834284428542864287428842894290429142924293429442954296429742984299430043014302430343044305430643074308430943104311431243134314431543164317431843194320432143224323432443254326432743284329433043314332433343344335433643374338433943404341434243434344434543464347434843494350435143524353435443554356435743584359436043614362436343644365436643674368436943704371437243734374437543764377437843794380438143824383438443854386438743884389439043914392439343944395439643974398439944004401440244034404440544064407440844094410441144124413441444154416441744184419442044214422442344244425442644274428442944304431443244334434443544364437443844394440444144424443444444454446444744484449445044514452445344544455445644574458445944604461446244634464446544664467446844694470447144724473447444754476447744784479448044814482448344844485448644874488448944904491449244934494449544964497449844994500450145024503450445054506450745084509451045114512451345144515451645174518451945204521452245234524452545264527452845294530453145324533453445354536453745384539454045414542454345444545454645474548454945504551455245534554455545564557455845594560456145624563456445654566456745684569457045714572457345744575457645774578457945804581458245834584458545864587458845894590459145924593459445954596459745984599460046014602460346044605460646074608460946104611461246134614461546164617461846194620462146224623462446254626462746284629463046314632463346344635463646374638463946404641464246434644464546464647464846494650465146524653465446554656465746584659466046614662466346644665466646674668466946704671467246734674467546764677467846794680468146824683468446854686468746884689469046914692469346944695469646974698469947004701470247034704470547064707470847094710471147124713471447154716471747184719472047214722472347244725472647274728472947304731473247334734473547364737473847394740474147424743474447454746474747484749475047514752475347544755475647574758475947604761476247634764476547664767476847694770477147724773477447754776477747784779478047814782478347844785478647874788478947904791479247934794479547964797479847994800480148024803480448054806480748084809481048114812481348144815481648174818481948204821482248234824482548264827482848294830483148324833483448354836483748384839484048414842484348444845484648474848484948504851485248534854485548564857485848594860486148624863486448654866486748684869487048714872487348744875487648774878487948804881488248834884488548864887488848894890489148924893489448954896489748984899490049014902490349044905490649074908490949104911491249134914491549164917491849194920492149224923492449254926492749284929493049314932493349344935493649374938493949404941494249434944494549464947494849494950495149524953495449554956495749584959496049614962496349644965496649674968496949704971497249734974497549764977497849794980498149824983498449854986498749884989499049914992499349944995499649974998499950005001500250035004500550065007500850095010501150125013501450155016501750185019502050215022502350245025502650275028502950305031503250335034503550365037503850395040504150425043504450455046504750485049505050515052505350545055505650575058505950605061506250635064506550665067506850695070507150725073507450755076507750785079508050815082508350845085508650875088508950905091509250935094509550965097509850995100510151025103510451055106510751085109511051115112511351145115511651175118511951205121512251235124512551265127512851295130513151325133513451355136513751385139514051415142514351445145514651475148514951505151515251535154515551565157515851595160516151625163516451655166516751685169517051715172517351745175517651775178517951805181518251835184518551865187518851895190519151925193519451955196519751985199520052015202520352045205520652075208520952105211521252135214521552165217521852195220522152225223522452255226522752285229523052315232523352345235523652375238523952405241524252435244524552465247524852495250525152525253525452555256525752585259526052615262526352645265526652675268526952705271527252735274527552765277527852795280528152825283528452855286528752885289529052915292529352945295529652975298529953005301530253035304530553065307530853095310531153125313531453155316531753185319532053215322532353245325532653275328532953305331533253335334533553365337533853395340534153425343534453455346534753485349535053515352535353545355535653575358535953605361536253635364536553665367536853695370537153725373537453755376537753785379538053815382538353845385538653875388538953905391539253935394539553965397539853995400540154025403540454055406540754085409541054115412541354145415541654175418541954205421542254235424542554265427542854295430543154325433543454355436543754385439544054415442544354445445544654475448544954505451545254535454545554565457545854595460546154625463546454655466546754685469547054715472547354745475547654775478547954805481548254835484548554865487548854895490549154925493549454955496549754985499550055015502550355045505550655075508550955105511551255135514551555165517551855195520552155225523552455255526552755285529553055315532553355345535553655375538553955405541554255435544554555465547554855495550555155525553555455555556555755585559556055615562556355645565556655675568556955705571557255735574557555765577557855795580558155825583558455855586558755885589559055915592559355945595559655975598559956005601560256035604560556065607560856095610561156125613561456155616561756185619562056215622562356245625562656275628562956305631563256335634563556365637563856395640564156425643564456455646564756485649565056515652565356545655565656575658565956605661566256635664566556665667566856695670567156725673567456755676567756785679568056815682568356845685568656875688568956905691569256935694569556965697569856995700570157025703570457055706570757085709571057115712571357145715571657175718571957205721572257235724572557265727572857295730573157325733573457355736573757385739574057415742574357445745574657475748574957505751575257535754575557565757575857595760576157625763576457655766576757685769577057715772577357745775577657775778577957805781578257835784578557865787578857895790579157925793579457955796579757985799580058015802580358045805580658075808580958105811581258135814581558165817581858195820582158225823582458255826582758285829583058315832583358345835583658375838583958405841584258435844584558465847584858495850585158525853585458555856585758585859586058615862586358645865586658675868586958705871587258735874587558765877587858795880588158825883588458855886588758885889589058915892589358945895589658975898589959005901590259035904590559065907590859095910591159125913591459155916591759185919592059215922592359245925592659275928592959305931593259335934593559365937593859395940594159425943594459455946594759485949595059515952595359545955595659575958595959605961596259635964596559665967596859695970597159725973597459755976597759785979598059815982598359845985598659875988598959905991599259935994599559965997599859996000600160026003600460056006600760086009601060116012601360146015601660176018601960206021602260236024602560266027602860296030603160326033603460356036603760386039604060416042604360446045604660476048604960506051605260536054605560566057605860596060606160626063606460656066606760686069607060716072607360746075607660776078607960806081608260836084608560866087608860896090609160926093609460956096609760986099610061016102610361046105610661076108610961106111611261136114611561166117611861196120612161226123612461256126612761286129613061316132613361346135613661376138613961406141614261436144614561466147614861496150615161526153615461556156615761586159616061616162616361646165616661676168616961706171617261736174617561766177617861796180618161826183618461856186618761886189619061916192619361946195619661976198619962006201620262036204620562066207620862096210621162126213621462156216621762186219622062216222622362246225622662276228622962306231623262336234623562366237623862396240624162426243624462456246624762486249625062516252625362546255625662576258625962606261626262636264626562666267626862696270627162726273627462756276627762786279628062816282628362846285628662876288628962906291629262936294629562966297629862996300630163026303630463056306630763086309631063116312631363146315631663176318631963206321632263236324632563266327632863296330633163326333633463356336633763386339634063416342634363446345634663476348634963506351635263536354635563566357635863596360636163626363636463656366636763686369637063716372637363746375637663776378637963806381638263836384638563866387638863896390639163926393639463956396639763986399640064016402640364046405640664076408640964106411641264136414641564166417641864196420642164226423642464256426642764286429643064316432643364346435643664376438643964406441644264436444644564466447644864496450645164526453645464556456645764586459646064616462646364646465646664676468646964706471647264736474647564766477647864796480648164826483648464856486648764886489649064916492649364946495649664976498649965006501650265036504650565066507650865096510651165126513651465156516651765186519652065216522652365246525652665276528652965306531653265336534653565366537653865396540654165426543654465456546654765486549655065516552655365546555655665576558655965606561656265636564656565666567656865696570657165726573657465756576657765786579658065816582658365846585658665876588658965906591659265936594659565966597659865996600660166026603660466056606660766086609661066116612661366146615661666176618661966206621662266236624662566266627662866296630663166326633663466356636663766386639664066416642664366446645664666476648664966506651665266536654665566566657665866596660666166626663666466656666666766686669667066716672667366746675667666776678667966806681668266836684668566866687668866896690669166926693669466956696669766986699670067016702670367046705670667076708670967106711671267136714671567166717671867196720672167226723672467256726672767286729673067316732673367346735673667376738673967406741674267436744674567466747674867496750675167526753675467556756675767586759676067616762676367646765676667676768676967706771677267736774677567766777677867796780678167826783678467856786678767886789679067916792679367946795679667976798679968006801680268036804680568066807680868096810681168126813681468156816681768186819682068216822682368246825682668276828682968306831683268336834683568366837683868396840684168426843684468456846684768486849685068516852685368546855685668576858685968606861686268636864686568666867686868696870687168726873687468756876687768786879688068816882688368846885688668876888688968906891689268936894689568966897689868996900690169026903690469056906690769086909691069116912691369146915691669176918691969206921692269236924692569266927692869296930693169326933693469356936693769386939694069416942694369446945694669476948694969506951695269536954695569566957695869596960696169626963696469656966696769686969697069716972697369746975697669776978697969806981698269836984698569866987698869896990699169926993699469956996699769986999700070017002700370047005700670077008700970107011701270137014701570167017701870197020702170227023702470257026702770287029703070317032703370347035703670377038703970407041704270437044704570467047704870497050705170527053705470557056705770587059706070617062706370647065706670677068706970707071707270737074707570767077707870797080708170827083708470857086708770887089709070917092709370947095709670977098709971007101710271037104710571067107710871097110711171127113711471157116711771187119712071217122712371247125712671277128712971307131713271337134713571367137713871397140714171427143714471457146714771487149715071517152715371547155715671577158715971607161716271637164716571667167716871697170717171727173717471757176717771787179718071817182718371847185718671877188718971907191719271937194719571967197719871997200720172027203720472057206720772087209721072117212721372147215721672177218721972207221722272237224722572267227722872297230723172327233723472357236723772387239724072417242724372447245724672477248724972507251725272537254725572567257725872597260726172627263726472657266726772687269727072717272727372747275727672777278727972807281728272837284728572867287728872897290729172927293729472957296729772987299730073017302730373047305730673077308730973107311731273137314731573167317731873197320732173227323732473257326732773287329733073317332733373347335733673377338733973407341734273437344734573467347734873497350735173527353735473557356735773587359736073617362736373647365736673677368736973707371737273737374737573767377737873797380738173827383738473857386738773887389739073917392739373947395739673977398739974007401740274037404740574067407740874097410741174127413741474157416741774187419742074217422742374247425742674277428742974307431743274337434743574367437743874397440744174427443744474457446744774487449745074517452745374547455745674577458745974607461746274637464746574667467746874697470747174727473747474757476747774787479748074817482748374847485748674877488748974907491749274937494749574967497749874997500750175027503750475057506750775087509751075117512751375147515751675177518751975207521752275237524752575267527752875297530753175327533753475357536753775387539754075417542754375447545754675477548754975507551755275537554755575567557755875597560756175627563756475657566756775687569757075717572757375747575757675777578757975807581758275837584758575867587758875897590759175927593759475957596759775987599760076017602760376047605760676077608760976107611761276137614761576167617761876197620762176227623762476257626762776287629763076317632763376347635763676377638763976407641764276437644764576467647764876497650765176527653765476557656765776587659766076617662766376647665766676677668766976707671767276737674767576767677767876797680768176827683768476857686768776887689769076917692769376947695769676977698769977007701770277037704770577067707770877097710771177127713771477157716771777187719772077217722772377247725772677277728772977307731773277337734773577367737773877397740774177427743774477457746774777487749775077517752775377547755775677577758775977607761776277637764776577667767776877697770777177727773777477757776777777787779778077817782778377847785778677877788778977907791779277937794779577967797779877997800780178027803780478057806780778087809781078117812781378147815781678177818781978207821782278237824782578267827782878297830783178327833783478357836783778387839784078417842784378447845784678477848784978507851785278537854785578567857785878597860786178627863786478657866786778687869787078717872787378747875787678777878787978807881788278837884788578867887788878897890789178927893789478957896789778987899790079017902790379047905790679077908790979107911791279137914791579167917791879197920792179227923792479257926792779287929793079317932793379347935793679377938793979407941794279437944794579467947794879497950795179527953795479557956795779587959796079617962796379647965796679677968796979707971797279737974797579767977797879797980798179827983798479857986798779887989799079917992799379947995799679977998799980008001800280038004800580068007800880098010801180128013801480158016801780188019802080218022802380248025802680278028802980308031803280338034803580368037803880398040804180428043804480458046804780488049805080518052805380548055805680578058805980608061806280638064806580668067806880698070807180728073807480758076807780788079808080818082808380848085808680878088808980908091809280938094809580968097809880998100810181028103810481058106810781088109811081118112811381148115811681178118811981208121812281238124812581268127812881298130813181328133813481358136813781388139814081418142814381448145814681478148814981508151815281538154815581568157815881598160816181628163816481658166816781688169817081718172817381748175817681778178817981808181818281838184818581868187818881898190819181928193819481958196819781988199820082018202820382048205820682078208820982108211821282138214821582168217821882198220822182228223822482258226822782288229823082318232823382348235823682378238823982408241824282438244824582468247824882498250825182528253825482558256825782588259826082618262826382648265826682678268826982708271827282738274827582768277827882798280828182828283828482858286828782888289829082918292829382948295829682978298829983008301830283038304830583068307830883098310831183128313831483158316831783188319832083218322832383248325832683278328832983308331833283338334833583368337833883398340834183428343834483458346834783488349835083518352835383548355835683578358835983608361836283638364836583668367836883698370837183728373837483758376837783788379838083818382838383848385838683878388838983908391839283938394839583968397839883998400840184028403840484058406840784088409841084118412841384148415841684178418841984208421842284238424842584268427842884298430843184328433843484358436843784388439844084418442844384448445844684478448844984508451845284538454845584568457845884598460846184628463846484658466846784688469847084718472847384748475847684778478847984808481848284838484848584868487848884898490849184928493849484958496849784988499850085018502850385048505850685078508850985108511851285138514851585168517851885198520852185228523852485258526852785288529853085318532853385348535853685378538853985408541854285438544854585468547854885498550855185528553855485558556855785588559856085618562856385648565856685678568856985708571857285738574857585768577857885798580858185828583858485858586858785888589859085918592859385948595859685978598859986008601860286038604860586068607860886098610861186128613861486158616861786188619862086218622862386248625862686278628862986308631863286338634863586368637863886398640864186428643864486458646864786488649865086518652865386548655865686578658865986608661866286638664866586668667866886698670867186728673867486758676867786788679868086818682868386848685868686878688868986908691869286938694869586968697869886998700870187028703870487058706870787088709871087118712871387148715871687178718871987208721872287238724872587268727872887298730873187328733873487358736873787388739874087418742874387448745874687478748874987508751875287538754875587568757875887598760876187628763876487658766876787688769877087718772877387748775877687778778877987808781878287838784878587868787878887898790879187928793879487958796879787988799880088018802880388048805880688078808880988108811881288138814881588168817881888198820882188228823882488258826882788288829883088318832883388348835883688378838883988408841884288438844884588468847884888498850885188528853885488558856885788588859886088618862886388648865886688678868886988708871887288738874887588768877887888798880888188828883888488858886888788888889889088918892889388948895889688978898889989008901890289038904890589068907890889098910891189128913891489158916891789188919892089218922892389248925892689278928892989308931893289338934893589368937893889398940894189428943894489458946894789488949895089518952895389548955895689578958895989608961896289638964896589668967896889698970897189728973897489758976897789788979898089818982898389848985898689878988898989908991899289938994899589968997899889999000900190029003900490059006900790089009901090119012901390149015901690179018901990209021902290239024902590269027902890299030903190329033903490359036903790389039904090419042904390449045904690479048904990509051905290539054905590569057905890599060906190629063906490659066906790689069907090719072907390749075907690779078907990809081908290839084908590869087908890899090909190929093909490959096909790989099910091019102910391049105910691079108910991109111911291139114911591169117911891199120912191229123912491259126912791289129913091319132913391349135913691379138913991409141914291439144914591469147914891499150915191529153915491559156915791589159916091619162916391649165916691679168916991709171917291739174917591769177917891799180918191829183918491859186918791889189919091919192919391949195919691979198919992009201920292039204920592069207920892099210921192129213921492159216921792189219922092219222922392249225922692279228922992309231923292339234923592369237923892399240924192429243924492459246924792489249925092519252925392549255925692579258925992609261926292639264926592669267926892699270927192729273927492759276927792789279928092819282928392849285928692879288928992909291929292939294929592969297929892999300930193029303930493059306930793089309931093119312931393149315931693179318931993209321932293239324932593269327932893299330933193329333933493359336933793389339934093419342934393449345934693479348934993509351935293539354935593569357935893599360936193629363936493659366936793689369937093719372937393749375937693779378937993809381938293839384938593869387938893899390939193929393939493959396939793989399940094019402940394049405940694079408940994109411941294139414941594169417941894199420942194229423942494259426942794289429943094319432943394349435943694379438943994409441944294439444944594469447944894499450945194529453945494559456945794589459946094619462946394649465946694679468946994709471947294739474947594769477947894799480948194829483948494859486948794889489949094919492949394949495949694979498949995009501950295039504950595069507950895099510951195129513951495159516951795189519952095219522952395249525952695279528952995309531953295339534953595369537953895399540954195429543954495459546954795489549955095519552955395549555955695579558955995609561956295639564956595669567956895699570957195729573957495759576957795789579958095819582958395849585958695879588958995909591959295939594959595969597959895999600960196029603960496059606960796089609961096119612961396149615961696179618961996209621962296239624962596269627962896299630963196329633963496359636963796389639964096419642964396449645964696479648964996509651965296539654965596569657965896599660966196629663966496659666966796689669967096719672967396749675967696779678967996809681968296839684968596869687968896899690969196929693969496959696969796989699970097019702970397049705970697079708970997109711971297139714971597169717971897199720972197229723972497259726972797289729973097319732973397349735973697379738973997409741974297439744974597469747974897499750975197529753975497559756975797589759976097619762976397649765976697679768976997709771977297739774977597769777977897799780978197829783978497859786978797889789979097919792979397949795979697979798979998009801980298039804980598069807980898099810981198129813981498159816981798189819982098219822982398249825982698279828982998309831983298339834983598369837983898399840984198429843984498459846984798489849985098519852985398549855985698579858985998609861986298639864986598669867986898699870987198729873987498759876987798789879988098819882988398849885988698879888988998909891989298939894989598969897989898999900990199029903990499059906990799089909991099119912991399149915991699179918991999209921992299239924992599269927992899299930993199329933993499359936993799389939994099419942994399449945994699479948994999509951995299539954995599569957995899599960996199629963996499659966996799689969997099719972997399749975997699779978997999809981998299839984998599869987998899899990999199929993999499959996999799989999100001000110002100031000410005100061000710008100091001010011100121001310014100151001610017100181001910020100211002210023100241002510026100271002810029100301003110032100331003410035100361003710038100391004010041100421004310044100451004610047100481004910050100511005210053100541005510056100571005810059100601006110062100631006410065100661006710068100691007010071100721007310074100751007610077100781007910080100811008210083100841008510086100871008810089100901009110092100931009410095100961009710098100991010010101101021010310104101051010610107101081010910110101111011210113101141011510116101171011810119101201012110122101231012410125101261012710128101291013010131101321013310134101351013610137101381013910140101411014210143101441014510146101471014810149101501015110152101531015410155101561015710158101591016010161101621016310164101651016610167101681016910170101711017210173101741017510176101771017810179101801018110182101831018410185101861018710188101891019010191101921019310194101951019610197101981019910200102011020210203102041020510206102071020810209102101021110212102131021410215102161021710218102191022010221102221022310224102251022610227102281022910230102311023210233102341023510236102371023810239102401024110242102431024410245102461024710248102491025010251102521025310254102551025610257102581025910260102611026210263102641026510266102671026810269102701027110272102731027410275102761027710278102791028010281102821028310284102851028610287102881028910290102911029210293102941029510296102971029810299103001030110302103031030410305103061030710308103091031010311103121031310314103151031610317103181031910320103211032210323103241032510326103271032810329103301033110332103331033410335103361033710338103391034010341103421034310344103451034610347103481034910350103511035210353103541035510356103571035810359103601036110362103631036410365103661036710368103691037010371103721037310374103751037610377103781037910380103811038210383103841038510386103871038810389103901039110392103931039410395103961039710398103991040010401104021040310404104051040610407104081040910410104111041210413104141041510416104171041810419104201042110422104231042410425104261042710428104291043010431104321043310434104351043610437104381043910440104411044210443104441044510446104471044810449104501045110452104531045410455104561045710458104591046010461104621046310464104651046610467104681046910470104711047210473104741047510476104771047810479104801048110482104831048410485104861048710488104891049010491104921049310494104951049610497104981049910500105011050210503105041050510506105071050810509105101051110512105131051410515105161051710518105191052010521105221052310524105251052610527105281052910530105311053210533105341053510536105371053810539105401054110542105431054410545105461054710548105491055010551105521055310554105551055610557105581055910560105611056210563105641056510566105671056810569105701057110572105731057410575105761057710578105791058010581105821058310584105851058610587105881058910590105911059210593105941059510596105971059810599106001060110602106031060410605106061060710608106091061010611106121061310614106151061610617106181061910620106211062210623106241062510626106271062810629106301063110632106331063410635106361063710638106391064010641106421064310644106451064610647106481064910650106511065210653106541065510656106571065810659106601066110662106631066410665106661066710668106691067010671106721067310674106751067610677106781067910680106811068210683106841068510686106871068810689106901069110692106931069410695106961069710698106991070010701107021070310704107051070610707107081070910710107111071210713107141071510716107171071810719107201072110722107231072410725107261072710728107291073010731107321073310734107351073610737107381073910740107411074210743107441074510746107471074810749107501075110752107531075410755107561075710758107591076010761107621076310764107651076610767107681076910770107711077210773107741077510776107771077810779107801078110782107831078410785107861078710788107891079010791107921079310794107951079610797107981079910800108011080210803108041080510806108071080810809108101081110812108131081410815108161081710818108191082010821108221082310824108251082610827108281082910830108311083210833108341083510836108371083810839108401084110842108431084410845108461084710848108491085010851108521085310854108551085610857108581085910860108611086210863108641086510866108671086810869108701087110872108731087410875108761087710878108791088010881108821088310884108851088610887108881088910890108911089210893108941089510896108971089810899109001090110902109031090410905109061090710908109091091010911109121091310914109151091610917109181091910920109211092210923109241092510926109271092810929109301093110932109331093410935109361093710938109391094010941109421094310944109451094610947109481094910950109511095210953109541095510956109571095810959109601096110962109631096410965109661096710968109691097010971109721097310974109751097610977109781097910980109811098210983109841098510986109871098810989109901099110992109931099410995109961099710998109991100011001110021100311004110051100611007110081100911010110111101211013110141101511016110171101811019110201102111022110231102411025110261102711028110291103011031110321103311034110351103611037110381103911040110411104211043110441104511046110471104811049110501105111052110531105411055110561105711058110591106011061110621106311064110651106611067110681106911070110711107211073110741107511076110771107811079110801108111082110831108411085110861108711088110891109011091110921109311094110951109611097110981109911100111011110211103111041110511106111071110811109111101111111112111131111411115111161111711118111191112011121111221112311124111251112611127111281112911130111311113211133111341113511136111371113811139111401114111142111431114411145111461114711148111491115011151111521115311154111551115611157111581115911160111611116211163111641116511166111671116811169111701117111172111731117411175111761117711178111791118011181111821118311184111851118611187111881118911190111911119211193111941119511196111971119811199112001120111202112031120411205112061120711208112091121011211112121121311214112151121611217112181121911220112211122211223112241122511226112271122811229112301123111232112331123411235112361123711238112391124011241112421124311244112451124611247112481124911250112511125211253112541125511256112571125811259112601126111262112631126411265112661126711268112691127011271112721127311274112751127611277112781127911280112811128211283112841128511286112871128811289112901129111292112931129411295112961129711298112991130011301113021130311304113051130611307113081130911310113111131211313113141131511316113171131811319113201132111322113231132411325113261132711328113291133011331113321133311334113351133611337113381133911340113411134211343113441134511346113471134811349113501135111352113531135411355113561135711358113591136011361113621136311364113651136611367113681136911370113711137211373113741137511376113771137811379113801138111382113831138411385113861138711388113891139011391113921139311394113951139611397113981139911400114011140211403114041140511406114071140811409114101141111412114131141411415114161141711418114191142011421114221142311424114251142611427114281142911430114311143211433114341143511436114371143811439114401144111442114431144411445114461144711448114491145011451114521145311454114551145611457114581145911460114611146211463114641146511466114671146811469114701147111472114731147411475114761147711478114791148011481114821148311484114851148611487114881148911490114911149211493114941149511496114971149811499115001150111502115031150411505115061150711508115091151011511115121151311514115151151611517115181151911520115211152211523115241152511526115271152811529115301153111532115331153411535115361153711538115391154011541115421154311544115451154611547115481154911550115511155211553115541155511556115571155811559115601156111562115631156411565115661156711568115691157011571115721157311574115751157611577115781157911580115811158211583115841158511586115871158811589115901159111592115931159411595115961159711598115991160011601116021160311604116051160611607116081160911610116111161211613116141161511616116171161811619116201162111622116231162411625116261162711628116291163011631116321163311634116351163611637116381163911640116411164211643116441164511646116471164811649116501165111652116531165411655116561165711658116591166011661116621166311664116651166611667116681166911670116711167211673116741167511676116771167811679116801168111682116831168411685116861168711688116891169011691116921169311694116951169611697116981169911700117011170211703117041170511706117071170811709117101171111712117131171411715117161171711718117191172011721117221172311724117251172611727117281172911730117311173211733117341173511736117371173811739117401174111742117431174411745117461174711748117491175011751117521175311754117551175611757117581175911760117611176211763117641176511766117671176811769117701177111772117731177411775117761177711778117791178011781117821178311784117851178611787117881178911790117911179211793117941179511796117971179811799118001180111802118031180411805118061180711808118091181011811118121181311814118151181611817118181181911820118211182211823118241182511826118271182811829118301183111832118331183411835118361183711838118391184011841118421184311844118451184611847118481184911850118511185211853118541185511856118571185811859118601186111862118631186411865118661186711868118691187011871118721187311874118751187611877118781187911880118811188211883118841188511886118871188811889118901189111892118931189411895118961189711898118991190011901119021190311904119051190611907119081190911910119111191211913119141191511916119171191811919119201192111922119231192411925119261192711928119291193011931119321193311934119351193611937119381193911940119411194211943119441194511946119471194811949119501195111952119531195411955119561195711958119591196011961119621196311964119651196611967119681196911970119711197211973119741197511976119771197811979119801198111982119831198411985119861198711988119891199011991119921199311994119951199611997119981199912000120011200212003120041200512006120071200812009120101201112012120131201412015120161201712018120191202012021120221202312024120251202612027120281202912030120311203212033120341203512036120371203812039120401204112042120431204412045120461204712048120491205012051120521205312054120551205612057120581205912060120611206212063120641206512066120671206812069120701207112072120731207412075120761207712078120791208012081120821208312084120851208612087120881208912090120911209212093120941209512096120971209812099121001210112102121031210412105121061210712108121091211012111121121211312114121151211612117121181211912120121211212212123121241212512126121271212812129121301213112132121331213412135121361213712138121391214012141121421214312144121451214612147121481214912150121511215212153121541215512156121571215812159121601216112162121631216412165121661216712168121691217012171121721217312174121751217612177121781217912180121811218212183121841218512186121871218812189121901219112192121931219412195121961219712198121991220012201122021220312204122051220612207122081220912210122111221212213122141221512216122171221812219122201222112222122231222412225122261222712228122291223012231122321223312234122351223612237122381223912240122411224212243122441224512246122471224812249122501225112252122531225412255122561225712258122591226012261122621226312264122651226612267122681226912270122711227212273122741227512276122771227812279122801228112282122831228412285122861228712288122891229012291122921229312294122951229612297122981229912300123011230212303123041230512306123071230812309123101231112312123131231412315123161231712318123191232012321123221232312324123251232612327123281232912330123311233212333123341233512336123371233812339123401234112342123431234412345123461234712348123491235012351123521235312354123551235612357123581235912360123611236212363123641236512366123671236812369123701237112372123731237412375123761237712378123791238012381123821238312384123851238612387123881238912390123911239212393123941239512396123971239812399124001240112402124031240412405124061240712408124091241012411124121241312414124151241612417124181241912420124211242212423124241242512426124271242812429124301243112432124331243412435124361243712438124391244012441124421244312444124451244612447124481244912450124511245212453124541245512456124571245812459124601246112462124631246412465124661246712468124691247012471124721247312474124751247612477124781247912480124811248212483124841248512486124871248812489124901249112492124931249412495124961249712498124991250012501125021250312504125051250612507125081250912510125111251212513125141251512516125171251812519125201252112522125231252412525125261252712528125291253012531125321253312534125351253612537125381253912540125411254212543125441254512546125471254812549125501255112552125531255412555125561255712558125591256012561125621256312564125651256612567125681256912570125711257212573125741257512576125771257812579125801258112582125831258412585125861258712588125891259012591125921259312594125951259612597125981259912600126011260212603126041260512606126071260812609126101261112612126131261412615126161261712618126191262012621126221262312624126251262612627126281262912630126311263212633126341263512636126371263812639126401264112642126431264412645126461264712648126491265012651126521265312654126551265612657126581265912660126611266212663126641266512666126671266812669126701267112672126731267412675126761267712678126791268012681126821268312684126851268612687126881268912690126911269212693126941269512696126971269812699127001270112702127031270412705127061270712708127091271012711127121271312714127151271612717127181271912720127211272212723127241272512726127271272812729127301273112732127331273412735127361273712738127391274012741127421274312744127451274612747127481274912750127511275212753127541275512756127571275812759127601276112762127631276412765127661276712768127691277012771127721277312774127751277612777127781277912780127811278212783127841278512786127871278812789127901279112792127931279412795127961279712798127991280012801128021280312804128051280612807128081280912810128111281212813128141281512816128171281812819128201282112822128231282412825128261282712828128291283012831128321283312834128351283612837128381283912840128411284212843128441284512846128471284812849128501285112852128531285412855128561285712858128591286012861128621286312864128651286612867128681286912870128711287212873128741287512876128771287812879128801288112882128831288412885128861288712888128891289012891128921289312894128951289612897128981289912900129011290212903129041290512906129071290812909129101291112912129131291412915129161291712918129191292012921129221292312924129251292612927129281292912930129311293212933129341293512936129371293812939129401294112942129431294412945129461294712948129491295012951129521295312954129551295612957129581295912960129611296212963129641296512966129671296812969129701297112972129731297412975129761297712978129791298012981129821298312984129851298612987129881298912990129911299212993129941299512996129971299812999130001300113002130031300413005130061300713008130091301013011130121301313014130151301613017130181301913020130211302213023130241302513026130271302813029130301303113032130331303413035130361303713038130391304013041130421304313044130451304613047130481304913050130511305213053130541305513056130571305813059130601306113062130631306413065130661306713068130691307013071130721307313074130751307613077130781307913080130811308213083130841308513086130871308813089130901309113092130931309413095130961309713098130991310013101131021310313104131051310613107131081310913110131111311213113131141311513116131171311813119131201312113122131231312413125131261312713128131291313013131131321313313134131351313613137131381313913140131411314213143131441314513146131471314813149131501315113152131531315413155131561315713158131591316013161131621316313164131651316613167131681316913170131711317213173131741317513176131771317813179131801318113182131831318413185131861318713188131891319013191131921319313194131951319613197131981319913200132011320213203132041320513206132071320813209132101321113212132131321413215132161321713218132191322013221132221322313224132251322613227132281322913230132311323213233132341323513236132371323813239132401324113242132431324413245132461324713248132491325013251132521325313254132551325613257132581325913260132611326213263132641326513266132671326813269132701327113272132731327413275132761327713278132791328013281132821328313284132851328613287132881328913290132911329213293132941329513296132971329813299133001330113302133031330413305133061330713308133091331013311133121331313314133151331613317133181331913320133211332213323133241332513326133271332813329133301333113332133331333413335133361333713338133391334013341133421334313344133451334613347133481334913350133511335213353133541335513356133571335813359133601336113362133631336413365133661336713368133691337013371133721337313374133751337613377133781337913380133811338213383133841338513386133871338813389133901339113392133931339413395133961339713398133991340013401134021340313404134051340613407134081340913410134111341213413134141341513416134171341813419134201342113422134231342413425134261342713428134291343013431134321343313434134351343613437134381343913440134411344213443134441344513446134471344813449134501345113452134531345413455134561345713458134591346013461134621346313464134651346613467134681346913470134711347213473134741347513476134771347813479134801348113482134831348413485134861348713488134891349013491134921349313494134951349613497134981349913500135011350213503135041350513506135071350813509135101351113512135131351413515135161351713518135191352013521135221352313524135251352613527135281352913530135311353213533135341353513536135371353813539135401354113542135431354413545135461354713548135491355013551135521355313554135551355613557135581355913560135611356213563135641356513566135671356813569135701357113572135731357413575135761357713578135791358013581135821358313584135851358613587135881358913590135911359213593135941359513596135971359813599136001360113602136031360413605136061360713608136091361013611136121361313614136151361613617136181361913620136211362213623136241362513626136271362813629136301363113632136331363413635136361363713638136391364013641136421364313644136451364613647136481364913650136511365213653136541365513656136571365813659136601366113662136631366413665136661366713668136691367013671136721367313674136751367613677136781367913680136811368213683136841368513686136871368813689136901369113692136931369413695136961369713698136991370013701137021370313704137051370613707137081370913710137111371213713137141371513716137171371813719137201372113722137231372413725137261372713728137291373013731137321373313734137351373613737137381373913740137411374213743137441374513746137471374813749137501375113752137531375413755137561375713758137591376013761137621376313764137651376613767137681376913770137711377213773137741377513776137771377813779137801378113782137831378413785137861378713788137891379013791137921379313794137951379613797137981379913800138011380213803138041380513806138071380813809138101381113812138131381413815138161381713818138191382013821138221382313824138251382613827138281382913830138311383213833138341383513836138371383813839138401384113842138431384413845138461384713848138491385013851138521385313854138551385613857138581385913860138611386213863138641386513866138671386813869138701387113872138731387413875138761387713878138791388013881138821388313884138851388613887138881388913890138911389213893138941389513896138971389813899139001390113902139031390413905139061390713908139091391013911139121391313914139151391613917139181391913920139211392213923139241392513926139271392813929139301393113932139331393413935139361393713938139391394013941139421394313944139451394613947139481394913950139511395213953139541395513956139571395813959139601396113962139631396413965139661396713968139691397013971139721397313974139751397613977139781397913980139811398213983139841398513986139871398813989139901399113992139931399413995139961399713998139991400014001140021400314004140051400614007140081400914010140111401214013140141401514016140171401814019140201402114022140231402414025140261402714028140291403014031140321403314034140351403614037140381403914040140411404214043140441404514046140471404814049140501405114052140531405414055140561405714058140591406014061140621406314064140651406614067140681406914070140711407214073140741407514076140771407814079140801408114082140831408414085140861408714088140891409014091140921409314094140951409614097140981409914100141011410214103141041410514106141071410814109141101411114112141131411414115141161411714118141191412014121141221412314124141251412614127141281412914130141311413214133141341413514136141371413814139141401414114142141431414414145141461414714148141491415014151141521415314154141551415614157141581415914160141611416214163141641416514166141671416814169141701417114172141731417414175141761417714178141791418014181141821418314184141851418614187141881418914190141911419214193141941419514196141971419814199142001420114202142031420414205142061420714208142091421014211142121421314214142151421614217142181421914220142211422214223142241422514226142271422814229142301423114232142331423414235142361423714238142391424014241142421424314244142451424614247142481424914250142511425214253142541425514256142571425814259142601426114262142631426414265142661426714268142691427014271142721427314274142751427614277142781427914280142811428214283142841428514286142871428814289142901429114292142931429414295142961429714298142991430014301143021430314304143051430614307143081430914310143111431214313143141431514316143171431814319143201432114322143231432414325143261432714328143291433014331143321433314334143351433614337143381433914340143411434214343143441434514346143471434814349143501435114352143531435414355143561435714358143591436014361143621436314364143651436614367143681436914370143711437214373143741437514376143771437814379143801438114382143831438414385143861438714388143891439014391143921439314394143951439614397143981439914400144011440214403144041440514406144071440814409144101441114412144131441414415144161441714418144191442014421144221442314424144251442614427144281442914430144311443214433144341443514436144371443814439144401444114442144431444414445144461444714448144491445014451144521445314454144551445614457144581445914460144611446214463144641446514466144671446814469144701447114472144731447414475144761447714478144791448014481144821448314484144851448614487144881448914490144911449214493144941449514496144971449814499145001450114502145031450414505145061450714508145091451014511145121451314514145151451614517145181451914520145211452214523145241452514526145271452814529145301453114532145331453414535145361453714538145391454014541145421454314544145451454614547145481454914550145511455214553145541455514556145571455814559145601456114562145631456414565145661456714568145691457014571145721457314574145751457614577145781457914580145811458214583145841458514586145871458814589145901459114592145931459414595145961459714598145991460014601146021460314604146051460614607146081460914610146111461214613146141461514616146171461814619146201462114622146231462414625146261462714628146291463014631146321463314634146351463614637146381463914640146411464214643146441464514646146471464814649146501465114652146531465414655146561465714658146591466014661146621466314664146651466614667146681466914670146711467214673146741467514676146771467814679146801468114682146831468414685146861468714688146891469014691146921469314694146951469614697146981469914700147011470214703147041470514706147071470814709147101471114712147131471414715147161471714718147191472014721147221472314724147251472614727147281472914730147311473214733147341473514736147371473814739147401474114742147431474414745147461474714748147491475014751147521475314754147551475614757147581475914760147611476214763147641476514766147671476814769147701477114772147731477414775147761477714778147791478014781147821478314784147851478614787147881478914790147911479214793147941479514796147971479814799148001480114802148031480414805148061480714808148091481014811148121481314814148151481614817148181481914820148211482214823148241482514826148271482814829148301483114832148331483414835148361483714838148391484014841148421484314844148451484614847148481484914850148511485214853148541485514856148571485814859148601486114862148631486414865148661486714868148691487014871148721487314874148751487614877148781487914880148811488214883148841488514886148871488814889148901489114892148931489414895148961489714898148991490014901149021490314904149051490614907149081490914910149111491214913149141491514916149171491814919149201492114922149231492414925149261492714928149291493014931149321493314934149351493614937149381493914940149411494214943149441494514946149471494814949149501495114952149531495414955149561495714958149591496014961149621496314964149651496614967149681496914970149711497214973149741497514976149771497814979149801498114982149831498414985149861498714988149891499014991149921499314994149951499614997149981499915000150011500215003150041500515006150071500815009150101501115012150131501415015150161501715018150191502015021150221502315024150251502615027150281502915030150311503215033150341503515036150371503815039150401504115042150431504415045150461504715048150491505015051150521505315054150551505615057150581505915060150611506215063150641506515066150671506815069150701507115072150731507415075150761507715078150791508015081150821508315084150851508615087150881508915090150911509215093150941509515096150971509815099151001510115102151031510415105151061510715108151091511015111151121511315114151151511615117151181511915120151211512215123151241512515126151271512815129151301513115132151331513415135151361513715138151391514015141151421514315144151451514615147151481514915150151511515215153151541515515156151571515815159151601516115162151631516415165151661516715168151691517015171151721517315174151751517615177151781517915180151811518215183151841518515186151871518815189151901519115192151931519415195151961519715198151991520015201152021520315204152051520615207152081520915210152111521215213152141521515216152171521815219152201522115222152231522415225152261522715228152291523015231152321523315234152351523615237152381523915240152411524215243152441524515246152471524815249152501525115252152531525415255152561525715258152591526015261152621526315264152651526615267152681526915270152711527215273152741527515276152771527815279152801528115282152831528415285152861528715288152891529015291152921529315294152951529615297152981529915300153011530215303153041530515306153071530815309153101531115312153131531415315153161531715318153191532015321153221532315324153251532615327153281532915330153311533215333153341533515336153371533815339153401534115342153431534415345153461534715348153491535015351153521535315354153551535615357153581535915360153611536215363153641536515366153671536815369153701537115372153731537415375153761537715378153791538015381153821538315384153851538615387153881538915390153911539215393153941539515396153971539815399154001540115402154031540415405154061540715408154091541015411154121541315414154151541615417154181541915420154211542215423154241542515426154271542815429154301543115432154331543415435154361543715438154391544015441154421544315444154451544615447154481544915450154511545215453154541545515456154571545815459154601546115462154631546415465154661546715468154691547015471154721547315474154751547615477154781547915480154811548215483154841548515486154871548815489154901549115492154931549415495154961549715498154991550015501155021550315504155051550615507155081550915510155111551215513155141551515516155171551815519155201552115522155231552415525155261552715528155291553015531155321553315534155351553615537155381553915540155411554215543155441554515546155471554815549155501555115552155531555415555155561555715558155591556015561155621556315564155651556615567155681556915570155711557215573155741557515576155771557815579155801558115582155831558415585155861558715588155891559015591155921559315594155951559615597155981559915600156011560215603156041560515606156071560815609156101561115612156131561415615156161561715618156191562015621156221562315624156251562615627156281562915630156311563215633156341563515636156371563815639156401564115642156431564415645156461564715648156491565015651156521565315654156551565615657156581565915660156611566215663156641566515666156671566815669156701567115672156731567415675156761567715678156791568015681156821568315684156851568615687156881568915690156911569215693156941569515696156971569815699157001570115702157031570415705157061570715708157091571015711157121571315714157151571615717157181571915720157211572215723157241572515726157271572815729157301573115732157331573415735157361573715738157391574015741157421574315744157451574615747157481574915750157511575215753157541575515756157571575815759157601576115762157631576415765157661576715768157691577015771157721577315774157751577615777157781577915780157811578215783157841578515786157871578815789157901579115792157931579415795157961579715798157991580015801158021580315804158051580615807158081580915810158111581215813158141581515816158171581815819158201582115822158231582415825158261582715828158291583015831158321583315834158351583615837158381583915840158411584215843158441584515846158471584815849158501585115852158531585415855158561585715858158591586015861158621586315864158651586615867158681586915870158711587215873158741587515876158771587815879158801588115882158831588415885158861588715888158891589015891158921589315894158951589615897158981589915900159011590215903159041590515906159071590815909159101591115912159131591415915159161591715918159191592015921159221592315924159251592615927159281592915930159311593215933159341593515936159371593815939159401594115942159431594415945159461594715948159491595015951159521595315954159551595615957159581595915960159611596215963159641596515966159671596815969159701597115972159731597415975159761597715978159791598015981159821598315984159851598615987159881598915990159911599215993159941599515996159971599815999160001600116002160031600416005160061600716008160091601016011160121601316014160151601616017160181601916020160211602216023160241602516026160271602816029160301603116032160331603416035160361603716038160391604016041160421604316044160451604616047160481604916050160511605216053160541605516056160571605816059160601606116062160631606416065160661606716068160691607016071160721607316074160751607616077160781607916080160811608216083160841608516086160871608816089160901609116092160931609416095160961609716098160991610016101161021610316104161051610616107161081610916110161111611216113161141611516116161171611816119161201612116122161231612416125161261612716128161291613016131161321613316134161351613616137161381613916140161411614216143161441614516146161471614816149161501615116152161531615416155161561615716158161591616016161161621616316164161651616616167161681616916170161711617216173161741617516176161771617816179161801618116182161831618416185161861618716188161891619016191161921619316194161951619616197161981619916200162011620216203162041620516206162071620816209162101621116212162131621416215162161621716218162191622016221162221622316224162251622616227162281622916230162311623216233162341623516236162371623816239162401624116242162431624416245162461624716248162491625016251162521625316254162551625616257162581625916260162611626216263162641626516266162671626816269162701627116272162731627416275162761627716278162791628016281162821628316284162851628616287162881628916290162911629216293162941629516296162971629816299163001630116302163031630416305163061630716308163091631016311163121631316314163151631616317163181631916320163211632216323163241632516326163271632816329163301633116332163331633416335163361633716338163391634016341163421634316344163451634616347163481634916350163511635216353163541635516356163571635816359163601636116362163631636416365163661636716368163691637016371163721637316374163751637616377163781637916380163811638216383163841638516386163871638816389163901639116392163931639416395163961639716398163991640016401164021640316404164051640616407164081640916410164111641216413164141641516416164171641816419164201642116422164231642416425164261642716428164291643016431164321643316434164351643616437164381643916440164411644216443164441644516446164471644816449164501645116452164531645416455164561645716458164591646016461164621646316464164651646616467164681646916470164711647216473164741647516476164771647816479164801648116482164831648416485164861648716488164891649016491164921649316494164951649616497164981649916500165011650216503165041650516506165071650816509165101651116512165131651416515165161651716518165191652016521165221652316524165251652616527165281652916530165311653216533165341653516536165371653816539165401654116542165431654416545165461654716548165491655016551165521655316554165551655616557165581655916560165611656216563165641656516566165671656816569165701657116572165731657416575165761657716578165791658016581165821658316584165851658616587165881658916590165911659216593165941659516596165971659816599166001660116602166031660416605166061660716608166091661016611166121661316614166151661616617166181661916620166211662216623166241662516626166271662816629166301663116632166331663416635166361663716638166391664016641166421664316644166451664616647166481664916650166511665216653166541665516656166571665816659166601666116662166631666416665166661666716668166691667016671166721667316674166751667616677166781667916680166811668216683166841668516686166871668816689166901669116692166931669416695166961669716698166991670016701167021670316704167051670616707167081670916710167111671216713167141671516716167171671816719167201672116722167231672416725167261672716728167291673016731167321673316734167351673616737167381673916740167411674216743167441674516746167471674816749167501675116752167531675416755167561675716758167591676016761167621676316764167651676616767167681676916770167711677216773167741677516776167771677816779167801678116782167831678416785167861678716788167891679016791167921679316794167951679616797167981679916800168011680216803168041680516806168071680816809168101681116812168131681416815168161681716818168191682016821168221682316824168251682616827168281682916830168311683216833168341683516836168371683816839168401684116842168431684416845168461684716848168491685016851168521685316854168551685616857168581685916860168611686216863168641686516866168671686816869168701687116872168731687416875168761687716878168791688016881168821688316884168851688616887168881688916890168911689216893168941689516896168971689816899169001690116902169031690416905169061690716908169091691016911169121691316914169151691616917169181691916920169211692216923169241692516926169271692816929169301693116932169331693416935169361693716938169391694016941169421694316944169451694616947169481694916950169511695216953169541695516956169571695816959169601696116962169631696416965169661696716968169691697016971169721697316974169751697616977169781697916980169811698216983169841698516986169871698816989169901699116992169931699416995169961699716998169991700017001170021700317004170051700617007170081700917010170111701217013170141701517016170171701817019170201702117022170231702417025170261702717028170291703017031170321703317034170351703617037170381703917040170411704217043170441704517046170471704817049170501705117052170531705417055170561705717058170591706017061170621706317064170651706617067170681706917070170711707217073170741707517076170771707817079170801708117082170831708417085170861708717088170891709017091170921709317094170951709617097170981709917100171011710217103171041710517106171071710817109171101711117112171131711417115171161711717118171191712017121171221712317124171251712617127171281712917130171311713217133171341713517136171371713817139171401714117142171431714417145171461714717148171491715017151171521715317154171551715617157171581715917160171611716217163171641716517166171671716817169171701717117172171731717417175171761717717178171791718017181171821718317184171851718617187171881718917190171911719217193171941719517196171971719817199172001720117202172031720417205172061720717208172091721017211172121721317214172151721617217172181721917220172211722217223172241722517226172271722817229172301723117232172331723417235172361723717238172391724017241172421724317244172451724617247172481724917250172511725217253172541725517256172571725817259172601726117262172631726417265172661726717268172691727017271172721727317274172751727617277172781727917280172811728217283172841728517286172871728817289172901729117292172931729417295172961729717298172991730017301173021730317304173051730617307173081730917310173111731217313173141731517316173171731817319173201732117322173231732417325173261732717328173291733017331173321733317334173351733617337173381733917340173411734217343173441734517346173471734817349173501735117352173531735417355173561735717358173591736017361173621736317364173651736617367173681736917370173711737217373173741737517376173771737817379173801738117382173831738417385173861738717388173891739017391173921739317394173951739617397173981739917400174011740217403174041740517406174071740817409174101741117412174131741417415174161741717418174191742017421174221742317424174251742617427174281742917430174311743217433174341743517436174371743817439174401744117442174431744417445174461744717448174491745017451174521745317454174551745617457174581745917460174611746217463174641746517466174671746817469174701747117472174731747417475174761747717478174791748017481174821748317484174851748617487174881748917490174911749217493174941749517496174971749817499175001750117502175031750417505175061750717508175091751017511175121751317514175151751617517175181751917520175211752217523175241752517526175271752817529175301753117532175331753417535175361753717538175391754017541175421754317544175451754617547175481754917550175511755217553175541755517556175571755817559175601756117562175631756417565175661756717568175691757017571175721757317574175751757617577175781757917580175811758217583175841758517586175871758817589175901759117592175931759417595175961759717598175991760017601176021760317604176051760617607176081760917610176111761217613176141761517616176171761817619176201762117622176231762417625176261762717628176291763017631176321763317634176351763617637176381763917640176411764217643176441764517646176471764817649176501765117652176531765417655176561765717658176591766017661176621766317664176651766617667176681766917670176711767217673176741767517676176771767817679176801768117682176831768417685176861768717688176891769017691176921769317694176951769617697176981769917700177011770217703177041770517706177071770817709177101771117712177131771417715177161771717718177191772017721177221772317724177251772617727177281772917730177311773217733177341773517736177371773817739177401774117742177431774417745177461774717748177491775017751177521775317754177551775617757177581775917760177611776217763177641776517766177671776817769177701777117772177731777417775177761777717778177791778017781177821778317784177851778617787177881778917790177911779217793177941779517796177971779817799178001780117802178031780417805178061780717808178091781017811178121781317814178151781617817178181781917820178211782217823178241782517826178271782817829178301783117832178331783417835178361783717838178391784017841178421784317844178451784617847178481784917850178511785217853178541785517856178571785817859178601786117862178631786417865178661786717868178691787017871178721787317874178751787617877178781787917880178811788217883178841788517886178871788817889178901789117892178931789417895178961789717898178991790017901179021790317904179051790617907179081790917910179111791217913179141791517916179171791817919179201792117922179231792417925179261792717928179291793017931179321793317934179351793617937179381793917940179411794217943179441794517946179471794817949179501795117952179531795417955179561795717958179591796017961179621796317964179651796617967179681796917970179711797217973179741797517976179771797817979179801798117982179831798417985179861798717988179891799017991179921799317994179951799617997179981799918000180011800218003180041800518006180071800818009180101801118012180131801418015180161801718018180191802018021180221802318024180251802618027180281802918030180311803218033180341803518036180371803818039180401804118042180431804418045180461804718048180491805018051180521805318054180551805618057180581805918060180611806218063180641806518066180671806818069180701807118072180731807418075180761807718078180791808018081180821808318084180851808618087180881808918090180911809218093180941809518096180971809818099181001810118102181031810418105181061810718108181091811018111181121811318114181151811618117181181811918120181211812218123181241812518126181271812818129181301813118132181331813418135181361813718138181391814018141181421814318144181451814618147181481814918150181511815218153181541815518156181571815818159181601816118162181631816418165181661816718168181691817018171181721817318174181751817618177181781817918180181811818218183181841818518186181871818818189181901819118192181931819418195181961819718198181991820018201182021820318204182051820618207182081820918210182111821218213182141821518216182171821818219182201822118222182231822418225182261822718228182291823018231182321823318234182351823618237182381823918240182411824218243182441824518246182471824818249182501825118252182531825418255182561825718258182591826018261182621826318264182651826618267182681826918270182711827218273182741827518276182771827818279182801828118282182831828418285182861828718288182891829018291182921829318294182951829618297182981829918300183011830218303183041830518306183071830818309183101831118312183131831418315183161831718318183191832018321183221832318324183251832618327183281832918330183311833218333183341833518336183371833818339183401834118342183431834418345183461834718348183491835018351183521835318354183551835618357183581835918360183611836218363183641836518366183671836818369183701837118372183731837418375183761837718378183791838018381183821838318384183851838618387183881838918390183911839218393183941839518396183971839818399184001840118402184031840418405184061840718408184091841018411184121841318414184151841618417184181841918420184211842218423184241842518426184271842818429184301843118432184331843418435184361843718438184391844018441184421844318444184451844618447184481844918450184511845218453184541845518456184571845818459184601846118462184631846418465184661846718468184691847018471184721847318474184751847618477184781847918480184811848218483184841848518486184871848818489184901849118492184931849418495184961849718498184991850018501185021850318504185051850618507185081850918510185111851218513185141851518516185171851818519185201852118522185231852418525185261852718528185291853018531185321853318534185351853618537185381853918540185411854218543185441854518546185471854818549185501855118552185531855418555185561855718558185591856018561185621856318564185651856618567185681856918570185711857218573185741857518576185771857818579185801858118582185831858418585185861858718588185891859018591185921859318594185951859618597185981859918600186011860218603186041860518606186071860818609186101861118612186131861418615186161861718618186191862018621186221862318624186251862618627186281862918630186311863218633186341863518636186371863818639186401864118642186431864418645186461864718648186491865018651186521865318654186551865618657186581865918660186611866218663186641866518666186671866818669186701867118672186731867418675186761867718678186791868018681186821868318684186851868618687186881868918690186911869218693186941869518696186971869818699187001870118702187031870418705187061870718708187091871018711187121871318714187151871618717187181871918720187211872218723187241872518726187271872818729187301873118732187331873418735187361873718738187391874018741187421874318744187451874618747187481874918750187511875218753187541875518756187571875818759187601876118762187631876418765187661876718768187691877018771187721877318774187751877618777187781877918780187811878218783187841878518786187871878818789187901879118792187931879418795187961879718798187991880018801188021880318804188051880618807188081880918810188111881218813188141881518816188171881818819188201882118822188231882418825188261882718828188291883018831188321883318834188351883618837188381883918840188411884218843188441884518846188471884818849188501885118852188531885418855188561885718858188591886018861188621886318864188651886618867188681886918870188711887218873188741887518876188771887818879188801888118882188831888418885188861888718888188891889018891188921889318894188951889618897188981889918900189011890218903189041890518906189071890818909189101891118912189131891418915189161891718918189191892018921189221892318924189251892618927189281892918930189311893218933189341893518936189371893818939189401894118942189431894418945189461894718948189491895018951189521895318954189551895618957189581895918960189611896218963189641896518966189671896818969189701897118972189731897418975189761897718978189791898018981189821898318984189851898618987189881898918990189911899218993189941899518996189971899818999190001900119002190031900419005190061900719008190091901019011190121901319014190151901619017190181901919020190211902219023190241902519026190271902819029190301903119032190331903419035190361903719038190391904019041190421904319044190451904619047190481904919050190511905219053190541905519056190571905819059190601906119062190631906419065190661906719068190691907019071190721907319074190751907619077190781907919080190811908219083190841908519086190871908819089190901909119092190931909419095190961909719098190991910019101191021910319104191051910619107191081910919110191111911219113191141911519116191171911819119191201912119122191231912419125191261912719128191291913019131191321913319134191351913619137191381913919140191411914219143191441914519146191471914819149191501915119152191531915419155191561915719158191591916019161191621916319164191651916619167191681916919170191711917219173191741917519176191771917819179191801918119182191831918419185191861918719188191891919019191191921919319194191951919619197191981919919200192011920219203192041920519206192071920819209192101921119212192131921419215192161921719218192191922019221192221922319224192251922619227192281922919230192311923219233192341923519236192371923819239192401924119242192431924419245192461924719248192491925019251192521925319254192551925619257192581925919260192611926219263192641926519266192671926819269192701927119272192731927419275192761927719278192791928019281192821928319284192851928619287192881928919290192911929219293192941929519296192971929819299193001930119302193031930419305193061930719308193091931019311193121931319314193151931619317193181931919320193211932219323193241932519326193271932819329193301933119332193331933419335193361933719338193391934019341193421934319344193451934619347193481934919350193511935219353193541935519356193571935819359193601936119362193631936419365193661936719368193691937019371193721937319374193751937619377193781937919380193811938219383193841938519386193871938819389193901939119392193931939419395193961939719398193991940019401194021940319404194051940619407194081940919410194111941219413194141941519416194171941819419194201942119422194231942419425194261942719428194291943019431194321943319434194351943619437194381943919440194411944219443194441944519446194471944819449194501945119452194531945419455194561945719458194591946019461194621946319464194651946619467194681946919470194711947219473194741947519476194771947819479194801948119482194831948419485194861948719488194891949019491194921949319494194951949619497194981949919500195011950219503195041950519506195071950819509195101951119512195131951419515195161951719518195191952019521195221952319524195251952619527195281952919530195311953219533195341953519536195371953819539195401954119542195431954419545195461954719548195491955019551195521955319554195551955619557195581955919560195611956219563195641956519566195671956819569195701957119572195731957419575195761957719578195791958019581195821958319584195851958619587195881958919590195911959219593195941959519596195971959819599196001960119602196031960419605196061960719608196091961019611196121961319614196151961619617196181961919620196211962219623196241962519626196271962819629196301963119632196331963419635196361963719638196391964019641196421964319644196451964619647196481964919650196511965219653196541965519656196571965819659196601966119662196631966419665196661966719668196691967019671196721967319674196751967619677196781967919680196811968219683196841968519686196871968819689196901969119692196931969419695196961969719698196991970019701197021970319704197051970619707197081970919710197111971219713197141971519716197171971819719197201972119722197231972419725197261972719728197291973019731197321973319734197351973619737197381973919740197411974219743197441974519746197471974819749197501975119752197531975419755197561975719758197591976019761197621976319764197651976619767197681976919770197711977219773197741977519776197771977819779197801978119782197831978419785197861978719788197891979019791197921979319794197951979619797197981979919800198011980219803198041980519806198071980819809198101981119812198131981419815198161981719818198191982019821198221982319824198251982619827198281982919830198311983219833198341983519836198371983819839198401984119842198431984419845198461984719848198491985019851198521985319854198551985619857198581985919860198611986219863198641986519866198671986819869198701987119872198731987419875198761987719878198791988019881198821988319884198851988619887198881988919890198911989219893198941989519896198971989819899199001990119902199031990419905199061990719908199091991019911199121991319914199151991619917199181991919920199211992219923199241992519926199271992819929199301993119932199331993419935199361993719938199391994019941199421994319944199451994619947199481994919950199511995219953199541995519956199571995819959199601996119962199631996419965199661996719968199691997019971199721997319974199751997619977199781997919980199811998219983199841998519986199871998819989199901999119992199931999419995199961999719998199992000020001200022000320004200052000620007200082000920010200112001220013200142001520016200172001820019200202002120022200232002420025200262002720028200292003020031200322003320034200352003620037200382003920040200412004220043200442004520046200472004820049200502005120052200532005420055200562005720058200592006020061200622006320064200652006620067200682006920070200712007220073200742007520076200772007820079200802008120082200832008420085200862008720088200892009020091200922009320094200952009620097200982009920100201012010220103201042010520106201072010820109201102011120112201132011420115201162011720118201192012020121201222012320124201252012620127201282012920130201312013220133201342013520136201372013820139201402014120142201432014420145201462014720148201492015020151201522015320154201552015620157201582015920160201612016220163201642016520166201672016820169201702017120172201732017420175201762017720178201792018020181201822018320184201852018620187201882018920190201912019220193201942019520196201972019820199202002020120202202032020420205202062020720208202092021020211202122021320214202152021620217202182021920220202212022220223202242022520226202272022820229202302023120232202332023420235202362023720238202392024020241202422024320244202452024620247202482024920250202512025220253202542025520256202572025820259202602026120262202632026420265202662026720268202692027020271202722027320274202752027620277202782027920280202812028220283202842028520286202872028820289202902029120292202932029420295202962029720298202992030020301203022030320304203052030620307203082030920310203112031220313203142031520316203172031820319203202032120322203232032420325203262032720328203292033020331203322033320334203352033620337203382033920340203412034220343203442034520346203472034820349203502035120352203532035420355203562035720358203592036020361203622036320364203652036620367203682036920370203712037220373203742037520376203772037820379203802038120382203832038420385203862038720388203892039020391203922039320394203952039620397203982039920400204012040220403204042040520406204072040820409204102041120412204132041420415204162041720418204192042020421204222042320424204252042620427204282042920430204312043220433204342043520436204372043820439204402044120442204432044420445204462044720448204492045020451204522045320454204552045620457204582045920460204612046220463204642046520466204672046820469204702047120472204732047420475204762047720478204792048020481204822048320484204852048620487204882048920490204912049220493204942049520496204972049820499205002050120502205032050420505205062050720508205092051020511205122051320514205152051620517205182051920520205212052220523205242052520526205272052820529205302053120532205332053420535205362053720538205392054020541205422054320544205452054620547205482054920550205512055220553205542055520556205572055820559205602056120562205632056420565205662056720568205692057020571205722057320574205752057620577205782057920580205812058220583205842058520586205872058820589205902059120592205932059420595205962059720598205992060020601206022060320604206052060620607206082060920610206112061220613206142061520616206172061820619206202062120622206232062420625206262062720628206292063020631206322063320634206352063620637206382063920640206412064220643206442064520646206472064820649206502065120652206532065420655206562065720658206592066020661206622066320664206652066620667206682066920670206712067220673206742067520676206772067820679206802068120682206832068420685206862068720688206892069020691206922069320694206952069620697206982069920700207012070220703207042070520706207072070820709207102071120712207132071420715207162071720718207192072020721207222072320724207252072620727207282072920730207312073220733207342073520736207372073820739207402074120742207432074420745207462074720748207492075020751207522075320754207552075620757207582075920760207612076220763207642076520766207672076820769207702077120772207732077420775207762077720778207792078020781207822078320784207852078620787207882078920790207912079220793207942079520796207972079820799208002080120802208032080420805208062080720808208092081020811208122081320814208152081620817208182081920820208212082220823208242082520826208272082820829208302083120832208332083420835208362083720838208392084020841208422084320844208452084620847208482084920850208512085220853208542085520856208572085820859208602086120862208632086420865208662086720868208692087020871208722087320874208752087620877208782087920880208812088220883208842088520886208872088820889208902089120892208932089420895208962089720898208992090020901209022090320904209052090620907209082090920910209112091220913209142091520916209172091820919209202092120922209232092420925209262092720928209292093020931209322093320934209352093620937209382093920940209412094220943209442094520946209472094820949209502095120952209532095420955209562095720958209592096020961209622096320964209652096620967209682096920970209712097220973209742097520976209772097820979209802098120982209832098420985209862098720988209892099020991209922099320994209952099620997209982099921000210012100221003210042100521006210072100821009210102101121012210132101421015210162101721018210192102021021210222102321024210252102621027210282102921030210312103221033210342103521036210372103821039210402104121042210432104421045210462104721048210492105021051210522105321054210552105621057210582105921060210612106221063210642106521066210672106821069210702107121072210732107421075210762107721078210792108021081210822108321084210852108621087210882108921090210912109221093210942109521096210972109821099211002110121102211032110421105211062110721108211092111021111211122111321114211152111621117211182111921120211212112221123211242112521126211272112821129211302113121132211332113421135211362113721138211392114021141211422114321144211452114621147211482114921150211512115221153211542115521156211572115821159211602116121162211632116421165211662116721168211692117021171211722117321174211752117621177211782117921180211812118221183211842118521186211872118821189211902119121192211932119421195211962119721198211992120021201212022120321204212052120621207212082120921210212112121221213212142121521216212172121821219212202122121222212232122421225212262122721228212292123021231212322123321234212352123621237212382123921240212412124221243212442124521246212472124821249212502125121252212532125421255212562125721258212592126021261212622126321264212652126621267212682126921270212712127221273212742127521276212772127821279212802128121282212832128421285212862128721288212892129021291212922129321294212952129621297212982129921300213012130221303213042130521306213072130821309213102131121312213132131421315213162131721318213192132021321213222132321324213252132621327213282132921330213312133221333213342133521336213372133821339213402134121342213432134421345213462134721348213492135021351213522135321354213552135621357213582135921360213612136221363213642136521366213672136821369213702137121372213732137421375213762137721378213792138021381213822138321384213852138621387213882138921390213912139221393213942139521396213972139821399214002140121402214032140421405214062140721408214092141021411214122141321414214152141621417214182141921420214212142221423214242142521426214272142821429214302143121432214332143421435214362143721438214392144021441214422144321444214452144621447214482144921450214512145221453214542145521456214572145821459214602146121462214632146421465214662146721468214692147021471214722147321474214752147621477214782147921480214812148221483214842148521486214872148821489214902149121492214932149421495214962149721498214992150021501215022150321504215052150621507215082150921510215112151221513215142151521516215172151821519215202152121522215232152421525215262152721528215292153021531215322153321534215352153621537215382153921540215412154221543215442154521546215472154821549215502155121552215532155421555215562155721558215592156021561215622156321564215652156621567215682156921570215712157221573215742157521576215772157821579215802158121582215832158421585215862158721588215892159021591215922159321594215952159621597215982159921600216012160221603216042160521606216072160821609216102161121612216132161421615216162161721618216192162021621216222162321624216252162621627216282162921630216312163221633216342163521636216372163821639216402164121642216432164421645216462164721648216492165021651216522165321654216552165621657216582165921660216612166221663216642166521666216672166821669216702167121672216732167421675216762167721678216792168021681216822168321684216852168621687216882168921690216912169221693216942169521696216972169821699217002170121702217032170421705217062170721708217092171021711217122171321714217152171621717217182171921720217212172221723217242172521726217272172821729217302173121732217332173421735217362173721738217392174021741217422174321744217452174621747217482174921750217512175221753217542175521756217572175821759217602176121762217632176421765217662176721768217692177021771217722177321774217752177621777217782177921780217812178221783217842178521786217872178821789217902179121792217932179421795217962179721798217992180021801218022180321804218052180621807218082180921810218112181221813218142181521816218172181821819218202182121822218232182421825218262182721828218292183021831218322183321834218352183621837218382183921840218412184221843218442184521846218472184821849218502185121852218532185421855218562185721858218592186021861218622186321864218652186621867218682186921870218712187221873218742187521876218772187821879218802188121882218832188421885218862188721888218892189021891218922189321894218952189621897218982189921900219012190221903219042190521906219072190821909219102191121912219132191421915219162191721918219192192021921219222192321924219252192621927219282192921930219312193221933219342193521936219372193821939219402194121942219432194421945219462194721948219492195021951219522195321954219552195621957219582195921960219612196221963219642196521966219672196821969219702197121972219732197421975219762197721978219792198021981219822198321984219852198621987219882198921990219912199221993219942199521996219972199821999220002200122002220032200422005220062200722008220092201022011220122201322014220152201622017220182201922020220212202222023220242202522026220272202822029220302203122032220332203422035220362203722038220392204022041220422204322044220452204622047220482204922050220512205222053220542205522056220572205822059220602206122062220632206422065220662206722068220692207022071220722207322074220752207622077220782207922080220812208222083220842208522086220872208822089220902209122092220932209422095220962209722098220992210022101221022210322104221052210622107221082210922110221112211222113221142211522116221172211822119221202212122122221232212422125221262212722128221292213022131221322213322134221352213622137221382213922140221412214222143221442214522146221472214822149221502215122152221532215422155221562215722158221592216022161221622216322164221652216622167221682216922170221712217222173221742217522176221772217822179221802218122182221832218422185221862218722188221892219022191221922219322194221952219622197221982219922200222012220222203222042220522206222072220822209222102221122212222132221422215222162221722218222192222022221222222222322224222252222622227222282222922230222312223222233222342223522236222372223822239222402224122242222432224422245222462224722248222492225022251222522225322254222552225622257222582225922260222612226222263222642226522266222672226822269222702227122272222732227422275222762227722278222792228022281222822228322284222852228622287222882228922290222912229222293222942229522296222972229822299223002230122302223032230422305223062230722308223092231022311223122231322314223152231622317223182231922320223212232222323223242232522326223272232822329223302233122332223332233422335223362233722338223392234022341223422234322344223452234622347223482234922350223512235222353223542235522356223572235822359223602236122362223632236422365223662236722368223692237022371223722237322374223752237622377223782237922380223812238222383223842238522386223872238822389223902239122392223932239422395223962239722398223992240022401224022240322404224052240622407224082240922410224112241222413224142241522416224172241822419224202242122422224232242422425224262242722428224292243022431224322243322434224352243622437224382243922440224412244222443224442244522446224472244822449224502245122452224532245422455224562245722458224592246022461224622246322464224652246622467224682246922470224712247222473224742247522476224772247822479224802248122482224832248422485224862248722488224892249022491224922249322494224952249622497224982249922500225012250222503225042250522506225072250822509225102251122512225132251422515225162251722518225192252022521225222252322524225252252622527225282252922530225312253222533225342253522536225372253822539225402254122542225432254422545225462254722548225492255022551225522255322554225552255622557225582255922560225612256222563225642256522566225672256822569225702257122572225732257422575225762257722578225792258022581225822258322584225852258622587225882258922590225912259222593225942259522596225972259822599226002260122602226032260422605226062260722608226092261022611226122261322614226152261622617226182261922620226212262222623226242262522626226272262822629226302263122632226332263422635226362263722638226392264022641226422264322644226452264622647226482264922650226512265222653226542265522656226572265822659226602266122662226632266422665226662266722668226692267022671226722267322674226752267622677226782267922680226812268222683226842268522686226872268822689226902269122692226932269422695226962269722698226992270022701227022270322704227052270622707227082270922710227112271222713227142271522716227172271822719227202272122722227232272422725227262272722728227292273022731227322273322734227352273622737227382273922740227412274222743227442274522746227472274822749227502275122752227532275422755227562275722758227592276022761227622276322764227652276622767227682276922770227712277222773227742277522776227772277822779227802278122782227832278422785227862278722788227892279022791227922279322794227952279622797227982279922800228012280222803228042280522806228072280822809228102281122812228132281422815228162281722818228192282022821228222282322824228252282622827228282282922830228312283222833228342283522836228372283822839228402284122842228432284422845228462284722848228492285022851228522285322854228552285622857228582285922860228612286222863228642286522866228672286822869228702287122872228732287422875228762287722878228792288022881228822288322884228852288622887228882288922890228912289222893228942289522896228972289822899229002290122902229032290422905229062290722908229092291022911229122291322914229152291622917229182291922920229212292222923229242292522926229272292822929229302293122932229332293422935229362293722938229392294022941229422294322944229452294622947229482294922950229512295222953229542295522956229572295822959229602296122962229632296422965229662296722968229692297022971229722297322974229752297622977229782297922980229812298222983229842298522986229872298822989229902299122992229932299422995229962299722998229992300023001230022300323004230052300623007230082300923010230112301223013230142301523016230172301823019230202302123022230232302423025230262302723028230292303023031230322303323034230352303623037230382303923040230412304223043230442304523046230472304823049230502305123052230532305423055230562305723058230592306023061230622306323064230652306623067230682306923070230712307223073230742307523076230772307823079230802308123082230832308423085230862308723088230892309023091230922309323094230952309623097230982309923100231012310223103231042310523106231072310823109231102311123112231132311423115231162311723118231192312023121231222312323124231252312623127231282312923130231312313223133231342313523136231372313823139231402314123142231432314423145231462314723148231492315023151231522315323154231552315623157231582315923160231612316223163231642316523166231672316823169231702317123172231732317423175231762317723178231792318023181231822318323184231852318623187231882318923190231912319223193231942319523196231972319823199232002320123202232032320423205232062320723208232092321023211232122321323214232152321623217232182321923220232212322223223232242322523226232272322823229232302323123232232332323423235232362323723238232392324023241232422324323244232452324623247232482324923250232512325223253232542325523256232572325823259232602326123262232632326423265232662326723268232692327023271232722327323274232752327623277232782327923280232812328223283232842328523286232872328823289232902329123292232932329423295232962329723298232992330023301233022330323304233052330623307233082330923310233112331223313233142331523316233172331823319233202332123322233232332423325233262332723328233292333023331233322333323334233352333623337233382333923340233412334223343233442334523346233472334823349233502335123352233532335423355233562335723358233592336023361233622336323364233652336623367233682336923370233712337223373233742337523376233772337823379233802338123382233832338423385233862338723388233892339023391233922339323394233952339623397233982339923400234012340223403234042340523406234072340823409234102341123412234132341423415234162341723418234192342023421234222342323424234252342623427234282342923430234312343223433234342343523436234372343823439234402344123442234432344423445234462344723448234492345023451234522345323454234552345623457234582345923460234612346223463234642346523466234672346823469234702347123472234732347423475234762347723478234792348023481234822348323484234852348623487234882348923490234912349223493234942349523496234972349823499235002350123502235032350423505235062350723508235092351023511235122351323514235152351623517235182351923520235212352223523235242352523526235272352823529235302353123532235332353423535235362353723538235392354023541235422354323544235452354623547235482354923550235512355223553235542355523556235572355823559235602356123562235632356423565235662356723568235692357023571235722357323574235752357623577235782357923580235812358223583235842358523586235872358823589235902359123592235932359423595235962359723598235992360023601236022360323604236052360623607236082360923610236112361223613236142361523616236172361823619236202362123622236232362423625236262362723628236292363023631236322363323634236352363623637236382363923640236412364223643236442364523646236472364823649236502365123652236532365423655236562365723658236592366023661236622366323664236652366623667236682366923670236712367223673236742367523676236772367823679236802368123682236832368423685236862368723688236892369023691236922369323694236952369623697236982369923700237012370223703237042370523706237072370823709237102371123712237132371423715237162371723718237192372023721237222372323724237252372623727237282372923730237312373223733237342373523736237372373823739237402374123742237432374423745237462374723748237492375023751237522375323754237552375623757237582375923760237612376223763237642376523766237672376823769237702377123772237732377423775237762377723778237792378023781237822378323784237852378623787237882378923790237912379223793237942379523796237972379823799238002380123802238032380423805238062380723808238092381023811238122381323814238152381623817238182381923820238212382223823238242382523826238272382823829238302383123832238332383423835238362383723838238392384023841238422384323844238452384623847238482384923850238512385223853238542385523856238572385823859238602386123862238632386423865238662386723868238692387023871238722387323874238752387623877238782387923880238812388223883238842388523886238872388823889238902389123892238932389423895238962389723898238992390023901239022390323904239052390623907239082390923910239112391223913239142391523916239172391823919239202392123922239232392423925239262392723928239292393023931239322393323934239352393623937239382393923940239412394223943239442394523946239472394823949239502395123952239532395423955239562395723958239592396023961239622396323964239652396623967239682396923970239712397223973239742397523976239772397823979239802398123982239832398423985239862398723988239892399023991239922399323994239952399623997239982399924000240012400224003240042400524006240072400824009240102401124012240132401424015240162401724018240192402024021240222402324024240252402624027240282402924030240312403224033240342403524036240372403824039240402404124042240432404424045240462404724048240492405024051240522405324054240552405624057240582405924060240612406224063240642406524066240672406824069240702407124072240732407424075240762407724078240792408024081240822408324084240852408624087240882408924090240912409224093240942409524096240972409824099241002410124102241032410424105241062410724108241092411024111241122411324114241152411624117241182411924120241212412224123241242412524126241272412824129241302413124132241332413424135241362413724138241392414024141241422414324144241452414624147241482414924150241512415224153241542415524156241572415824159241602416124162241632416424165241662416724168241692417024171241722417324174241752417624177241782417924180241812418224183241842418524186241872418824189241902419124192241932419424195241962419724198241992420024201242022420324204242052420624207242082420924210242112421224213242142421524216242172421824219242202422124222242232422424225242262422724228242292423024231242322423324234242352423624237242382423924240242412424224243242442424524246242472424824249242502425124252242532425424255242562425724258242592426024261242622426324264242652426624267242682426924270242712427224273242742427524276242772427824279242802428124282242832428424285242862428724288242892429024291242922429324294242952429624297242982429924300243012430224303243042430524306243072430824309243102431124312243132431424315243162431724318243192432024321243222432324324243252432624327243282432924330243312433224333243342433524336243372433824339243402434124342243432434424345243462434724348243492435024351243522435324354243552435624357243582435924360243612436224363243642436524366243672436824369243702437124372243732437424375243762437724378243792438024381243822438324384243852438624387243882438924390243912439224393243942439524396243972439824399244002440124402244032440424405244062440724408244092441024411244122441324414244152441624417244182441924420244212442224423244242442524426244272442824429244302443124432244332443424435244362443724438244392444024441244422444324444244452444624447244482444924450244512445224453244542445524456244572445824459244602446124462244632446424465244662446724468244692447024471244722447324474244752447624477244782447924480244812448224483244842448524486244872448824489244902449124492244932449424495244962449724498244992450024501245022450324504245052450624507245082450924510245112451224513245142451524516245172451824519245202452124522245232452424525245262452724528245292453024531245322453324534245352453624537245382453924540245412454224543245442454524546245472454824549245502455124552245532455424555245562455724558245592456024561245622456324564245652456624567245682456924570245712457224573245742457524576245772457824579245802458124582245832458424585245862458724588245892459024591245922459324594245952459624597245982459924600246012460224603246042460524606246072460824609246102461124612246132461424615246162461724618246192462024621246222462324624246252462624627246282462924630246312463224633246342463524636246372463824639246402464124642246432464424645246462464724648246492465024651246522465324654246552465624657246582465924660246612466224663246642466524666246672466824669246702467124672246732467424675246762467724678246792468024681246822468324684246852468624687246882468924690246912469224693246942469524696246972469824699247002470124702247032470424705247062470724708247092471024711247122471324714247152471624717247182471924720247212472224723247242472524726247272472824729247302473124732247332473424735247362473724738247392474024741247422474324744247452474624747247482474924750247512475224753247542475524756247572475824759247602476124762247632476424765247662476724768247692477024771247722477324774247752477624777247782477924780247812478224783247842478524786247872478824789247902479124792247932479424795247962479724798247992480024801248022480324804248052480624807248082480924810248112481224813248142481524816248172481824819248202482124822248232482424825248262482724828248292483024831248322483324834248352483624837248382483924840248412484224843248442484524846248472484824849248502485124852248532485424855248562485724858248592486024861248622486324864248652486624867248682486924870248712487224873248742487524876248772487824879248802488124882248832488424885248862488724888248892489024891248922489324894248952489624897248982489924900249012490224903249042490524906249072490824909249102491124912249132491424915249162491724918249192492024921249222492324924249252492624927249282492924930249312493224933249342493524936249372493824939249402494124942249432494424945249462494724948249492495024951249522495324954249552495624957249582495924960249612496224963249642496524966249672496824969249702497124972249732497424975249762497724978249792498024981249822498324984249852498624987249882498924990249912499224993249942499524996249972499824999250002500125002250032500425005250062500725008250092501025011250122501325014250152501625017250182501925020250212502225023250242502525026250272502825029250302503125032250332503425035250362503725038250392504025041250422504325044250452504625047250482504925050250512505225053250542505525056250572505825059250602506125062250632506425065250662506725068250692507025071250722507325074250752507625077250782507925080250812508225083250842508525086250872508825089250902509125092250932509425095250962509725098250992510025101251022510325104251052510625107251082510925110251112511225113251142511525116251172511825119251202512125122251232512425125251262512725128251292513025131251322513325134251352513625137251382513925140251412514225143251442514525146251472514825149251502515125152251532515425155251562515725158251592516025161251622516325164251652516625167251682516925170251712517225173251742517525176251772517825179251802518125182251832518425185251862518725188251892519025191251922519325194251952519625197251982519925200252012520225203252042520525206252072520825209252102521125212252132521425215252162521725218252192522025221252222522325224252252522625227252282522925230252312523225233252342523525236252372523825239252402524125242252432524425245252462524725248252492525025251252522525325254252552525625257252582525925260252612526225263252642526525266252672526825269252702527125272252732527425275252762527725278252792528025281252822528325284252852528625287252882528925290252912529225293252942529525296252972529825299253002530125302253032530425305253062530725308253092531025311253122531325314253152531625317253182531925320253212532225323253242532525326253272532825329253302533125332253332533425335253362533725338253392534025341253422534325344253452534625347253482534925350253512535225353253542535525356253572535825359253602536125362253632536425365253662536725368253692537025371253722537325374253752537625377253782537925380253812538225383253842538525386253872538825389253902539125392253932539425395253962539725398253992540025401254022540325404254052540625407254082540925410254112541225413254142541525416254172541825419254202542125422254232542425425254262542725428254292543025431254322543325434254352543625437254382543925440254412544225443254442544525446254472544825449254502545125452254532545425455254562545725458254592546025461254622546325464254652546625467254682546925470254712547225473254742547525476254772547825479254802548125482254832548425485254862548725488254892549025491254922549325494254952549625497254982549925500255012550225503255042550525506255072550825509255102551125512255132551425515255162551725518255192552025521255222552325524255252552625527255282552925530255312553225533255342553525536255372553825539255402554125542255432554425545255462554725548255492555025551255522555325554255552555625557255582555925560255612556225563255642556525566255672556825569255702557125572255732557425575255762557725578255792558025581255822558325584255852558625587255882558925590255912559225593255942559525596255972559825599256002560125602256032560425605256062560725608256092561025611256122561325614256152561625617256182561925620256212562225623256242562525626256272562825629256302563125632256332563425635256362563725638256392564025641256422564325644256452564625647256482564925650256512565225653256542565525656256572565825659256602566125662256632566425665256662566725668256692567025671256722567325674256752567625677256782567925680256812568225683256842568525686256872568825689256902569125692256932569425695256962569725698256992570025701257022570325704257052570625707257082570925710257112571225713257142571525716257172571825719257202572125722257232572425725257262572725728257292573025731257322573325734257352573625737257382573925740257412574225743257442574525746257472574825749257502575125752257532575425755257562575725758257592576025761257622576325764257652576625767257682576925770257712577225773257742577525776257772577825779257802578125782257832578425785257862578725788257892579025791257922579325794257952579625797257982579925800258012580225803258042580525806258072580825809258102581125812258132581425815258162581725818258192582025821258222582325824258252582625827258282582925830258312583225833258342583525836258372583825839258402584125842258432584425845258462584725848258492585025851258522585325854258552585625857258582585925860258612586225863258642586525866258672586825869258702587125872258732587425875258762587725878258792588025881258822588325884258852588625887258882588925890258912589225893258942589525896258972589825899259002590125902259032590425905259062590725908259092591025911259122591325914259152591625917259182591925920259212592225923259242592525926259272592825929259302593125932259332593425935259362593725938259392594025941259422594325944259452594625947259482594925950259512595225953259542595525956259572595825959259602596125962259632596425965259662596725968259692597025971259722597325974259752597625977259782597925980259812598225983259842598525986259872598825989259902599125992259932599425995259962599725998259992600026001260022600326004260052600626007260082600926010260112601226013260142601526016260172601826019260202602126022260232602426025260262602726028260292603026031260322603326034260352603626037260382603926040260412604226043260442604526046260472604826049260502605126052260532605426055260562605726058260592606026061260622606326064260652606626067260682606926070260712607226073260742607526076260772607826079260802608126082260832608426085260862608726088260892609026091260922609326094260952609626097260982609926100261012610226103261042610526106261072610826109261102611126112261132611426115261162611726118261192612026121261222612326124261252612626127261282612926130261312613226133261342613526136261372613826139261402614126142261432614426145261462614726148261492615026151261522615326154261552615626157261582615926160261612616226163261642616526166261672616826169261702617126172261732617426175261762617726178261792618026181261822618326184261852618626187261882618926190261912619226193261942619526196261972619826199262002620126202262032620426205262062620726208262092621026211262122621326214262152621626217262182621926220262212622226223262242622526226262272622826229262302623126232262332623426235262362623726238262392624026241262422624326244262452624626247262482624926250262512625226253262542625526256262572625826259262602626126262262632626426265262662626726268262692627026271262722627326274262752627626277262782627926280262812628226283262842628526286262872628826289262902629126292262932629426295262962629726298262992630026301263022630326304263052630626307263082630926310263112631226313263142631526316263172631826319263202632126322263232632426325263262632726328263292633026331263322633326334263352633626337263382633926340263412634226343263442634526346263472634826349263502635126352263532635426355263562635726358263592636026361263622636326364263652636626367263682636926370263712637226373263742637526376263772637826379263802638126382263832638426385263862638726388263892639026391263922639326394263952639626397263982639926400264012640226403264042640526406264072640826409264102641126412264132641426415264162641726418264192642026421264222642326424264252642626427264282642926430264312643226433264342643526436264372643826439264402644126442264432644426445264462644726448264492645026451264522645326454264552645626457264582645926460264612646226463264642646526466264672646826469264702647126472264732647426475264762647726478264792648026481264822648326484264852648626487264882648926490264912649226493264942649526496264972649826499265002650126502265032650426505265062650726508265092651026511265122651326514265152651626517265182651926520265212652226523265242652526526265272652826529265302653126532265332653426535265362653726538265392654026541265422654326544265452654626547265482654926550265512655226553265542655526556265572655826559265602656126562265632656426565265662656726568265692657026571265722657326574265752657626577265782657926580265812658226583265842658526586265872658826589265902659126592265932659426595265962659726598265992660026601266022660326604266052660626607266082660926610266112661226613266142661526616266172661826619266202662126622266232662426625266262662726628266292663026631266322663326634266352663626637266382663926640266412664226643266442664526646266472664826649266502665126652266532665426655266562665726658266592666026661266622666326664266652666626667266682666926670266712667226673266742667526676266772667826679266802668126682266832668426685266862668726688266892669026691266922669326694266952669626697266982669926700267012670226703267042670526706267072670826709267102671126712267132671426715267162671726718267192672026721267222672326724267252672626727267282672926730267312673226733267342673526736267372673826739267402674126742267432674426745267462674726748267492675026751267522675326754267552675626757267582675926760267612676226763267642676526766267672676826769267702677126772267732677426775267762677726778267792678026781267822678326784267852678626787267882678926790267912679226793267942679526796267972679826799268002680126802268032680426805268062680726808268092681026811268122681326814268152681626817268182681926820268212682226823268242682526826268272682826829268302683126832268332683426835268362683726838268392684026841268422684326844268452684626847268482684926850268512685226853268542685526856268572685826859268602686126862268632686426865268662686726868268692687026871268722687326874268752687626877268782687926880268812688226883268842688526886268872688826889268902689126892268932689426895268962689726898268992690026901269022690326904269052690626907269082690926910269112691226913269142691526916269172691826919269202692126922269232692426925269262692726928269292693026931269322693326934269352693626937269382693926940269412694226943269442694526946269472694826949269502695126952269532695426955269562695726958269592696026961269622696326964269652696626967269682696926970269712697226973269742697526976269772697826979269802698126982269832698426985269862698726988269892699026991269922699326994269952699626997269982699927000270012700227003270042700527006270072700827009270102701127012270132701427015270162701727018270192702027021270222702327024270252702627027270282702927030270312703227033270342703527036270372703827039270402704127042270432704427045270462704727048270492705027051270522705327054270552705627057270582705927060270612706227063270642706527066270672706827069270702707127072270732707427075270762707727078270792708027081270822708327084270852708627087270882708927090270912709227093270942709527096270972709827099271002710127102271032710427105271062710727108271092711027111271122711327114271152711627117271182711927120271212712227123271242712527126271272712827129271302713127132271332713427135271362713727138271392714027141271422714327144271452714627147271482714927150271512715227153271542715527156271572715827159271602716127162271632716427165271662716727168271692717027171271722717327174271752717627177271782717927180271812718227183271842718527186271872718827189271902719127192271932719427195271962719727198271992720027201272022720327204272052720627207272082720927210272112721227213272142721527216272172721827219272202722127222272232722427225272262722727228272292723027231272322723327234272352723627237272382723927240272412724227243272442724527246272472724827249272502725127252272532725427255272562725727258272592726027261272622726327264272652726627267272682726927270272712727227273272742727527276272772727827279272802728127282272832728427285272862728727288272892729027291272922729327294272952729627297272982729927300273012730227303273042730527306273072730827309273102731127312273132731427315273162731727318273192732027321273222732327324273252732627327273282732927330273312733227333273342733527336273372733827339273402734127342273432734427345273462734727348273492735027351273522735327354273552735627357273582735927360273612736227363273642736527366273672736827369273702737127372273732737427375273762737727378273792738027381273822738327384273852738627387273882738927390273912739227393273942739527396273972739827399274002740127402274032740427405274062740727408274092741027411274122741327414274152741627417274182741927420274212742227423274242742527426274272742827429274302743127432274332743427435274362743727438274392744027441274422744327444274452744627447274482744927450274512745227453274542745527456274572745827459274602746127462274632746427465274662746727468274692747027471274722747327474274752747627477274782747927480274812748227483274842748527486274872748827489274902749127492274932749427495274962749727498274992750027501275022750327504275052750627507275082750927510275112751227513275142751527516275172751827519275202752127522275232752427525275262752727528275292753027531275322753327534275352753627537275382753927540275412754227543275442754527546275472754827549275502755127552275532755427555275562755727558275592756027561275622756327564275652756627567275682756927570275712757227573275742757527576275772757827579275802758127582275832758427585275862758727588275892759027591275922759327594275952759627597275982759927600276012760227603276042760527606276072760827609276102761127612276132761427615276162761727618276192762027621276222762327624276252762627627276282762927630276312763227633276342763527636276372763827639276402764127642276432764427645276462764727648276492765027651276522765327654276552765627657276582765927660276612766227663276642766527666276672766827669276702767127672276732767427675276762767727678276792768027681276822768327684276852768627687276882768927690276912769227693276942769527696276972769827699277002770127702277032770427705277062770727708277092771027711277122771327714277152771627717277182771927720277212772227723277242772527726277272772827729277302773127732277332773427735277362773727738277392774027741277422774327744277452774627747277482774927750277512775227753277542775527756277572775827759277602776127762277632776427765277662776727768277692777027771277722777327774277752777627777277782777927780277812778227783277842778527786277872778827789277902779127792277932779427795277962779727798277992780027801278022780327804278052780627807278082780927810278112781227813278142781527816278172781827819278202782127822278232782427825278262782727828278292783027831278322783327834278352783627837278382783927840278412784227843278442784527846278472784827849278502785127852278532785427855278562785727858278592786027861278622786327864278652786627867278682786927870278712787227873278742787527876278772787827879278802788127882278832788427885278862788727888278892789027891278922789327894278952789627897278982789927900279012790227903279042790527906279072790827909279102791127912279132791427915279162791727918279192792027921279222792327924279252792627927279282792927930279312793227933279342793527936279372793827939279402794127942279432794427945279462794727948279492795027951279522795327954279552795627957279582795927960279612796227963279642796527966279672796827969279702797127972279732797427975279762797727978279792798027981279822798327984279852798627987279882798927990279912799227993279942799527996279972799827999280002800128002280032800428005280062800728008280092801028011280122801328014280152801628017280182801928020280212802228023280242802528026280272802828029280302803128032280332803428035280362803728038280392804028041280422804328044280452804628047280482804928050280512805228053280542805528056280572805828059280602806128062280632806428065280662806728068280692807028071280722807328074280752807628077280782807928080280812808228083280842808528086280872808828089280902809128092280932809428095280962809728098280992810028101281022810328104281052810628107281082810928110281112811228113281142811528116281172811828119281202812128122281232812428125281262812728128281292813028131281322813328134281352813628137281382813928140281412814228143281442814528146281472814828149281502815128152281532815428155281562815728158281592816028161281622816328164281652816628167281682816928170281712817228173281742817528176281772817828179281802818128182281832818428185281862818728188281892819028191281922819328194281952819628197281982819928200282012820228203282042820528206282072820828209282102821128212282132821428215282162821728218282192822028221282222822328224282252822628227282282822928230282312823228233282342823528236282372823828239282402824128242282432824428245282462824728248282492825028251282522825328254282552825628257282582825928260282612826228263282642826528266282672826828269282702827128272282732827428275282762827728278282792828028281282822828328284282852828628287282882828928290282912829228293282942829528296282972829828299283002830128302283032830428305283062830728308283092831028311283122831328314283152831628317283182831928320283212832228323283242832528326283272832828329283302833128332283332833428335283362833728338283392834028341283422834328344283452834628347283482834928350283512835228353283542835528356283572835828359283602836128362283632836428365283662836728368283692837028371283722837328374283752837628377283782837928380283812838228383283842838528386283872838828389283902839128392283932839428395283962839728398283992840028401284022840328404284052840628407284082840928410284112841228413284142841528416284172841828419284202842128422284232842428425284262842728428284292843028431284322843328434284352843628437284382843928440284412844228443284442844528446284472844828449284502845128452284532845428455284562845728458284592846028461284622846328464284652846628467284682846928470284712847228473284742847528476284772847828479284802848128482284832848428485284862848728488284892849028491284922849328494284952849628497284982849928500285012850228503285042850528506285072850828509285102851128512285132851428515285162851728518285192852028521285222852328524285252852628527285282852928530285312853228533285342853528536285372853828539285402854128542285432854428545285462854728548285492855028551285522855328554285552855628557285582855928560285612856228563285642856528566285672856828569285702857128572285732857428575285762857728578285792858028581285822858328584285852858628587285882858928590285912859228593285942859528596285972859828599286002860128602286032860428605286062860728608286092861028611286122861328614286152861628617286182861928620286212862228623286242862528626286272862828629286302863128632286332863428635286362863728638286392864028641286422864328644286452864628647286482864928650286512865228653286542865528656286572865828659286602866128662286632866428665286662866728668286692867028671286722867328674286752867628677286782867928680286812868228683286842868528686286872868828689286902869128692286932869428695286962869728698286992870028701287022870328704287052870628707287082870928710287112871228713287142871528716287172871828719287202872128722287232872428725287262872728728287292873028731287322873328734287352873628737287382873928740287412874228743287442874528746287472874828749287502875128752287532875428755287562875728758287592876028761287622876328764287652876628767287682876928770287712877228773287742877528776287772877828779287802878128782287832878428785287862878728788287892879028791287922879328794287952879628797287982879928800288012880228803288042880528806288072880828809288102881128812288132881428815288162881728818288192882028821288222882328824288252882628827288282882928830288312883228833288342883528836288372883828839288402884128842288432884428845288462884728848288492885028851288522885328854288552885628857288582885928860288612886228863288642886528866288672886828869288702887128872288732887428875288762887728878288792888028881288822888328884288852888628887288882888928890288912889228893288942889528896288972889828899289002890128902289032890428905289062890728908289092891028911289122891328914289152891628917289182891928920289212892228923289242892528926289272892828929289302893128932289332893428935289362893728938289392894028941289422894328944289452894628947289482894928950289512895228953289542895528956289572895828959289602896128962289632896428965289662896728968289692897028971289722897328974289752897628977289782897928980289812898228983289842898528986289872898828989289902899128992289932899428995289962899728998289992900029001290022900329004290052900629007290082900929010290112901229013290142901529016290172901829019290202902129022290232902429025290262902729028290292903029031290322903329034290352903629037290382903929040290412904229043290442904529046290472904829049290502905129052290532905429055290562905729058290592906029061290622906329064290652906629067290682906929070290712907229073290742907529076290772907829079290802908129082290832908429085290862908729088290892909029091290922909329094290952909629097290982909929100291012910229103291042910529106291072910829109291102911129112291132911429115291162911729118291192912029121291222912329124291252912629127291282912929130291312913229133291342913529136291372913829139291402914129142291432914429145291462914729148291492915029151291522915329154291552915629157291582915929160291612916229163291642916529166291672916829169291702917129172291732917429175291762917729178291792918029181291822918329184291852918629187291882918929190291912919229193291942919529196291972919829199292002920129202292032920429205292062920729208292092921029211292122921329214292152921629217292182921929220292212922229223292242922529226292272922829229292302923129232292332923429235292362923729238292392924029241292422924329244292452924629247292482924929250292512925229253292542925529256292572925829259292602926129262292632926429265292662926729268292692927029271292722927329274292752927629277292782927929280292812928229283292842928529286292872928829289292902929129292292932929429295292962929729298292992930029301293022930329304293052930629307293082930929310293112931229313293142931529316293172931829319293202932129322293232932429325293262932729328293292933029331293322933329334293352933629337293382933929340293412934229343293442934529346293472934829349293502935129352293532935429355293562935729358293592936029361293622936329364293652936629367293682936929370293712937229373293742937529376293772937829379293802938129382293832938429385293862938729388293892939029391293922939329394293952939629397293982939929400294012940229403294042940529406294072940829409294102941129412294132941429415294162941729418294192942029421294222942329424294252942629427294282942929430294312943229433294342943529436294372943829439294402944129442294432944429445294462944729448294492945029451294522945329454294552945629457294582945929460294612946229463294642946529466294672946829469294702947129472294732947429475294762947729478294792948029481294822948329484294852948629487294882948929490294912949229493294942949529496294972949829499295002950129502295032950429505295062950729508295092951029511295122951329514295152951629517295182951929520295212952229523295242952529526295272952829529295302953129532295332953429535295362953729538295392954029541295422954329544295452954629547295482954929550295512955229553295542955529556295572955829559295602956129562295632956429565295662956729568295692957029571295722957329574295752957629577295782957929580295812958229583295842958529586295872958829589295902959129592295932959429595295962959729598295992960029601296022960329604296052960629607296082960929610296112961229613296142961529616296172961829619296202962129622296232962429625296262962729628296292963029631296322963329634296352963629637296382963929640296412964229643296442964529646296472964829649296502965129652296532965429655296562965729658296592966029661296622966329664296652966629667296682966929670296712967229673296742967529676296772967829679296802968129682296832968429685296862968729688296892969029691296922969329694296952969629697296982969929700297012970229703297042970529706297072970829709297102971129712297132971429715297162971729718297192972029721297222972329724297252972629727297282972929730297312973229733297342973529736297372973829739297402974129742297432974429745297462974729748297492975029751297522975329754297552975629757297582975929760297612976229763297642976529766297672976829769297702977129772297732977429775297762977729778297792978029781297822978329784297852978629787297882978929790297912979229793297942979529796297972979829799298002980129802298032980429805298062980729808298092981029811298122981329814298152981629817298182981929820298212982229823298242982529826298272982829829298302983129832298332983429835298362983729838298392984029841298422984329844298452984629847298482984929850298512985229853298542985529856298572985829859298602986129862298632986429865298662986729868298692987029871298722987329874298752987629877298782987929880298812988229883298842988529886298872988829889298902989129892298932989429895298962989729898298992990029901299022990329904299052990629907299082990929910299112991229913299142991529916299172991829919299202992129922299232992429925299262992729928299292993029931299322993329934299352993629937299382993929940299412994229943299442994529946299472994829949299502995129952299532995429955299562995729958299592996029961299622996329964299652996629967299682996929970299712997229973299742997529976299772997829979299802998129982299832998429985299862998729988299892999029991299922999329994299952999629997299982999930000300013000230003300043000530006300073000830009300103001130012300133001430015300163001730018300193002030021300223002330024300253002630027300283002930030300313003230033300343003530036300373003830039300403004130042300433004430045300463004730048300493005030051300523005330054300553005630057300583005930060300613006230063300643006530066300673006830069300703007130072300733007430075300763007730078300793008030081300823008330084300853008630087300883008930090300913009230093300943009530096300973009830099301003010130102301033010430105301063010730108301093011030111301123011330114301153011630117301183011930120301213012230123301243012530126301273012830129301303013130132301333013430135301363013730138301393014030141301423014330144301453014630147301483014930150301513015230153301543015530156301573015830159301603016130162301633016430165301663016730168301693017030171301723017330174301753017630177301783017930180301813018230183301843018530186301873018830189301903019130192301933019430195301963019730198301993020030201302023020330204302053020630207302083020930210302113021230213302143021530216302173021830219302203022130222302233022430225302263022730228302293023030231302323023330234302353023630237302383023930240302413024230243302443024530246302473024830249302503025130252302533025430255302563025730258302593026030261302623026330264302653026630267302683026930270302713027230273302743027530276302773027830279302803028130282302833028430285302863028730288302893029030291302923029330294302953029630297302983029930300303013030230303303043030530306303073030830309303103031130312303133031430315303163031730318303193032030321303223032330324303253032630327303283032930330303313033230333303343033530336303373033830339303403034130342303433034430345303463034730348303493035030351303523035330354303553035630357303583035930360303613036230363303643036530366303673036830369303703037130372303733037430375303763037730378303793038030381303823038330384303853038630387303883038930390303913039230393303943039530396303973039830399304003040130402304033040430405304063040730408304093041030411304123041330414304153041630417304183041930420304213042230423304243042530426304273042830429304303043130432304333043430435304363043730438304393044030441304423044330444304453044630447304483044930450304513045230453304543045530456304573045830459304603046130462304633046430465304663046730468304693047030471304723047330474304753047630477304783047930480304813048230483304843048530486304873048830489304903049130492304933049430495304963049730498304993050030501305023050330504305053050630507305083050930510305113051230513305143051530516305173051830519305203052130522305233052430525305263052730528305293053030531305323053330534305353053630537305383053930540305413054230543305443054530546305473054830549305503055130552305533055430555305563055730558305593056030561305623056330564305653056630567305683056930570305713057230573305743057530576305773057830579305803058130582305833058430585305863058730588305893059030591305923059330594305953059630597305983059930600306013060230603306043060530606306073060830609306103061130612306133061430615306163061730618306193062030621306223062330624306253062630627306283062930630306313063230633306343063530636306373063830639306403064130642306433064430645306463064730648306493065030651306523065330654306553065630657306583065930660306613066230663306643066530666306673066830669306703067130672306733067430675306763067730678306793068030681306823068330684306853068630687306883068930690306913069230693306943069530696306973069830699307003070130702307033070430705307063070730708307093071030711307123071330714307153071630717307183071930720307213072230723307243072530726307273072830729307303073130732307333073430735307363073730738307393074030741307423074330744307453074630747307483074930750307513075230753307543075530756307573075830759307603076130762307633076430765307663076730768307693077030771307723077330774307753077630777307783077930780307813078230783307843078530786307873078830789307903079130792307933079430795307963079730798307993080030801308023080330804308053080630807308083080930810308113081230813308143081530816308173081830819308203082130822308233082430825308263082730828308293083030831308323083330834308353083630837308383083930840308413084230843308443084530846308473084830849308503085130852308533085430855308563085730858308593086030861308623086330864308653086630867308683086930870308713087230873308743087530876308773087830879308803088130882308833088430885308863088730888308893089030891308923089330894308953089630897308983089930900309013090230903309043090530906309073090830909309103091130912309133091430915309163091730918309193092030921309223092330924309253092630927309283092930930309313093230933309343093530936309373093830939309403094130942309433094430945309463094730948309493095030951309523095330954309553095630957309583095930960309613096230963309643096530966309673096830969309703097130972309733097430975309763097730978309793098030981309823098330984309853098630987309883098930990309913099230993309943099530996309973099830999310003100131002310033100431005310063100731008310093101031011310123101331014310153101631017310183101931020310213102231023310243102531026310273102831029310303103131032310333103431035310363103731038310393104031041310423104331044310453104631047310483104931050310513105231053310543105531056310573105831059310603106131062310633106431065310663106731068310693107031071310723107331074310753107631077310783107931080310813108231083310843108531086310873108831089310903109131092310933109431095310963109731098310993110031101311023110331104311053110631107311083110931110311113111231113311143111531116311173111831119311203112131122311233112431125311263112731128311293113031131311323113331134311353113631137311383113931140311413114231143311443114531146311473114831149311503115131152311533115431155311563115731158311593116031161311623116331164311653116631167311683116931170311713117231173311743117531176311773117831179311803118131182311833118431185311863118731188311893119031191311923119331194311953119631197311983119931200312013120231203312043120531206312073120831209312103121131212312133121431215312163121731218312193122031221312223122331224312253122631227312283122931230312313123231233312343123531236312373123831239312403124131242312433124431245312463124731248312493125031251312523125331254312553125631257312583125931260312613126231263312643126531266312673126831269312703127131272312733127431275312763127731278312793128031281312823128331284312853128631287312883128931290312913129231293312943129531296312973129831299313003130131302313033130431305313063130731308313093131031311313123131331314313153131631317313183131931320313213132231323313243132531326313273132831329313303133131332313333133431335313363133731338313393134031341313423134331344313453134631347313483134931350313513135231353313543135531356313573135831359313603136131362313633136431365313663136731368313693137031371313723137331374313753137631377313783137931380313813138231383313843138531386313873138831389313903139131392313933139431395313963139731398313993140031401314023140331404314053140631407314083140931410314113141231413314143141531416314173141831419314203142131422314233142431425314263142731428314293143031431314323143331434314353143631437314383143931440314413144231443314443144531446314473144831449314503145131452314533145431455314563145731458314593146031461314623146331464314653146631467314683146931470314713147231473314743147531476314773147831479314803148131482314833148431485314863148731488314893149031491314923149331494314953149631497314983149931500315013150231503315043150531506315073150831509315103151131512315133151431515315163151731518315193152031521315223152331524315253152631527315283152931530315313153231533315343153531536315373153831539315403154131542315433154431545315463154731548315493155031551315523155331554315553155631557315583155931560315613156231563315643156531566315673156831569315703157131572315733157431575315763157731578315793158031581315823158331584315853158631587315883158931590315913159231593315943159531596315973159831599316003160131602316033160431605316063160731608316093161031611316123161331614316153161631617316183161931620316213162231623316243162531626316273162831629316303163131632316333163431635316363163731638316393164031641316423164331644316453164631647316483164931650316513165231653316543165531656316573165831659316603166131662316633166431665316663166731668316693167031671316723167331674316753167631677316783167931680316813168231683316843168531686316873168831689316903169131692316933169431695316963169731698316993170031701317023170331704317053170631707317083170931710317113171231713317143171531716317173171831719317203172131722317233172431725317263172731728317293173031731317323173331734317353173631737317383173931740317413174231743317443174531746317473174831749317503175131752317533175431755317563175731758317593176031761317623176331764317653176631767317683176931770317713177231773317743177531776317773177831779317803178131782317833178431785317863178731788317893179031791317923179331794317953179631797317983179931800318013180231803318043180531806318073180831809318103181131812318133181431815318163181731818318193182031821318223182331824318253182631827318283182931830318313183231833318343183531836318373183831839318403184131842318433184431845318463184731848318493185031851318523185331854318553185631857318583185931860318613186231863318643186531866318673186831869318703187131872318733187431875318763187731878318793188031881318823188331884318853188631887318883188931890318913189231893318943189531896318973189831899319003190131902319033190431905319063190731908319093191031911319123191331914319153191631917319183191931920319213192231923319243192531926319273192831929319303193131932319333193431935319363193731938319393194031941319423194331944319453194631947319483194931950319513195231953319543195531956319573195831959319603196131962319633196431965319663196731968319693197031971319723197331974319753197631977319783197931980319813198231983319843198531986319873198831989319903199131992319933199431995319963199731998319993200032001320023200332004320053200632007320083200932010320113201232013320143201532016320173201832019320203202132022320233202432025320263202732028320293203032031320323203332034320353203632037320383203932040320413204232043320443204532046320473204832049320503205132052320533205432055320563205732058320593206032061320623206332064320653206632067320683206932070320713207232073320743207532076320773207832079320803208132082320833208432085320863208732088320893209032091320923209332094320953209632097320983209932100321013210232103321043210532106321073210832109321103211132112321133211432115321163211732118321193212032121321223212332124321253212632127321283212932130321313213232133321343213532136321373213832139321403214132142321433214432145321463214732148321493215032151321523215332154321553215632157321583215932160321613216232163321643216532166321673216832169321703217132172321733217432175321763217732178321793218032181321823218332184321853218632187321883218932190321913219232193321943219532196321973219832199322003220132202322033220432205322063220732208322093221032211322123221332214322153221632217322183221932220322213222232223322243222532226322273222832229322303223132232322333223432235322363223732238322393224032241322423224332244322453224632247322483224932250322513225232253322543225532256322573225832259322603226132262322633226432265322663226732268322693227032271322723227332274322753227632277322783227932280322813228232283322843228532286322873228832289322903229132292322933229432295322963229732298322993230032301323023230332304323053230632307323083230932310323113231232313323143231532316323173231832319323203232132322323233232432325323263232732328323293233032331323323233332334323353233632337323383233932340323413234232343323443234532346323473234832349323503235132352323533235432355323563235732358323593236032361323623236332364323653236632367323683236932370323713237232373323743237532376323773237832379323803238132382323833238432385323863238732388323893239032391323923239332394323953239632397323983239932400324013240232403324043240532406324073240832409324103241132412324133241432415324163241732418324193242032421324223242332424324253242632427324283242932430324313243232433324343243532436324373243832439324403244132442324433244432445324463244732448324493245032451324523245332454324553245632457324583245932460324613246232463324643246532466324673246832469324703247132472324733247432475324763247732478324793248032481324823248332484324853248632487324883248932490324913249232493324943249532496324973249832499325003250132502325033250432505325063250732508325093251032511325123251332514325153251632517325183251932520325213252232523325243252532526325273252832529325303253132532325333253432535325363253732538325393254032541325423254332544325453254632547325483254932550325513255232553325543255532556325573255832559325603256132562325633256432565325663256732568325693257032571325723257332574325753257632577325783257932580325813258232583325843258532586325873258832589325903259132592325933259432595325963259732598325993260032601326023260332604326053260632607326083260932610326113261232613326143261532616326173261832619326203262132622326233262432625326263262732628326293263032631326323263332634326353263632637326383263932640326413264232643326443264532646326473264832649326503265132652326533265432655326563265732658326593266032661326623266332664326653266632667326683266932670326713267232673326743267532676326773267832679326803268132682326833268432685326863268732688326893269032691326923269332694326953269632697326983269932700327013270232703327043270532706327073270832709327103271132712327133271432715327163271732718327193272032721327223272332724327253272632727327283272932730327313273232733327343273532736327373273832739327403274132742327433274432745327463274732748327493275032751327523275332754327553275632757327583275932760327613276232763327643276532766327673276832769327703277132772327733277432775327763277732778327793278032781327823278332784327853278632787327883278932790327913279232793327943279532796327973279832799328003280132802328033280432805328063280732808328093281032811328123281332814328153281632817328183281932820328213282232823328243282532826328273282832829328303283132832328333283432835328363283732838328393284032841328423284332844328453284632847328483284932850328513285232853328543285532856328573285832859328603286132862328633286432865328663286732868328693287032871328723287332874328753287632877328783287932880328813288232883328843288532886328873288832889328903289132892328933289432895328963289732898328993290032901329023290332904329053290632907329083290932910329113291232913329143291532916329173291832919329203292132922329233292432925329263292732928329293293032931329323293332934329353293632937329383293932940329413294232943329443294532946329473294832949329503295132952329533295432955329563295732958329593296032961329623296332964329653296632967329683296932970329713297232973329743297532976329773297832979329803298132982329833298432985329863298732988329893299032991329923299332994329953299632997329983299933000330013300233003330043300533006330073300833009330103301133012330133301433015330163301733018330193302033021330223302333024330253302633027330283302933030330313303233033330343303533036330373303833039330403304133042330433304433045330463304733048330493305033051330523305333054330553305633057330583305933060330613306233063330643306533066330673306833069330703307133072330733307433075330763307733078330793308033081330823308333084330853308633087330883308933090330913309233093330943309533096330973309833099331003310133102331033310433105331063310733108331093311033111331123311333114331153311633117331183311933120331213312233123331243312533126331273312833129331303313133132331333313433135331363313733138331393314033141331423314333144331453314633147331483314933150331513315233153331543315533156331573315833159331603316133162331633316433165331663316733168331693317033171331723317333174331753317633177331783317933180331813318233183331843318533186331873318833189331903319133192331933319433195331963319733198331993320033201332023320333204332053320633207332083320933210332113321233213332143321533216332173321833219332203322133222332233322433225332263322733228332293323033231332323323333234332353323633237332383323933240332413324233243332443324533246332473324833249332503325133252332533325433255332563325733258332593326033261332623326333264332653326633267332683326933270332713327233273332743327533276332773327833279332803328133282332833328433285332863328733288332893329033291332923329333294332953329633297332983329933300333013330233303333043330533306333073330833309333103331133312333133331433315333163331733318333193332033321333223332333324333253332633327333283332933330333313333233333333343333533336333373333833339333403334133342333433334433345333463334733348333493335033351333523335333354333553335633357333583335933360333613336233363333643336533366333673336833369333703337133372333733337433375333763337733378333793338033381333823338333384333853338633387333883338933390333913339233393333943339533396333973339833399334003340133402334033340433405334063340733408334093341033411334123341333414334153341633417334183341933420334213342233423334243342533426334273342833429334303343133432334333343433435334363343733438334393344033441334423344333444334453344633447334483344933450334513345233453334543345533456334573345833459334603346133462334633346433465334663346733468334693347033471334723347333474334753347633477334783347933480334813348233483334843348533486334873348833489334903349133492334933349433495334963349733498334993350033501335023350333504335053350633507335083350933510335113351233513335143351533516335173351833519335203352133522335233352433525335263352733528335293353033531335323353333534335353353633537335383353933540335413354233543335443354533546335473354833549335503355133552335533355433555335563355733558335593356033561335623356333564335653356633567335683356933570335713357233573335743357533576335773357833579335803358133582335833358433585335863358733588335893359033591335923359333594335953359633597335983359933600336013360233603336043360533606336073360833609336103361133612336133361433615336163361733618336193362033621336223362333624336253362633627336283362933630336313363233633336343363533636336373363833639336403364133642336433364433645336463364733648336493365033651336523365333654336553365633657336583365933660336613366233663336643366533666336673366833669336703367133672336733367433675336763367733678336793368033681336823368333684336853368633687336883368933690336913369233693336943369533696336973369833699337003370133702337033370433705337063370733708337093371033711337123371333714337153371633717337183371933720337213372233723337243372533726337273372833729337303373133732337333373433735337363373733738337393374033741337423374333744337453374633747337483374933750337513375233753337543375533756337573375833759337603376133762337633376433765337663376733768337693377033771337723377333774337753377633777337783377933780337813378233783337843378533786337873378833789337903379133792337933379433795337963379733798337993380033801338023380333804338053380633807338083380933810338113381233813338143381533816338173381833819338203382133822338233382433825338263382733828338293383033831338323383333834338353383633837338383383933840338413384233843338443384533846338473384833849338503385133852338533385433855338563385733858338593386033861338623386333864338653386633867338683386933870338713387233873338743387533876338773387833879338803388133882338833388433885338863388733888338893389033891338923389333894338953389633897338983389933900339013390233903339043390533906339073390833909339103391133912339133391433915339163391733918339193392033921339223392333924339253392633927339283392933930339313393233933339343393533936339373393833939339403394133942339433394433945339463394733948339493395033951339523395333954339553395633957339583395933960339613396233963339643396533966339673396833969339703397133972339733397433975339763397733978339793398033981339823398333984339853398633987339883398933990339913399233993339943399533996339973399833999340003400134002340033400434005340063400734008340093401034011340123401334014340153401634017340183401934020340213402234023340243402534026340273402834029340303403134032340333403434035340363403734038340393404034041340423404334044340453404634047340483404934050340513405234053340543405534056340573405834059340603406134062340633406434065340663406734068340693407034071340723407334074340753407634077340783407934080340813408234083340843408534086340873408834089340903409134092340933409434095340963409734098340993410034101341023410334104341053410634107341083410934110341113411234113341143411534116341173411834119341203412134122341233412434125341263412734128341293413034131341323413334134341353413634137341383413934140341413414234143341443414534146341473414834149341503415134152341533415434155341563415734158341593416034161341623416334164341653416634167341683416934170341713417234173341743417534176341773417834179341803418134182341833418434185341863418734188341893419034191341923419334194341953419634197341983419934200342013420234203342043420534206342073420834209342103421134212342133421434215342163421734218342193422034221342223422334224342253422634227342283422934230342313423234233342343423534236342373423834239342403424134242342433424434245342463424734248342493425034251342523425334254342553425634257342583425934260342613426234263342643426534266342673426834269342703427134272342733427434275342763427734278342793428034281342823428334284342853428634287342883428934290342913429234293342943429534296342973429834299343003430134302343033430434305343063430734308343093431034311343123431334314343153431634317343183431934320343213432234323343243432534326343273432834329343303433134332343333433434335343363433734338343393434034341343423434334344343453434634347343483434934350343513435234353343543435534356343573435834359343603436134362343633436434365343663436734368343693437034371343723437334374343753437634377343783437934380343813438234383343843438534386343873438834389343903439134392343933439434395343963439734398343993440034401344023440334404344053440634407344083440934410344113441234413344143441534416344173441834419344203442134422344233442434425344263442734428344293443034431344323443334434344353443634437344383443934440344413444234443344443444534446344473444834449344503445134452344533445434455344563445734458344593446034461344623446334464344653446634467344683446934470344713447234473344743447534476344773447834479344803448134482344833448434485344863448734488344893449034491344923449334494344953449634497344983449934500345013450234503345043450534506345073450834509345103451134512345133451434515345163451734518345193452034521345223452334524345253452634527345283452934530345313453234533345343453534536345373453834539345403454134542345433454434545345463454734548345493455034551345523455334554345553455634557345583455934560345613456234563345643456534566345673456834569345703457134572345733457434575345763457734578345793458034581345823458334584345853458634587345883458934590345913459234593345943459534596345973459834599346003460134602346033460434605346063460734608346093461034611346123461334614346153461634617346183461934620346213462234623346243462534626346273462834629346303463134632346333463434635346363463734638346393464034641346423464334644346453464634647346483464934650346513465234653346543465534656346573465834659346603466134662346633466434665346663466734668346693467034671346723467334674346753467634677346783467934680346813468234683346843468534686346873468834689346903469134692346933469434695346963469734698346993470034701347023470334704347053470634707347083470934710347113471234713347143471534716347173471834719347203472134722347233472434725347263472734728347293473034731347323473334734347353473634737347383473934740347413474234743347443474534746347473474834749347503475134752347533475434755347563475734758347593476034761347623476334764347653476634767347683476934770347713477234773347743477534776347773477834779347803478134782347833478434785347863478734788347893479034791347923479334794347953479634797347983479934800348013480234803348043480534806348073480834809348103481134812348133481434815348163481734818348193482034821348223482334824348253482634827348283482934830348313483234833348343483534836348373483834839348403484134842348433484434845348463484734848348493485034851348523485334854348553485634857348583485934860348613486234863348643486534866348673486834869348703487134872348733487434875348763487734878348793488034881348823488334884348853488634887348883488934890348913489234893348943489534896348973489834899349003490134902349033490434905349063490734908349093491034911349123491334914349153491634917349183491934920349213492234923349243492534926349273492834929349303493134932349333493434935349363493734938349393494034941349423494334944349453494634947349483494934950349513495234953349543495534956349573495834959349603496134962349633496434965349663496734968349693497034971349723497334974349753497634977349783497934980349813498234983349843498534986349873498834989349903499134992349933499434995349963499734998349993500035001350023500335004350053500635007350083500935010350113501235013350143501535016350173501835019350203502135022350233502435025350263502735028350293503035031350323503335034350353503635037350383503935040350413504235043350443504535046350473504835049350503505135052350533505435055350563505735058350593506035061350623506335064350653506635067350683506935070350713507235073350743507535076350773507835079350803508135082350833508435085350863508735088350893509035091350923509335094350953509635097350983509935100351013510235103351043510535106351073510835109351103511135112351133511435115351163511735118351193512035121351223512335124351253512635127351283512935130351313513235133351343513535136351373513835139351403514135142351433514435145351463514735148351493515035151351523515335154351553515635157351583515935160351613516235163351643516535166351673516835169351703517135172351733517435175351763517735178351793518035181351823518335184351853518635187351883518935190351913519235193351943519535196351973519835199352003520135202352033520435205352063520735208352093521035211352123521335214352153521635217352183521935220352213522235223352243522535226352273522835229352303523135232352333523435235352363523735238352393524035241352423524335244352453524635247352483524935250352513525235253352543525535256352573525835259352603526135262352633526435265352663526735268352693527035271352723527335274352753527635277352783527935280352813528235283352843528535286352873528835289352903529135292352933529435295352963529735298352993530035301353023530335304353053530635307353083530935310353113531235313353143531535316353173531835319353203532135322353233532435325353263532735328353293533035331353323533335334353353533635337353383533935340353413534235343353443534535346353473534835349353503535135352353533535435355353563535735358353593536035361353623536335364353653536635367353683536935370353713537235373353743537535376353773537835379353803538135382353833538435385353863538735388353893539035391353923539335394353953539635397353983539935400354013540235403354043540535406354073540835409354103541135412354133541435415354163541735418354193542035421354223542335424354253542635427354283542935430354313543235433354343543535436354373543835439354403544135442354433544435445354463544735448354493545035451354523545335454354553545635457354583545935460354613546235463354643546535466354673546835469354703547135472354733547435475354763547735478354793548035481354823548335484354853548635487354883548935490354913549235493354943549535496354973549835499355003550135502355033550435505355063550735508355093551035511355123551335514355153551635517355183551935520355213552235523355243552535526355273552835529355303553135532355333553435535355363553735538355393554035541355423554335544355453554635547355483554935550355513555235553355543555535556355573555835559355603556135562355633556435565355663556735568355693557035571355723557335574355753557635577355783557935580355813558235583355843558535586355873558835589355903559135592355933559435595355963559735598355993560035601356023560335604356053560635607356083560935610356113561235613356143561535616356173561835619356203562135622356233562435625356263562735628356293563035631356323563335634356353563635637356383563935640356413564235643356443564535646356473564835649356503565135652356533565435655356563565735658356593566035661356623566335664356653566635667356683566935670356713567235673356743567535676356773567835679356803568135682356833568435685356863568735688356893569035691356923569335694356953569635697356983569935700357013570235703357043570535706357073570835709357103571135712357133571435715357163571735718357193572035721357223572335724357253572635727357283572935730357313573235733357343573535736357373573835739357403574135742357433574435745357463574735748357493575035751357523575335754357553575635757357583575935760357613576235763357643576535766357673576835769357703577135772357733577435775357763577735778357793578035781357823578335784357853578635787357883578935790357913579235793357943579535796357973579835799358003580135802358033580435805358063580735808358093581035811358123581335814358153581635817358183581935820358213582235823358243582535826358273582835829358303583135832358333583435835358363583735838358393584035841358423584335844358453584635847358483584935850358513585235853358543585535856358573585835859358603586135862358633586435865358663586735868358693587035871358723587335874358753587635877358783587935880358813588235883358843588535886358873588835889358903589135892358933589435895358963589735898358993590035901359023590335904359053590635907359083590935910359113591235913359143591535916359173591835919359203592135922359233592435925359263592735928359293593035931359323593335934359353593635937359383593935940359413594235943359443594535946359473594835949359503595135952359533595435955359563595735958359593596035961359623596335964359653596635967359683596935970359713597235973359743597535976359773597835979359803598135982359833598435985359863598735988359893599035991359923599335994359953599635997359983599936000360013600236003360043600536006360073600836009360103601136012360133601436015360163601736018360193602036021360223602336024360253602636027360283602936030360313603236033360343603536036360373603836039360403604136042360433604436045360463604736048360493605036051360523605336054360553605636057360583605936060360613606236063360643606536066360673606836069360703607136072360733607436075360763607736078360793608036081360823608336084360853608636087360883608936090360913609236093360943609536096360973609836099361003610136102361033610436105361063610736108361093611036111361123611336114361153611636117361183611936120361213612236123361243612536126361273612836129361303613136132361333613436135361363613736138361393614036141361423614336144361453614636147361483614936150361513615236153361543615536156361573615836159361603616136162361633616436165361663616736168361693617036171361723617336174361753617636177361783617936180361813618236183361843618536186361873618836189361903619136192361933619436195361963619736198361993620036201362023620336204362053620636207362083620936210362113621236213362143621536216362173621836219362203622136222362233622436225362263622736228362293623036231362323623336234362353623636237362383623936240362413624236243362443624536246362473624836249362503625136252362533625436255362563625736258362593626036261362623626336264362653626636267362683626936270362713627236273362743627536276362773627836279362803628136282362833628436285362863628736288362893629036291362923629336294362953629636297362983629936300363013630236303363043630536306363073630836309363103631136312363133631436315363163631736318363193632036321363223632336324363253632636327363283632936330363313633236333363343633536336363373633836339363403634136342363433634436345363463634736348363493635036351363523635336354363553635636357363583635936360363613636236363363643636536366363673636836369363703637136372363733637436375363763637736378363793638036381363823638336384363853638636387363883638936390363913639236393363943639536396363973639836399364003640136402364033640436405364063640736408364093641036411364123641336414364153641636417364183641936420364213642236423364243642536426364273642836429364303643136432364333643436435364363643736438364393644036441364423644336444364453644636447364483644936450364513645236453364543645536456364573645836459364603646136462364633646436465364663646736468364693647036471364723647336474364753647636477364783647936480364813648236483364843648536486364873648836489364903649136492364933649436495364963649736498364993650036501365023650336504365053650636507365083650936510365113651236513365143651536516365173651836519365203652136522365233652436525365263652736528365293653036531365323653336534365353653636537365383653936540365413654236543365443654536546365473654836549365503655136552365533655436555365563655736558365593656036561365623656336564365653656636567365683656936570365713657236573365743657536576365773657836579365803658136582365833658436585365863658736588365893659036591365923659336594365953659636597365983659936600366013660236603366043660536606366073660836609366103661136612366133661436615366163661736618366193662036621366223662336624366253662636627366283662936630366313663236633366343663536636366373663836639366403664136642366433664436645366463664736648366493665036651366523665336654366553665636657366583665936660366613666236663366643666536666366673666836669366703667136672366733667436675366763667736678366793668036681366823668336684366853668636687366883668936690366913669236693366943669536696366973669836699367003670136702367033670436705367063670736708367093671036711367123671336714367153671636717367183671936720367213672236723367243672536726367273672836729367303673136732367333673436735367363673736738367393674036741367423674336744367453674636747367483674936750367513675236753367543675536756367573675836759367603676136762367633676436765367663676736768367693677036771367723677336774367753677636777367783677936780367813678236783367843678536786367873678836789367903679136792367933679436795367963679736798367993680036801368023680336804368053680636807368083680936810368113681236813368143681536816368173681836819368203682136822368233682436825368263682736828368293683036831368323683336834368353683636837368383683936840368413684236843368443684536846368473684836849368503685136852368533685436855368563685736858368593686036861368623686336864368653686636867368683686936870368713687236873368743687536876368773687836879368803688136882368833688436885368863688736888368893689036891368923689336894368953689636897368983689936900369013690236903369043690536906369073690836909369103691136912369133691436915369163691736918369193692036921369223692336924369253692636927369283692936930369313693236933369343693536936369373693836939369403694136942369433694436945369463694736948369493695036951369523695336954369553695636957369583695936960369613696236963369643696536966369673696836969369703697136972369733697436975369763697736978369793698036981369823698336984369853698636987369883698936990369913699236993369943699536996369973699836999370003700137002370033700437005370063700737008370093701037011370123701337014370153701637017370183701937020370213702237023370243702537026370273702837029370303703137032370333703437035370363703737038370393704037041370423704337044370453704637047370483704937050370513705237053370543705537056370573705837059370603706137062370633706437065370663706737068370693707037071370723707337074370753707637077370783707937080370813708237083370843708537086370873708837089370903709137092370933709437095370963709737098370993710037101371023710337104371053710637107371083710937110371113711237113371143711537116371173711837119371203712137122371233712437125371263712737128371293713037131371323713337134371353713637137371383713937140371413714237143371443714537146371473714837149371503715137152371533715437155371563715737158371593716037161371623716337164371653716637167371683716937170371713717237173371743717537176371773717837179371803718137182371833718437185371863718737188371893719037191371923719337194371953719637197371983719937200372013720237203372043720537206372073720837209372103721137212372133721437215372163721737218372193722037221372223722337224372253722637227372283722937230372313723237233372343723537236372373723837239372403724137242372433724437245372463724737248372493725037251372523725337254372553725637257372583725937260372613726237263372643726537266372673726837269372703727137272372733727437275372763727737278372793728037281372823728337284372853728637287372883728937290372913729237293372943729537296372973729837299373003730137302373033730437305373063730737308373093731037311373123731337314373153731637317373183731937320373213732237323373243732537326373273732837329373303733137332373333733437335373363733737338373393734037341373423734337344373453734637347373483734937350373513735237353373543735537356373573735837359373603736137362373633736437365373663736737368373693737037371373723737337374373753737637377373783737937380373813738237383373843738537386373873738837389373903739137392373933739437395373963739737398373993740037401374023740337404374053740637407374083740937410374113741237413374143741537416374173741837419374203742137422374233742437425374263742737428374293743037431374323743337434374353743637437374383743937440374413744237443374443744537446374473744837449374503745137452374533745437455374563745737458374593746037461374623746337464374653746637467374683746937470374713747237473374743747537476374773747837479374803748137482374833748437485374863748737488374893749037491374923749337494374953749637497374983749937500375013750237503375043750537506375073750837509375103751137512375133751437515375163751737518375193752037521375223752337524375253752637527375283752937530375313753237533375343753537536375373753837539375403754137542375433754437545375463754737548375493755037551375523755337554375553755637557375583755937560375613756237563375643756537566375673756837569375703757137572375733757437575375763757737578375793758037581375823758337584375853758637587375883758937590375913759237593375943759537596375973759837599376003760137602376033760437605376063760737608376093761037611376123761337614376153761637617376183761937620376213762237623376243762537626376273762837629376303763137632376333763437635376363763737638376393764037641376423764337644376453764637647376483764937650376513765237653376543765537656376573765837659376603766137662376633766437665376663766737668376693767037671376723767337674376753767637677376783767937680376813768237683376843768537686376873768837689376903769137692376933769437695376963769737698376993770037701377023770337704377053770637707377083770937710377113771237713377143771537716377173771837719377203772137722377233772437725377263772737728377293773037731377323773337734377353773637737377383773937740377413774237743377443774537746377473774837749377503775137752377533775437755377563775737758377593776037761377623776337764377653776637767377683776937770377713777237773377743777537776377773777837779377803778137782377833778437785377863778737788377893779037791377923779337794377953779637797377983779937800378013780237803378043780537806378073780837809378103781137812378133781437815378163781737818378193782037821378223782337824378253782637827378283782937830378313783237833378343783537836378373783837839378403784137842378433784437845378463784737848378493785037851378523785337854378553785637857378583785937860378613786237863378643786537866378673786837869378703787137872378733787437875378763787737878378793788037881378823788337884378853788637887378883788937890378913789237893378943789537896378973789837899379003790137902379033790437905379063790737908379093791037911379123791337914379153791637917379183791937920379213792237923379243792537926379273792837929379303793137932379333793437935379363793737938379393794037941379423794337944379453794637947379483794937950379513795237953379543795537956379573795837959379603796137962379633796437965379663796737968379693797037971379723797337974379753797637977379783797937980379813798237983379843798537986379873798837989379903799137992379933799437995379963799737998379993800038001380023800338004380053800638007380083800938010380113801238013380143801538016380173801838019380203802138022380233802438025380263802738028380293803038031380323803338034380353803638037380383803938040380413804238043380443804538046380473804838049380503805138052380533805438055380563805738058380593806038061380623806338064380653806638067380683806938070380713807238073380743807538076380773807838079380803808138082380833808438085380863808738088380893809038091380923809338094380953809638097380983809938100381013810238103381043810538106381073810838109381103811138112381133811438115381163811738118381193812038121381223812338124381253812638127381283812938130381313813238133381343813538136381373813838139381403814138142381433814438145381463814738148381493815038151381523815338154381553815638157381583815938160381613816238163381643816538166381673816838169381703817138172381733817438175381763817738178381793818038181381823818338184381853818638187381883818938190381913819238193381943819538196381973819838199382003820138202382033820438205382063820738208382093821038211382123821338214382153821638217382183821938220382213822238223382243822538226382273822838229382303823138232382333823438235382363823738238382393824038241382423824338244382453824638247382483824938250382513825238253382543825538256382573825838259382603826138262382633826438265382663826738268382693827038271382723827338274382753827638277382783827938280382813828238283382843828538286382873828838289382903829138292382933829438295382963829738298382993830038301383023830338304383053830638307383083830938310383113831238313383143831538316383173831838319383203832138322383233832438325383263832738328383293833038331383323833338334383353833638337383383833938340383413834238343383443834538346383473834838349383503835138352383533835438355383563835738358383593836038361383623836338364383653836638367383683836938370383713837238373383743837538376383773837838379383803838138382383833838438385383863838738388383893839038391383923839338394383953839638397383983839938400384013840238403384043840538406384073840838409384103841138412384133841438415384163841738418384193842038421384223842338424384253842638427384283842938430384313843238433384343843538436384373843838439384403844138442384433844438445384463844738448384493845038451384523845338454384553845638457384583845938460384613846238463384643846538466384673846838469384703847138472384733847438475384763847738478384793848038481384823848338484384853848638487384883848938490384913849238493384943849538496384973849838499385003850138502385033850438505385063850738508385093851038511385123851338514385153851638517385183851938520385213852238523385243852538526385273852838529385303853138532385333853438535385363853738538385393854038541385423854338544385453854638547385483854938550385513855238553385543855538556385573855838559385603856138562385633856438565385663856738568385693857038571385723857338574385753857638577385783857938580385813858238583385843858538586385873858838589385903859138592385933859438595385963859738598385993860038601386023860338604386053860638607386083860938610386113861238613386143861538616386173861838619386203862138622386233862438625386263862738628386293863038631386323863338634386353863638637386383863938640386413864238643386443864538646386473864838649386503865138652386533865438655386563865738658386593866038661386623866338664386653866638667386683866938670386713867238673386743867538676386773867838679386803868138682386833868438685386863868738688386893869038691386923869338694386953869638697386983869938700387013870238703387043870538706387073870838709387103871138712387133871438715387163871738718387193872038721387223872338724387253872638727387283872938730387313873238733387343873538736387373873838739387403874138742387433874438745387463874738748387493875038751387523875338754387553875638757387583875938760387613876238763387643876538766387673876838769387703877138772387733877438775387763877738778387793878038781387823878338784387853878638787387883878938790387913879238793387943879538796387973879838799388003880138802388033880438805388063880738808388093881038811388123881338814388153881638817388183881938820388213882238823388243882538826388273882838829388303883138832388333883438835388363883738838388393884038841388423884338844388453884638847388483884938850388513885238853388543885538856388573885838859388603886138862388633886438865388663886738868388693887038871388723887338874388753887638877388783887938880388813888238883388843888538886388873888838889388903889138892388933889438895388963889738898388993890038901389023890338904389053890638907389083890938910389113891238913389143891538916389173891838919389203892138922389233892438925389263892738928389293893038931389323893338934389353893638937389383893938940389413894238943389443894538946389473894838949389503895138952389533895438955389563895738958389593896038961389623896338964389653896638967389683896938970389713897238973389743897538976389773897838979389803898138982389833898438985389863898738988389893899038991389923899338994389953899638997389983899939000390013900239003390043900539006390073900839009390103901139012390133901439015390163901739018390193902039021390223902339024390253902639027390283902939030390313903239033390343903539036390373903839039390403904139042390433904439045390463904739048390493905039051390523905339054390553905639057390583905939060390613906239063390643906539066390673906839069390703907139072390733907439075390763907739078390793908039081390823908339084390853908639087390883908939090390913909239093390943909539096390973909839099391003910139102391033910439105391063910739108391093911039111391123911339114391153911639117391183911939120391213912239123391243912539126391273912839129391303913139132391333913439135391363913739138391393914039141391423914339144391453914639147391483914939150391513915239153391543915539156391573915839159391603916139162391633916439165391663916739168391693917039171391723917339174391753917639177391783917939180391813918239183391843918539186391873918839189391903919139192391933919439195391963919739198391993920039201392023920339204392053920639207392083920939210392113921239213392143921539216392173921839219392203922139222392233922439225392263922739228392293923039231392323923339234392353923639237392383923939240392413924239243392443924539246392473924839249392503925139252392533925439255392563925739258392593926039261392623926339264392653926639267392683926939270392713927239273392743927539276392773927839279392803928139282392833928439285392863928739288392893929039291392923929339294392953929639297392983929939300393013930239303393043930539306393073930839309393103931139312393133931439315393163931739318393193932039321393223932339324393253932639327393283932939330393313933239333393343933539336393373933839339393403934139342393433934439345393463934739348393493935039351393523935339354393553935639357393583935939360393613936239363393643936539366393673936839369393703937139372393733937439375393763937739378393793938039381393823938339384393853938639387393883938939390393913939239393393943939539396393973939839399394003940139402394033940439405394063940739408394093941039411394123941339414394153941639417394183941939420394213942239423394243942539426394273942839429394303943139432394333943439435394363943739438394393944039441394423944339444394453944639447394483944939450394513945239453394543945539456394573945839459394603946139462394633946439465394663946739468394693947039471394723947339474394753947639477394783947939480394813948239483394843948539486394873948839489394903949139492394933949439495394963949739498394993950039501395023950339504395053950639507395083950939510395113951239513395143951539516395173951839519395203952139522395233952439525395263952739528395293953039531395323953339534395353953639537395383953939540395413954239543395443954539546395473954839549395503955139552395533955439555395563955739558395593956039561395623956339564395653956639567395683956939570395713957239573395743957539576395773957839579395803958139582395833958439585395863958739588395893959039591395923959339594395953959639597395983959939600396013960239603396043960539606396073960839609396103961139612396133961439615396163961739618396193962039621396223962339624396253962639627396283962939630396313963239633396343963539636396373963839639396403964139642396433964439645396463964739648396493965039651396523965339654396553965639657396583965939660396613966239663396643966539666396673966839669396703967139672396733967439675396763967739678396793968039681396823968339684396853968639687396883968939690396913969239693396943969539696396973969839699397003970139702397033970439705397063970739708397093971039711397123971339714397153971639717397183971939720397213972239723397243972539726397273972839729397303973139732397333973439735397363973739738397393974039741397423974339744397453974639747397483974939750397513975239753397543975539756397573975839759397603976139762397633976439765397663976739768397693977039771397723977339774397753977639777397783977939780397813978239783397843978539786397873978839789397903979139792397933979439795397963979739798397993980039801398023980339804398053980639807398083980939810398113981239813398143981539816398173981839819398203982139822398233982439825398263982739828398293983039831398323983339834398353983639837398383983939840398413984239843398443984539846398473984839849398503985139852398533985439855398563985739858398593986039861398623986339864398653986639867398683986939870398713987239873398743987539876398773987839879398803988139882398833988439885398863988739888398893989039891398923989339894398953989639897398983989939900399013990239903399043990539906399073990839909399103991139912399133991439915399163991739918399193992039921399223992339924399253992639927399283992939930399313993239933399343993539936399373993839939399403994139942399433994439945399463994739948399493995039951399523995339954399553995639957399583995939960399613996239963399643996539966399673996839969399703997139972399733997439975399763997739978399793998039981399823998339984399853998639987399883998939990399913999239993399943999539996399973999839999400004000140002400034000440005400064000740008400094001040011400124001340014400154001640017400184001940020400214002240023400244002540026400274002840029400304003140032400334003440035400364003740038400394004040041400424004340044400454004640047400484004940050400514005240053400544005540056400574005840059400604006140062400634006440065400664006740068400694007040071400724007340074400754007640077400784007940080400814008240083400844008540086400874008840089400904009140092400934009440095400964009740098400994010040101401024010340104401054010640107401084010940110401114011240113401144011540116401174011840119401204012140122401234012440125401264012740128401294013040131401324013340134401354013640137401384013940140401414014240143401444014540146401474014840149401504015140152401534015440155401564015740158401594016040161401624016340164401654016640167401684016940170401714017240173401744017540176401774017840179401804018140182401834018440185401864018740188401894019040191401924019340194401954019640197401984019940200402014020240203402044020540206402074020840209402104021140212402134021440215402164021740218402194022040221402224022340224402254022640227402284022940230402314023240233402344023540236402374023840239402404024140242402434024440245402464024740248402494025040251402524025340254402554025640257402584025940260402614026240263402644026540266402674026840269402704027140272402734027440275402764027740278402794028040281402824028340284402854028640287402884028940290402914029240293402944029540296402974029840299403004030140302403034030440305403064030740308403094031040311403124031340314403154031640317403184031940320403214032240323403244032540326403274032840329403304033140332403334033440335403364033740338403394034040341403424034340344403454034640347403484034940350403514035240353403544035540356403574035840359403604036140362403634036440365403664036740368403694037040371403724037340374403754037640377403784037940380403814038240383403844038540386403874038840389403904039140392403934039440395403964039740398403994040040401404024040340404404054040640407404084040940410404114041240413404144041540416404174041840419404204042140422404234042440425404264042740428404294043040431404324043340434404354043640437404384043940440404414044240443404444044540446404474044840449404504045140452404534045440455404564045740458404594046040461404624046340464404654046640467404684046940470404714047240473404744047540476404774047840479404804048140482404834048440485404864048740488404894049040491404924049340494404954049640497404984049940500405014050240503405044050540506405074050840509405104051140512405134051440515405164051740518405194052040521405224052340524405254052640527405284052940530405314053240533405344053540536405374053840539405404054140542405434054440545405464054740548405494055040551405524055340554405554055640557405584055940560405614056240563405644056540566405674056840569405704057140572405734057440575405764057740578405794058040581405824058340584405854058640587405884058940590405914059240593405944059540596405974059840599406004060140602406034060440605406064060740608406094061040611406124061340614406154061640617406184061940620406214062240623406244062540626406274062840629406304063140632406334063440635406364063740638406394064040641406424064340644406454064640647406484064940650406514065240653406544065540656406574065840659406604066140662406634066440665406664066740668406694067040671406724067340674406754067640677406784067940680406814068240683406844068540686406874068840689406904069140692406934069440695406964069740698406994070040701407024070340704407054070640707407084070940710407114071240713407144071540716407174071840719407204072140722407234072440725407264072740728407294073040731407324073340734407354073640737407384073940740407414074240743407444074540746407474074840749407504075140752407534075440755407564075740758407594076040761407624076340764407654076640767407684076940770407714077240773407744077540776407774077840779407804078140782407834078440785407864078740788407894079040791407924079340794407954079640797407984079940800408014080240803408044080540806408074080840809408104081140812408134081440815408164081740818408194082040821408224082340824408254082640827408284082940830408314083240833408344083540836408374083840839408404084140842408434084440845408464084740848408494085040851408524085340854408554085640857408584085940860408614086240863408644086540866408674086840869408704087140872408734087440875408764087740878408794088040881408824088340884408854088640887408884088940890408914089240893408944089540896408974089840899409004090140902409034090440905409064090740908409094091040911409124091340914409154091640917409184091940920409214092240923409244092540926409274092840929409304093140932409334093440935409364093740938409394094040941409424094340944409454094640947409484094940950409514095240953409544095540956409574095840959409604096140962409634096440965409664096740968409694097040971409724097340974409754097640977409784097940980409814098240983409844098540986409874098840989409904099140992409934099440995409964099740998409994100041001410024100341004410054100641007410084100941010410114101241013410144101541016410174101841019410204102141022410234102441025410264102741028410294103041031410324103341034410354103641037410384103941040410414104241043410444104541046410474104841049410504105141052410534105441055410564105741058410594106041061410624106341064410654106641067410684106941070410714107241073410744107541076410774107841079410804108141082410834108441085410864108741088410894109041091410924109341094410954109641097410984109941100411014110241103411044110541106411074110841109411104111141112411134111441115411164111741118411194112041121411224112341124411254112641127411284112941130411314113241133411344113541136411374113841139411404114141142411434114441145411464114741148411494115041151411524115341154411554115641157411584115941160411614116241163411644116541166411674116841169411704117141172411734117441175411764117741178411794118041181411824118341184411854118641187411884118941190411914119241193411944119541196411974119841199412004120141202412034120441205412064120741208412094121041211412124121341214412154121641217412184121941220412214122241223412244122541226412274122841229412304123141232412334123441235412364123741238412394124041241412424124341244412454124641247412484124941250412514125241253412544125541256412574125841259412604126141262412634126441265412664126741268412694127041271412724127341274412754127641277412784127941280412814128241283412844128541286412874128841289412904129141292412934129441295412964129741298412994130041301413024130341304413054130641307413084130941310413114131241313413144131541316413174131841319413204132141322413234132441325413264132741328413294133041331413324133341334413354133641337413384133941340413414134241343413444134541346413474134841349413504135141352413534135441355413564135741358413594136041361413624136341364413654136641367413684136941370413714137241373413744137541376413774137841379413804138141382413834138441385413864138741388413894139041391413924139341394413954139641397413984139941400414014140241403414044140541406414074140841409414104141141412414134141441415414164141741418414194142041421414224142341424414254142641427414284142941430414314143241433414344143541436414374143841439414404144141442414434144441445414464144741448414494145041451414524145341454414554145641457414584145941460414614146241463414644146541466414674146841469414704147141472414734147441475414764147741478414794148041481414824148341484414854148641487414884148941490414914149241493414944149541496414974149841499415004150141502415034150441505415064150741508415094151041511415124151341514415154151641517415184151941520415214152241523415244152541526415274152841529415304153141532415334153441535415364153741538415394154041541415424154341544415454154641547415484154941550415514155241553415544155541556415574155841559415604156141562415634156441565415664156741568415694157041571415724157341574415754157641577415784157941580415814158241583415844158541586415874158841589415904159141592415934159441595415964159741598415994160041601416024160341604416054160641607416084160941610416114161241613416144161541616416174161841619416204162141622416234162441625416264162741628416294163041631416324163341634416354163641637416384163941640416414164241643416444164541646416474164841649416504165141652416534165441655416564165741658416594166041661416624166341664416654166641667416684166941670416714167241673416744167541676416774167841679416804168141682416834168441685416864168741688416894169041691416924169341694416954169641697416984169941700417014170241703417044170541706417074170841709417104171141712417134171441715417164171741718417194172041721417224172341724417254172641727417284172941730417314173241733417344173541736417374173841739417404174141742417434174441745417464174741748417494175041751417524175341754417554175641757417584175941760417614176241763417644176541766417674176841769417704177141772417734177441775417764177741778417794178041781417824178341784417854178641787417884178941790417914179241793417944179541796417974179841799418004180141802418034180441805418064180741808418094181041811418124181341814418154181641817418184181941820418214182241823418244182541826418274182841829418304183141832418334183441835418364183741838418394184041841418424184341844418454184641847418484184941850418514185241853418544185541856418574185841859418604186141862418634186441865418664186741868418694187041871418724187341874418754187641877418784187941880418814188241883418844188541886418874188841889418904189141892418934189441895418964189741898418994190041901419024190341904419054190641907419084190941910419114191241913419144191541916419174191841919419204192141922419234192441925419264192741928419294193041931419324193341934419354193641937419384193941940419414194241943419444194541946419474194841949419504195141952419534195441955419564195741958419594196041961419624196341964419654196641967419684196941970419714197241973419744197541976419774197841979419804198141982419834198441985419864198741988419894199041991419924199341994419954199641997419984199942000420014200242003420044200542006420074200842009420104201142012420134201442015420164201742018420194202042021420224202342024420254202642027420284202942030420314203242033420344203542036420374203842039420404204142042420434204442045420464204742048420494205042051420524205342054420554205642057420584205942060420614206242063420644206542066420674206842069420704207142072420734207442075420764207742078420794208042081420824208342084420854208642087420884208942090420914209242093420944209542096420974209842099421004210142102421034210442105421064210742108421094211042111421124211342114421154211642117421184211942120421214212242123421244212542126421274212842129421304213142132421334213442135421364213742138421394214042141421424214342144421454214642147421484214942150421514215242153421544215542156421574215842159421604216142162421634216442165421664216742168421694217042171421724217342174421754217642177421784217942180421814218242183421844218542186421874218842189421904219142192421934219442195421964219742198421994220042201422024220342204422054220642207422084220942210422114221242213422144221542216422174221842219422204222142222422234222442225422264222742228422294223042231422324223342234422354223642237422384223942240422414224242243422444224542246422474224842249422504225142252422534225442255422564225742258422594226042261422624226342264422654226642267422684226942270422714227242273422744227542276422774227842279422804228142282422834228442285422864228742288422894229042291422924229342294422954229642297422984229942300423014230242303423044230542306423074230842309423104231142312423134231442315423164231742318423194232042321423224232342324423254232642327423284232942330423314233242333423344233542336423374233842339423404234142342423434234442345423464234742348423494235042351423524235342354423554235642357423584235942360423614236242363423644236542366423674236842369423704237142372423734237442375423764237742378423794238042381423824238342384423854238642387423884238942390423914239242393423944239542396423974239842399424004240142402424034240442405424064240742408424094241042411424124241342414424154241642417424184241942420424214242242423424244242542426424274242842429424304243142432424334243442435424364243742438424394244042441424424244342444424454244642447424484244942450424514245242453424544245542456424574245842459424604246142462424634246442465424664246742468424694247042471424724247342474424754247642477424784247942480424814248242483424844248542486424874248842489424904249142492424934249442495424964249742498424994250042501425024250342504425054250642507425084250942510425114251242513425144251542516425174251842519425204252142522425234252442525425264252742528425294253042531425324253342534425354253642537425384253942540425414254242543425444254542546425474254842549425504255142552425534255442555425564255742558425594256042561425624256342564425654256642567425684256942570425714257242573425744257542576425774257842579425804258142582425834258442585425864258742588425894259042591425924259342594425954259642597425984259942600426014260242603426044260542606426074260842609426104261142612426134261442615426164261742618426194262042621426224262342624426254262642627426284262942630426314263242633426344263542636426374263842639426404264142642426434264442645426464264742648426494265042651426524265342654426554265642657426584265942660426614266242663426644266542666426674266842669426704267142672426734267442675426764267742678426794268042681426824268342684426854268642687426884268942690426914269242693426944269542696426974269842699427004270142702427034270442705427064270742708427094271042711427124271342714427154271642717427184271942720427214272242723427244272542726427274272842729427304273142732427334273442735427364273742738427394274042741427424274342744427454274642747427484274942750427514275242753427544275542756427574275842759427604276142762427634276442765427664276742768427694277042771427724277342774427754277642777427784277942780427814278242783427844278542786427874278842789427904279142792427934279442795427964279742798427994280042801428024280342804428054280642807428084280942810428114281242813428144281542816428174281842819428204282142822428234282442825428264282742828428294283042831428324283342834428354283642837428384283942840428414284242843428444284542846428474284842849428504285142852428534285442855428564285742858428594286042861428624286342864428654286642867428684286942870428714287242873428744287542876428774287842879428804288142882428834288442885428864288742888428894289042891428924289342894428954289642897428984289942900429014290242903429044290542906429074290842909429104291142912429134291442915429164291742918429194292042921429224292342924429254292642927429284292942930429314293242933429344293542936429374293842939429404294142942429434294442945429464294742948429494295042951429524295342954429554295642957429584295942960429614296242963429644296542966429674296842969429704297142972429734297442975429764297742978429794298042981429824298342984429854298642987429884298942990429914299242993429944299542996429974299842999430004300143002430034300443005430064300743008430094301043011430124301343014430154301643017430184301943020430214302243023430244302543026430274302843029430304303143032430334303443035430364303743038430394304043041430424304343044430454304643047430484304943050430514305243053430544305543056430574305843059430604306143062430634306443065430664306743068430694307043071430724307343074430754307643077430784307943080430814308243083430844308543086430874308843089430904309143092430934309443095430964309743098430994310043101431024310343104431054310643107431084310943110431114311243113431144311543116431174311843119431204312143122431234312443125431264312743128431294313043131431324313343134431354313643137431384313943140431414314243143431444314543146431474314843149431504315143152431534315443155431564315743158431594316043161431624316343164431654316643167431684316943170431714317243173431744317543176431774317843179431804318143182431834318443185431864318743188431894319043191431924319343194431954319643197431984319943200432014320243203432044320543206432074320843209432104321143212432134321443215432164321743218432194322043221432224322343224432254322643227432284322943230432314323243233432344323543236432374323843239432404324143242432434324443245432464324743248432494325043251432524325343254432554325643257432584325943260432614326243263432644326543266432674326843269432704327143272432734327443275432764327743278432794328043281432824328343284432854328643287432884328943290432914329243293432944329543296432974329843299433004330143302433034330443305433064330743308433094331043311433124331343314433154331643317433184331943320433214332243323433244332543326433274332843329433304333143332433334333443335433364333743338433394334043341433424334343344433454334643347433484334943350433514335243353433544335543356433574335843359433604336143362433634336443365433664336743368433694337043371433724337343374433754337643377433784337943380433814338243383433844338543386433874338843389433904339143392433934339443395433964339743398433994340043401434024340343404434054340643407434084340943410434114341243413434144341543416434174341843419434204342143422434234342443425434264342743428434294343043431434324343343434434354343643437434384343943440434414344243443434444344543446434474344843449434504345143452434534345443455434564345743458434594346043461434624346343464434654346643467434684346943470434714347243473434744347543476434774347843479434804348143482434834348443485434864348743488434894349043491434924349343494434954349643497434984349943500435014350243503435044350543506435074350843509435104351143512435134351443515435164351743518435194352043521435224352343524435254352643527435284352943530435314353243533435344353543536435374353843539435404354143542435434354443545435464354743548435494355043551435524355343554435554355643557435584355943560435614356243563435644356543566435674356843569435704357143572435734357443575435764357743578435794358043581435824358343584435854358643587435884358943590435914359243593435944359543596435974359843599436004360143602436034360443605436064360743608436094361043611436124361343614436154361643617436184361943620436214362243623436244362543626436274362843629436304363143632436334363443635436364363743638436394364043641436424364343644436454364643647436484364943650436514365243653436544365543656436574365843659436604366143662436634366443665436664366743668436694367043671436724367343674436754367643677436784367943680436814368243683436844368543686436874368843689436904369143692436934369443695436964369743698436994370043701437024370343704437054370643707437084370943710437114371243713437144371543716437174371843719437204372143722437234372443725437264372743728437294373043731437324373343734437354373643737437384373943740437414374243743437444374543746437474374843749437504375143752437534375443755437564375743758437594376043761437624376343764437654376643767437684376943770437714377243773437744377543776437774377843779437804378143782437834378443785437864378743788437894379043791437924379343794437954379643797437984379943800438014380243803438044380543806438074380843809438104381143812438134381443815438164381743818438194382043821438224382343824438254382643827438284382943830438314383243833438344383543836438374383843839438404384143842438434384443845438464384743848438494385043851438524385343854438554385643857438584385943860438614386243863438644386543866438674386843869438704387143872438734387443875438764387743878438794388043881438824388343884438854388643887438884388943890438914389243893438944389543896438974389843899439004390143902439034390443905439064390743908439094391043911439124391343914439154391643917439184391943920439214392243923439244392543926439274392843929439304393143932439334393443935439364393743938439394394043941439424394343944439454394643947439484394943950439514395243953439544395543956439574395843959439604396143962439634396443965439664396743968439694397043971439724397343974439754397643977439784397943980439814398243983439844398543986439874398843989439904399143992439934399443995439964399743998439994400044001440024400344004440054400644007440084400944010440114401244013440144401544016440174401844019440204402144022440234402444025440264402744028440294403044031440324403344034440354403644037440384403944040440414404244043440444404544046440474404844049440504405144052440534405444055440564405744058440594406044061440624406344064440654406644067440684406944070440714407244073440744407544076440774407844079440804408144082440834408444085440864408744088440894409044091440924409344094440954409644097440984409944100441014410244103441044410544106441074410844109441104411144112441134411444115441164411744118441194412044121441224412344124441254412644127441284412944130441314413244133441344413544136441374413844139441404414144142441434414444145441464414744148441494415044151441524415344154441554415644157441584415944160441614416244163441644416544166441674416844169441704417144172441734417444175441764417744178441794418044181441824418344184441854418644187441884418944190441914419244193441944419544196441974419844199442004420144202442034420444205442064420744208442094421044211442124421344214442154421644217442184421944220442214422244223442244422544226442274422844229442304423144232442334423444235442364423744238442394424044241442424424344244442454424644247442484424944250442514425244253442544425544256442574425844259442604426144262442634426444265442664426744268442694427044271442724427344274442754427644277442784427944280442814428244283442844428544286442874428844289442904429144292442934429444295442964429744298442994430044301443024430344304443054430644307443084430944310443114431244313443144431544316443174431844319443204432144322443234432444325443264432744328443294433044331443324433344334443354433644337443384433944340443414434244343443444434544346443474434844349443504435144352443534435444355443564435744358443594436044361443624436344364443654436644367443684436944370443714437244373443744437544376443774437844379443804438144382443834438444385443864438744388443894439044391443924439344394443954439644397443984439944400444014440244403444044440544406444074440844409444104441144412444134441444415444164441744418444194442044421444224442344424444254442644427444284442944430444314443244433444344443544436444374443844439444404444144442444434444444445444464444744448444494445044451444524445344454444554445644457444584445944460444614446244463444644446544466444674446844469444704447144472444734447444475444764447744478444794448044481444824448344484444854448644487444884448944490444914449244493444944449544496444974449844499445004450144502445034450444505445064450744508445094451044511445124451344514445154451644517445184451944520445214452244523445244452544526445274452844529445304453144532445334453444535445364453744538445394454044541445424454344544445454454644547445484454944550445514455244553445544455544556445574455844559445604456144562445634456444565445664456744568445694457044571445724457344574445754457644577445784457944580445814458244583445844458544586445874458844589445904459144592445934459444595445964459744598445994460044601446024460344604446054460644607446084460944610446114461244613446144461544616446174461844619446204462144622446234462444625446264462744628446294463044631446324463344634446354463644637446384463944640446414464244643446444464544646446474464844649446504465144652446534465444655446564465744658446594466044661446624466344664446654466644667446684466944670446714467244673446744467544676446774467844679446804468144682446834468444685446864468744688446894469044691446924469344694446954469644697446984469944700447014470244703447044470544706447074470844709447104471144712447134471444715447164471744718447194472044721447224472344724447254472644727447284472944730447314473244733447344473544736447374473844739447404474144742447434474444745447464474744748447494475044751447524475344754447554475644757447584475944760447614476244763447644476544766447674476844769447704477144772447734477444775447764477744778447794478044781447824478344784447854478644787447884478944790447914479244793447944479544796447974479844799448004480144802448034480444805448064480744808448094481044811448124481344814448154481644817448184481944820448214482244823448244482544826448274482844829448304483144832448334483444835448364483744838448394484044841448424484344844448454484644847448484484944850448514485244853448544485544856448574485844859448604486144862448634486444865448664486744868448694487044871448724487344874448754487644877448784487944880448814488244883448844488544886448874488844889448904489144892448934489444895448964489744898448994490044901449024490344904449054490644907449084490944910449114491244913449144491544916449174491844919449204492144922449234492444925449264492744928449294493044931449324493344934449354493644937449384493944940449414494244943449444494544946449474494844949449504495144952449534495444955449564495744958449594496044961449624496344964449654496644967449684496944970449714497244973449744497544976449774497844979449804498144982449834498444985449864498744988449894499044991449924499344994449954499644997449984499945000450014500245003450044500545006450074500845009450104501145012450134501445015450164501745018450194502045021450224502345024450254502645027450284502945030450314503245033450344503545036450374503845039450404504145042450434504445045450464504745048450494505045051450524505345054450554505645057450584505945060450614506245063450644506545066450674506845069450704507145072450734507445075450764507745078450794508045081450824508345084450854508645087450884508945090450914509245093450944509545096450974509845099451004510145102451034510445105451064510745108451094511045111451124511345114451154511645117451184511945120451214512245123451244512545126451274512845129451304513145132451334513445135451364513745138451394514045141451424514345144451454514645147451484514945150451514515245153451544515545156451574515845159451604516145162451634516445165451664516745168451694517045171451724517345174451754517645177451784517945180451814518245183451844518545186451874518845189451904519145192451934519445195451964519745198451994520045201452024520345204452054520645207452084520945210452114521245213452144521545216452174521845219452204522145222452234522445225452264522745228452294523045231452324523345234452354523645237452384523945240452414524245243452444524545246452474524845249452504525145252452534525445255452564525745258452594526045261452624526345264452654526645267452684526945270452714527245273452744527545276452774527845279452804528145282452834528445285452864528745288452894529045291452924529345294452954529645297452984529945300453014530245303453044530545306453074530845309453104531145312453134531445315453164531745318453194532045321453224532345324453254532645327453284532945330453314533245333453344533545336453374533845339453404534145342453434534445345453464534745348453494535045351453524535345354453554535645357453584535945360453614536245363453644536545366453674536845369453704537145372453734537445375453764537745378453794538045381453824538345384453854538645387453884538945390453914539245393453944539545396453974539845399454004540145402454034540445405454064540745408454094541045411454124541345414454154541645417454184541945420454214542245423454244542545426454274542845429454304543145432454334543445435454364543745438454394544045441454424544345444454454544645447454484544945450454514545245453454544545545456454574545845459454604546145462454634546445465454664546745468454694547045471454724547345474454754547645477454784547945480454814548245483454844548545486454874548845489454904549145492454934549445495454964549745498454994550045501455024550345504455054550645507455084550945510455114551245513455144551545516455174551845519455204552145522455234552445525455264552745528455294553045531455324553345534455354553645537455384553945540455414554245543455444554545546455474554845549455504555145552455534555445555455564555745558455594556045561455624556345564455654556645567455684556945570455714557245573455744557545576455774557845579455804558145582455834558445585455864558745588455894559045591455924559345594455954559645597455984559945600456014560245603456044560545606456074560845609456104561145612456134561445615456164561745618456194562045621456224562345624456254562645627456284562945630456314563245633456344563545636456374563845639456404564145642456434564445645456464564745648456494565045651456524565345654456554565645657456584565945660456614566245663456644566545666456674566845669456704567145672456734567445675456764567745678456794568045681456824568345684456854568645687456884568945690456914569245693456944569545696456974569845699457004570145702457034570445705457064570745708457094571045711457124571345714457154571645717457184571945720457214572245723457244572545726457274572845729457304573145732457334573445735457364573745738457394574045741457424574345744457454574645747457484574945750457514575245753457544575545756457574575845759457604576145762457634576445765457664576745768457694577045771457724577345774457754577645777457784577945780457814578245783457844578545786457874578845789457904579145792457934579445795457964579745798457994580045801458024580345804458054580645807458084580945810458114581245813458144581545816458174581845819458204582145822458234582445825458264582745828458294583045831458324583345834458354583645837458384583945840458414584245843458444584545846458474584845849458504585145852458534585445855458564585745858458594586045861458624586345864458654586645867458684586945870458714587245873458744587545876458774587845879458804588145882458834588445885458864588745888458894589045891458924589345894458954589645897458984589945900459014590245903459044590545906459074590845909459104591145912459134591445915459164591745918459194592045921459224592345924459254592645927459284592945930459314593245933459344593545936459374593845939459404594145942459434594445945459464594745948459494595045951459524595345954459554595645957459584595945960459614596245963459644596545966459674596845969459704597145972459734597445975459764597745978459794598045981459824598345984459854598645987459884598945990459914599245993459944599545996459974599845999460004600146002460034600446005460064600746008460094601046011460124601346014460154601646017460184601946020460214602246023460244602546026460274602846029460304603146032460334603446035460364603746038460394604046041460424604346044460454604646047460484604946050460514605246053460544605546056460574605846059460604606146062460634606446065460664606746068460694607046071460724607346074460754607646077460784607946080460814608246083460844608546086460874608846089460904609146092460934609446095460964609746098460994610046101461024610346104461054610646107461084610946110461114611246113461144611546116461174611846119461204612146122461234612446125461264612746128461294613046131461324613346134461354613646137461384613946140461414614246143461444614546146461474614846149461504615146152461534615446155461564615746158461594616046161461624616346164461654616646167461684616946170461714617246173461744617546176461774617846179461804618146182461834618446185461864618746188461894619046191461924619346194461954619646197461984619946200462014620246203462044620546206462074620846209462104621146212462134621446215462164621746218462194622046221462224622346224462254622646227462284622946230462314623246233462344623546236462374623846239462404624146242462434624446245462464624746248462494625046251462524625346254462554625646257462584625946260462614626246263462644626546266462674626846269462704627146272462734627446275462764627746278462794628046281462824628346284462854628646287462884628946290462914629246293462944629546296462974629846299463004630146302463034630446305463064630746308463094631046311463124631346314463154631646317463184631946320463214632246323463244632546326463274632846329463304633146332463334633446335463364633746338463394634046341463424634346344463454634646347463484634946350463514635246353463544635546356463574635846359463604636146362463634636446365463664636746368463694637046371463724637346374463754637646377463784637946380463814638246383463844638546386463874638846389463904639146392463934639446395463964639746398463994640046401464024640346404464054640646407464084640946410464114641246413464144641546416464174641846419464204642146422464234642446425464264642746428464294643046431464324643346434464354643646437464384643946440464414644246443464444644546446464474644846449464504645146452464534645446455464564645746458464594646046461464624646346464464654646646467464684646946470464714647246473464744647546476464774647846479464804648146482464834648446485464864648746488464894649046491464924649346494464954649646497464984649946500465014650246503465044650546506465074650846509465104651146512465134651446515465164651746518465194652046521465224652346524465254652646527465284652946530465314653246533465344653546536465374653846539465404654146542465434654446545465464654746548465494655046551465524655346554465554655646557465584655946560465614656246563465644656546566465674656846569465704657146572465734657446575465764657746578465794658046581465824658346584465854658646587465884658946590465914659246593465944659546596465974659846599466004660146602466034660446605466064660746608466094661046611466124661346614466154661646617466184661946620466214662246623466244662546626466274662846629466304663146632466334663446635466364663746638466394664046641466424664346644466454664646647466484664946650466514665246653466544665546656466574665846659466604666146662466634666446665466664666746668466694667046671466724667346674466754667646677466784667946680466814668246683466844668546686466874668846689466904669146692466934669446695466964669746698466994670046701467024670346704467054670646707467084670946710467114671246713467144671546716467174671846719467204672146722467234672446725467264672746728467294673046731467324673346734467354673646737467384673946740467414674246743467444674546746467474674846749467504675146752467534675446755467564675746758467594676046761467624676346764467654676646767467684676946770467714677246773467744677546776467774677846779467804678146782467834678446785467864678746788467894679046791467924679346794467954679646797467984679946800468014680246803468044680546806468074680846809468104681146812468134681446815468164681746818468194682046821468224682346824468254682646827468284682946830468314683246833468344683546836468374683846839468404684146842468434684446845468464684746848468494685046851468524685346854468554685646857468584685946860468614686246863468644686546866468674686846869468704687146872468734687446875468764687746878468794688046881468824688346884468854688646887468884688946890468914689246893468944689546896468974689846899469004690146902469034690446905469064690746908469094691046911469124691346914469154691646917469184691946920469214692246923469244692546926469274692846929469304693146932469334693446935469364693746938469394694046941469424694346944469454694646947469484694946950469514695246953469544695546956469574695846959469604696146962469634696446965469664696746968469694697046971469724697346974469754697646977469784697946980469814698246983469844698546986469874698846989469904699146992469934699446995469964699746998469994700047001470024700347004470054700647007470084700947010470114701247013470144701547016470174701847019470204702147022470234702447025470264702747028470294703047031470324703347034470354703647037470384703947040470414704247043470444704547046470474704847049470504705147052470534705447055470564705747058470594706047061470624706347064470654706647067470684706947070470714707247073470744707547076470774707847079470804708147082470834708447085470864708747088470894709047091470924709347094470954709647097470984709947100471014710247103471044710547106471074710847109471104711147112471134711447115471164711747118471194712047121471224712347124471254712647127471284712947130471314713247133471344713547136471374713847139471404714147142471434714447145471464714747148471494715047151471524715347154471554715647157471584715947160471614716247163471644716547166471674716847169471704717147172471734717447175471764717747178471794718047181471824718347184471854718647187471884718947190471914719247193471944719547196471974719847199472004720147202472034720447205472064720747208472094721047211472124721347214472154721647217472184721947220472214722247223472244722547226472274722847229472304723147232472334723447235472364723747238472394724047241472424724347244472454724647247472484724947250472514725247253472544725547256472574725847259472604726147262472634726447265472664726747268472694727047271472724727347274472754727647277472784727947280472814728247283472844728547286472874728847289472904729147292472934729447295472964729747298472994730047301473024730347304473054730647307473084730947310473114731247313473144731547316473174731847319473204732147322473234732447325473264732747328473294733047331473324733347334473354733647337473384733947340473414734247343473444734547346473474734847349473504735147352473534735447355473564735747358473594736047361473624736347364473654736647367473684736947370473714737247373473744737547376473774737847379473804738147382473834738447385473864738747388473894739047391473924739347394473954739647397473984739947400474014740247403474044740547406474074740847409474104741147412474134741447415474164741747418474194742047421474224742347424474254742647427474284742947430474314743247433474344743547436474374743847439474404744147442474434744447445474464744747448474494745047451474524745347454474554745647457474584745947460474614746247463474644746547466474674746847469474704747147472474734747447475474764747747478474794748047481474824748347484474854748647487474884748947490474914749247493474944749547496474974749847499475004750147502475034750447505475064750747508475094751047511475124751347514475154751647517475184751947520475214752247523475244752547526475274752847529475304753147532475334753447535475364753747538475394754047541475424754347544475454754647547475484754947550475514755247553475544755547556475574755847559475604756147562475634756447565475664756747568475694757047571475724757347574475754757647577475784757947580475814758247583475844758547586475874758847589475904759147592475934759447595475964759747598475994760047601476024760347604476054760647607476084760947610476114761247613476144761547616476174761847619476204762147622476234762447625476264762747628476294763047631476324763347634476354763647637476384763947640476414764247643476444764547646476474764847649476504765147652476534765447655476564765747658476594766047661476624766347664476654766647667476684766947670476714767247673476744767547676476774767847679476804768147682476834768447685476864768747688476894769047691476924769347694476954769647697476984769947700477014770247703477044770547706477074770847709477104771147712477134771447715477164771747718477194772047721477224772347724477254772647727477284772947730477314773247733477344773547736477374773847739477404774147742477434774447745477464774747748477494775047751477524775347754477554775647757477584775947760477614776247763477644776547766477674776847769477704777147772477734777447775477764777747778477794778047781477824778347784477854778647787477884778947790477914779247793477944779547796477974779847799478004780147802478034780447805478064780747808478094781047811478124781347814478154781647817478184781947820478214782247823478244782547826478274782847829478304783147832478334783447835478364783747838478394784047841478424784347844478454784647847478484784947850478514785247853478544785547856478574785847859478604786147862478634786447865478664786747868478694787047871478724787347874478754787647877478784787947880478814788247883478844788547886478874788847889478904789147892478934789447895478964789747898478994790047901479024790347904479054790647907479084790947910479114791247913479144791547916479174791847919479204792147922479234792447925479264792747928479294793047931479324793347934479354793647937479384793947940479414794247943479444794547946479474794847949479504795147952479534795447955479564795747958479594796047961479624796347964479654796647967479684796947970479714797247973479744797547976479774797847979479804798147982479834798447985479864798747988479894799047991479924799347994479954799647997479984799948000480014800248003480044800548006480074800848009480104801148012480134801448015480164801748018480194802048021480224802348024480254802648027480284802948030480314803248033480344803548036480374803848039480404804148042480434804448045480464804748048480494805048051480524805348054480554805648057480584805948060480614806248063480644806548066480674806848069480704807148072480734807448075480764807748078480794808048081480824808348084480854808648087480884808948090480914809248093480944809548096480974809848099481004810148102481034810448105481064810748108481094811048111481124811348114481154811648117481184811948120481214812248123481244812548126481274812848129481304813148132481334813448135481364813748138481394814048141481424814348144481454814648147481484814948150481514815248153481544815548156481574815848159481604816148162481634816448165481664816748168481694817048171481724817348174481754817648177481784817948180481814818248183481844818548186481874818848189481904819148192481934819448195481964819748198481994820048201482024820348204482054820648207482084820948210482114821248213482144821548216482174821848219482204822148222482234822448225482264822748228482294823048231482324823348234482354823648237482384823948240482414824248243482444824548246482474824848249482504825148252482534825448255482564825748258482594826048261482624826348264482654826648267482684826948270482714827248273482744827548276482774827848279482804828148282482834828448285482864828748288482894829048291482924829348294482954829648297482984829948300483014830248303483044830548306483074830848309483104831148312483134831448315483164831748318483194832048321483224832348324483254832648327483284832948330483314833248333483344833548336483374833848339483404834148342483434834448345483464834748348483494835048351483524835348354483554835648357483584835948360483614836248363483644836548366483674836848369483704837148372483734837448375483764837748378483794838048381483824838348384483854838648387483884838948390483914839248393483944839548396483974839848399484004840148402484034840448405484064840748408484094841048411484124841348414484154841648417484184841948420484214842248423484244842548426484274842848429484304843148432484334843448435484364843748438484394844048441484424844348444484454844648447484484844948450484514845248453484544845548456484574845848459484604846148462484634846448465484664846748468484694847048471484724847348474484754847648477484784847948480484814848248483484844848548486484874848848489484904849148492484934849448495484964849748498484994850048501485024850348504485054850648507485084850948510485114851248513485144851548516485174851848519485204852148522485234852448525485264852748528485294853048531485324853348534485354853648537485384853948540485414854248543485444854548546485474854848549485504855148552485534855448555485564855748558485594856048561485624856348564485654856648567485684856948570485714857248573485744857548576485774857848579485804858148582485834858448585485864858748588485894859048591485924859348594485954859648597485984859948600486014860248603486044860548606486074860848609486104861148612486134861448615486164861748618486194862048621486224862348624486254862648627486284862948630486314863248633486344863548636486374863848639486404864148642486434864448645486464864748648486494865048651486524865348654486554865648657486584865948660486614866248663486644866548666486674866848669486704867148672486734867448675486764867748678486794868048681486824868348684486854868648687486884868948690486914869248693486944869548696486974869848699487004870148702487034870448705487064870748708487094871048711487124871348714487154871648717487184871948720487214872248723487244872548726487274872848729487304873148732487334873448735487364873748738487394874048741487424874348744487454874648747487484874948750487514875248753487544875548756487574875848759487604876148762487634876448765487664876748768487694877048771487724877348774487754877648777487784877948780487814878248783487844878548786487874878848789487904879148792487934879448795487964879748798487994880048801488024880348804488054880648807488084880948810488114881248813488144881548816488174881848819488204882148822488234882448825488264882748828488294883048831488324883348834488354883648837488384883948840488414884248843488444884548846488474884848849488504885148852488534885448855488564885748858488594886048861488624886348864488654886648867488684886948870488714887248873488744887548876488774887848879488804888148882488834888448885488864888748888488894889048891488924889348894488954889648897488984889948900489014890248903489044890548906489074890848909489104891148912489134891448915489164891748918489194892048921489224892348924489254892648927489284892948930489314893248933489344893548936489374893848939489404894148942489434894448945489464894748948489494895048951489524895348954489554895648957489584895948960489614896248963489644896548966489674896848969489704897148972489734897448975489764897748978489794898048981489824898348984489854898648987489884898948990489914899248993489944899548996489974899848999490004900149002490034900449005490064900749008490094901049011490124901349014490154901649017490184901949020490214902249023490244902549026490274902849029490304903149032490334903449035490364903749038490394904049041490424904349044490454904649047490484904949050490514905249053490544905549056490574905849059490604906149062490634906449065490664906749068490694907049071490724907349074490754907649077490784907949080490814908249083490844908549086490874908849089490904909149092490934909449095490964909749098490994910049101491024910349104491054910649107491084910949110491114911249113491144911549116491174911849119491204912149122491234912449125491264912749128491294913049131491324913349134491354913649137491384913949140491414914249143491444914549146491474914849149491504915149152491534915449155491564915749158491594916049161491624916349164491654916649167491684916949170491714917249173491744917549176491774917849179491804918149182491834918449185491864918749188491894919049191491924919349194491954919649197491984919949200492014920249203492044920549206492074920849209492104921149212492134921449215492164921749218492194922049221492224922349224492254922649227492284922949230492314923249233492344923549236492374923849239492404924149242492434924449245492464924749248492494925049251492524925349254492554925649257492584925949260492614926249263492644926549266492674926849269492704927149272492734927449275492764927749278492794928049281492824928349284492854928649287492884928949290492914929249293492944929549296492974929849299493004930149302493034930449305493064930749308493094931049311493124931349314493154931649317493184931949320493214932249323493244932549326493274932849329493304933149332493334933449335493364933749338493394934049341493424934349344493454934649347493484934949350493514935249353493544935549356493574935849359493604936149362493634936449365493664936749368493694937049371493724937349374493754937649377493784937949380493814938249383493844938549386493874938849389493904939149392493934939449395493964939749398493994940049401494024940349404494054940649407494084940949410494114941249413494144941549416494174941849419494204942149422494234942449425494264942749428494294943049431494324943349434494354943649437494384943949440494414944249443494444944549446494474944849449494504945149452494534945449455494564945749458494594946049461494624946349464494654946649467494684946949470494714947249473494744947549476494774947849479494804948149482494834948449485494864948749488494894949049491494924949349494494954949649497494984949949500495014950249503495044950549506495074950849509495104951149512495134951449515495164951749518495194952049521495224952349524495254952649527495284952949530495314953249533495344953549536495374953849539495404954149542495434954449545495464954749548495494955049551495524955349554495554955649557495584955949560495614956249563495644956549566495674956849569495704957149572495734957449575495764957749578495794958049581495824958349584495854958649587495884958949590495914959249593495944959549596495974959849599496004960149602496034960449605496064960749608496094961049611496124961349614496154961649617496184961949620496214962249623496244962549626496274962849629496304963149632496334963449635496364963749638496394964049641496424964349644496454964649647496484964949650496514965249653496544965549656496574965849659496604966149662496634966449665496664966749668496694967049671496724967349674496754967649677496784967949680496814968249683496844968549686496874968849689496904969149692496934969449695496964969749698496994970049701497024970349704497054970649707497084970949710497114971249713497144971549716497174971849719497204972149722497234972449725497264972749728497294973049731497324973349734497354973649737497384973949740497414974249743497444974549746497474974849749497504975149752497534975449755497564975749758497594976049761497624976349764497654976649767497684976949770497714977249773497744977549776497774977849779497804978149782497834978449785497864978749788497894979049791497924979349794497954979649797497984979949800498014980249803498044980549806498074980849809498104981149812498134981449815498164981749818498194982049821498224982349824498254982649827498284982949830498314983249833498344983549836498374983849839498404984149842498434984449845498464984749848498494985049851498524985349854498554985649857498584985949860498614986249863498644986549866498674986849869498704987149872498734987449875498764987749878498794988049881498824988349884498854988649887498884988949890498914989249893498944989549896498974989849899499004990149902499034990449905499064990749908499094991049911499124991349914499154991649917499184991949920499214992249923499244992549926499274992849929499304993149932499334993449935499364993749938499394994049941499424994349944499454994649947499484994949950499514995249953499544995549956499574995849959499604996149962499634996449965499664996749968499694997049971499724997349974499754997649977499784997949980499814998249983499844998549986499874998849989499904999149992499934999449995499964999749998499995000050001500025000350004500055000650007500085000950010500115001250013500145001550016500175001850019500205002150022500235002450025500265002750028500295003050031500325003350034500355003650037500385003950040500415004250043500445004550046500475004850049500505005150052500535005450055500565005750058500595006050061500625006350064500655006650067500685006950070500715007250073500745007550076500775007850079500805008150082500835008450085500865008750088500895009050091500925009350094500955009650097500985009950100501015010250103501045010550106501075010850109501105011150112501135011450115501165011750118501195012050121501225012350124501255012650127501285012950130501315013250133501345013550136501375013850139501405014150142501435014450145501465014750148501495015050151501525015350154501555015650157501585015950160501615016250163501645016550166501675016850169501705017150172501735017450175501765017750178501795018050181501825018350184501855018650187501885018950190501915019250193501945019550196501975019850199502005020150202502035020450205502065020750208502095021050211502125021350214502155021650217502185021950220502215022250223502245022550226502275022850229502305023150232502335023450235502365023750238502395024050241502425024350244502455024650247502485024950250502515025250253502545025550256502575025850259502605026150262502635026450265502665026750268502695027050271502725027350274502755027650277502785027950280502815028250283502845028550286502875028850289502905029150292502935029450295502965029750298502995030050301503025030350304503055030650307503085030950310503115031250313503145031550316503175031850319503205032150322503235032450325503265032750328503295033050331503325033350334503355033650337503385033950340503415034250343503445034550346503475034850349503505035150352503535035450355503565035750358503595036050361503625036350364503655036650367503685036950370503715037250373503745037550376503775037850379503805038150382503835038450385503865038750388503895039050391503925039350394503955039650397503985039950400504015040250403504045040550406504075040850409504105041150412504135041450415504165041750418504195042050421504225042350424504255042650427504285042950430504315043250433504345043550436504375043850439504405044150442504435044450445504465044750448504495045050451504525045350454504555045650457504585045950460504615046250463504645046550466504675046850469504705047150472504735047450475504765047750478504795048050481504825048350484504855048650487504885048950490504915049250493504945049550496504975049850499505005050150502505035050450505505065050750508505095051050511505125051350514505155051650517505185051950520505215052250523505245052550526505275052850529505305053150532505335053450535505365053750538505395054050541505425054350544505455054650547505485054950550505515055250553505545055550556505575055850559505605056150562505635056450565505665056750568505695057050571505725057350574505755057650577505785057950580505815058250583505845058550586505875058850589505905059150592505935059450595505965059750598505995060050601506025060350604506055060650607506085060950610506115061250613506145061550616506175061850619506205062150622506235062450625506265062750628506295063050631506325063350634506355063650637506385063950640506415064250643506445064550646506475064850649506505065150652506535065450655506565065750658506595066050661506625066350664506655066650667506685066950670506715067250673506745067550676506775067850679506805068150682506835068450685506865068750688506895069050691506925069350694506955069650697506985069950700507015070250703507045070550706507075070850709507105071150712507135071450715507165071750718507195072050721507225072350724507255072650727507285072950730507315073250733507345073550736507375073850739507405074150742507435074450745507465074750748507495075050751507525075350754507555075650757507585075950760507615076250763507645076550766507675076850769507705077150772507735077450775507765077750778507795078050781507825078350784507855078650787507885078950790507915079250793507945079550796507975079850799508005080150802508035080450805508065080750808508095081050811508125081350814508155081650817508185081950820508215082250823508245082550826508275082850829508305083150832508335083450835508365083750838508395084050841508425084350844508455084650847508485084950850508515085250853508545085550856508575085850859508605086150862508635086450865508665086750868508695087050871508725087350874508755087650877508785087950880508815088250883508845088550886508875088850889508905089150892508935089450895508965089750898508995090050901509025090350904509055090650907509085090950910509115091250913509145091550916509175091850919509205092150922509235092450925509265092750928509295093050931509325093350934509355093650937509385093950940509415094250943509445094550946509475094850949509505095150952509535095450955509565095750958509595096050961509625096350964509655096650967509685096950970509715097250973509745097550976509775097850979509805098150982509835098450985509865098750988509895099050991509925099350994509955099650997509985099951000510015100251003510045100551006510075100851009510105101151012510135101451015510165101751018510195102051021510225102351024510255102651027510285102951030510315103251033510345103551036510375103851039510405104151042510435104451045510465104751048510495105051051510525105351054510555105651057510585105951060510615106251063510645106551066510675106851069510705107151072510735107451075510765107751078510795108051081510825108351084510855108651087510885108951090510915109251093510945109551096510975109851099511005110151102511035110451105511065110751108511095111051111511125111351114511155111651117511185111951120511215112251123511245112551126511275112851129511305113151132511335113451135511365113751138511395114051141511425114351144511455114651147511485114951150511515115251153511545115551156511575115851159511605116151162511635116451165511665116751168511695117051171511725117351174511755117651177511785117951180511815118251183511845118551186511875118851189511905119151192511935119451195511965119751198511995120051201512025120351204512055120651207512085120951210512115121251213512145121551216512175121851219512205122151222512235122451225512265122751228512295123051231512325123351234512355123651237512385123951240512415124251243512445124551246512475124851249512505125151252512535125451255512565125751258512595126051261512625126351264512655126651267512685126951270512715127251273512745127551276512775127851279512805128151282512835128451285512865128751288512895129051291512925129351294512955129651297512985129951300513015130251303513045130551306513075130851309513105131151312513135131451315513165131751318513195132051321513225132351324513255132651327513285132951330513315133251333513345133551336513375133851339513405134151342513435134451345513465134751348513495135051351513525135351354513555135651357513585135951360513615136251363513645136551366513675136851369513705137151372513735137451375513765137751378513795138051381513825138351384513855138651387513885138951390513915139251393513945139551396513975139851399514005140151402514035140451405514065140751408514095141051411514125141351414514155141651417514185141951420514215142251423514245142551426514275142851429514305143151432514335143451435514365143751438514395144051441514425144351444514455144651447514485144951450514515145251453514545145551456514575145851459514605146151462514635146451465514665146751468514695147051471514725147351474514755147651477514785147951480514815148251483514845148551486514875148851489514905149151492514935149451495514965149751498514995150051501515025150351504515055150651507515085150951510515115151251513515145151551516515175151851519515205152151522515235152451525515265152751528515295153051531515325153351534515355153651537515385153951540515415154251543515445154551546515475154851549515505155151552515535155451555515565155751558515595156051561515625156351564515655156651567515685156951570515715157251573515745157551576515775157851579515805158151582515835158451585515865158751588515895159051591515925159351594515955159651597515985159951600516015160251603516045160551606516075160851609516105161151612516135161451615516165161751618516195162051621516225162351624516255162651627516285162951630516315163251633516345163551636516375163851639516405164151642516435164451645516465164751648516495165051651516525165351654516555165651657516585165951660516615166251663516645166551666516675166851669516705167151672516735167451675516765167751678516795168051681516825168351684516855168651687516885168951690516915169251693516945169551696516975169851699517005170151702517035170451705517065170751708517095171051711517125171351714517155171651717517185171951720517215172251723517245172551726517275172851729517305173151732517335173451735517365173751738517395174051741517425174351744517455174651747517485174951750517515175251753517545175551756517575175851759517605176151762517635176451765517665176751768517695177051771517725177351774517755177651777517785177951780517815178251783517845178551786517875178851789517905179151792517935179451795517965179751798517995180051801518025180351804518055180651807518085180951810518115181251813518145181551816518175181851819518205182151822518235182451825518265182751828518295183051831518325183351834518355183651837518385183951840518415184251843518445184551846518475184851849518505185151852518535185451855518565185751858518595186051861518625186351864518655186651867518685186951870518715187251873518745187551876518775187851879518805188151882518835188451885518865188751888518895189051891518925189351894518955189651897518985189951900519015190251903519045190551906519075190851909519105191151912519135191451915519165191751918519195192051921519225192351924519255192651927519285192951930519315193251933519345193551936519375193851939519405194151942519435194451945519465194751948519495195051951519525195351954519555195651957519585195951960519615196251963519645196551966519675196851969519705197151972519735197451975519765197751978519795198051981519825198351984519855198651987519885198951990519915199251993519945199551996519975199851999520005200152002520035200452005520065200752008520095201052011520125201352014520155201652017520185201952020520215202252023520245202552026520275202852029520305203152032520335203452035520365203752038520395204052041520425204352044520455204652047520485204952050520515205252053520545205552056520575205852059520605206152062520635206452065520665206752068520695207052071520725207352074520755207652077520785207952080520815208252083520845208552086520875208852089520905209152092520935209452095520965209752098520995210052101521025210352104521055210652107521085210952110521115211252113521145211552116521175211852119521205212152122521235212452125521265212752128521295213052131521325213352134521355213652137521385213952140521415214252143521445214552146521475214852149521505215152152521535215452155521565215752158521595216052161521625216352164521655216652167521685216952170521715217252173521745217552176521775217852179521805218152182521835218452185521865218752188521895219052191521925219352194521955219652197521985219952200522015220252203522045220552206522075220852209522105221152212522135221452215522165221752218522195222052221522225222352224522255222652227522285222952230522315223252233522345223552236522375223852239522405224152242522435224452245522465224752248522495225052251522525225352254522555225652257522585225952260522615226252263522645226552266522675226852269522705227152272522735227452275522765227752278522795228052281522825228352284522855228652287522885228952290522915229252293522945229552296522975229852299523005230152302523035230452305523065230752308523095231052311523125231352314523155231652317523185231952320523215232252323523245232552326523275232852329523305233152332523335233452335523365233752338523395234052341523425234352344523455234652347523485234952350523515235252353523545235552356523575235852359523605236152362523635236452365523665236752368523695237052371523725237352374523755237652377523785237952380523815238252383523845238552386523875238852389523905239152392523935239452395523965239752398523995240052401524025240352404524055240652407524085240952410524115241252413524145241552416524175241852419524205242152422524235242452425524265242752428524295243052431524325243352434524355243652437524385243952440524415244252443524445244552446524475244852449524505245152452524535245452455524565245752458524595246052461524625246352464524655246652467524685246952470524715247252473524745247552476524775247852479524805248152482524835248452485524865248752488524895249052491524925249352494524955249652497524985249952500525015250252503525045250552506525075250852509525105251152512525135251452515525165251752518525195252052521525225252352524525255252652527525285252952530525315253252533525345253552536525375253852539525405254152542525435254452545525465254752548525495255052551525525255352554525555255652557525585255952560525615256252563525645256552566525675256852569525705257152572525735257452575525765257752578525795258052581525825258352584525855258652587525885258952590525915259252593525945259552596525975259852599526005260152602526035260452605526065260752608526095261052611526125261352614526155261652617526185261952620526215262252623526245262552626526275262852629526305263152632526335263452635526365263752638526395264052641526425264352644526455264652647526485264952650526515265252653526545265552656526575265852659526605266152662526635266452665526665266752668526695267052671526725267352674526755267652677526785267952680526815268252683526845268552686526875268852689526905269152692526935269452695526965269752698526995270052701527025270352704527055270652707527085270952710527115271252713527145271552716527175271852719527205272152722527235272452725527265272752728527295273052731527325273352734527355273652737527385273952740527415274252743527445274552746527475274852749527505275152752527535275452755527565275752758527595276052761527625276352764527655276652767527685276952770527715277252773527745277552776527775277852779527805278152782527835278452785527865278752788527895279052791527925279352794527955279652797527985279952800528015280252803528045280552806528075280852809528105281152812528135281452815528165281752818528195282052821528225282352824528255282652827528285282952830528315283252833528345283552836528375283852839528405284152842528435284452845528465284752848528495285052851528525285352854528555285652857528585285952860528615286252863528645286552866528675286852869528705287152872528735287452875528765287752878528795288052881528825288352884528855288652887528885288952890528915289252893528945289552896528975289852899529005290152902529035290452905529065290752908529095291052911529125291352914529155291652917529185291952920529215292252923529245292552926529275292852929529305293152932529335293452935529365293752938529395294052941529425294352944529455294652947529485294952950529515295252953529545295552956529575295852959529605296152962529635296452965529665296752968529695297052971529725297352974529755297652977529785297952980529815298252983529845298552986529875298852989529905299152992529935299452995529965299752998529995300053001530025300353004530055300653007530085300953010530115301253013530145301553016530175301853019530205302153022530235302453025530265302753028530295303053031530325303353034530355303653037530385303953040530415304253043530445304553046530475304853049530505305153052530535305453055530565305753058530595306053061530625306353064530655306653067530685306953070530715307253073530745307553076530775307853079530805308153082530835308453085530865308753088530895309053091530925309353094530955309653097530985309953100531015310253103531045310553106531075310853109531105311153112531135311453115531165311753118531195312053121531225312353124531255312653127531285312953130531315313253133531345313553136531375313853139531405314153142531435314453145531465314753148531495315053151531525315353154531555315653157531585315953160531615316253163531645316553166531675316853169531705317153172531735317453175531765317753178531795318053181531825318353184531855318653187531885318953190531915319253193531945319553196531975319853199532005320153202532035320453205532065320753208532095321053211532125321353214532155321653217532185321953220532215322253223532245322553226532275322853229532305323153232532335323453235532365323753238532395324053241532425324353244532455324653247532485324953250532515325253253532545325553256532575325853259532605326153262532635326453265532665326753268532695327053271532725327353274532755327653277532785327953280532815328253283532845328553286532875328853289532905329153292532935329453295532965329753298532995330053301533025330353304533055330653307533085330953310533115331253313533145331553316533175331853319533205332153322533235332453325533265332753328533295333053331533325333353334533355333653337533385333953340533415334253343533445334553346533475334853349533505335153352533535335453355533565335753358533595336053361533625336353364533655336653367533685336953370533715337253373533745337553376533775337853379533805338153382533835338453385533865338753388533895339053391533925339353394533955339653397533985339953400534015340253403534045340553406534075340853409534105341153412534135341453415534165341753418534195342053421534225342353424534255342653427534285342953430534315343253433534345343553436534375343853439534405344153442534435344453445534465344753448534495345053451534525345353454534555345653457534585345953460534615346253463534645346553466534675346853469534705347153472534735347453475534765347753478534795348053481534825348353484534855348653487534885348953490534915349253493534945349553496534975349853499535005350153502535035350453505535065350753508535095351053511535125351353514535155351653517535185351953520535215352253523535245352553526535275352853529535305353153532535335353453535535365353753538535395354053541535425354353544535455354653547535485354953550535515355253553535545355553556535575355853559535605356153562535635356453565535665356753568535695357053571535725357353574535755357653577535785357953580535815358253583535845358553586535875358853589535905359153592535935359453595535965359753598535995360053601536025360353604536055360653607536085360953610536115361253613536145361553616536175361853619536205362153622536235362453625536265362753628536295363053631536325363353634536355363653637536385363953640536415364253643536445364553646536475364853649536505365153652536535365453655536565365753658536595366053661536625366353664536655366653667536685366953670536715367253673536745367553676536775367853679536805368153682536835368453685536865368753688536895369053691536925369353694536955369653697536985369953700537015370253703537045370553706537075370853709537105371153712537135371453715537165371753718537195372053721537225372353724537255372653727537285372953730537315373253733537345373553736537375373853739537405374153742537435374453745537465374753748537495375053751537525375353754537555375653757537585375953760537615376253763537645376553766537675376853769537705377153772537735377453775537765377753778537795378053781537825378353784537855378653787537885378953790537915379253793537945379553796537975379853799538005380153802538035380453805538065380753808538095381053811538125381353814538155381653817538185381953820538215382253823538245382553826538275382853829538305383153832538335383453835538365383753838538395384053841538425384353844538455384653847538485384953850538515385253853538545385553856538575385853859538605386153862538635386453865538665386753868538695387053871538725387353874538755387653877538785387953880538815388253883538845388553886538875388853889538905389153892538935389453895538965389753898538995390053901539025390353904539055390653907539085390953910539115391253913539145391553916539175391853919539205392153922539235392453925539265392753928539295393053931539325393353934539355393653937539385393953940539415394253943539445394553946539475394853949539505395153952539535395453955539565395753958539595396053961539625396353964539655396653967539685396953970539715397253973539745397553976539775397853979539805398153982539835398453985539865398753988539895399053991539925399353994539955399653997539985399954000540015400254003540045400554006540075400854009540105401154012540135401454015540165401754018540195402054021540225402354024540255402654027540285402954030540315403254033540345403554036540375403854039540405404154042540435404454045540465404754048540495405054051540525405354054540555405654057540585405954060540615406254063540645406554066540675406854069540705407154072540735407454075540765407754078540795408054081540825408354084540855408654087540885408954090540915409254093540945409554096540975409854099541005410154102541035410454105541065410754108541095411054111541125411354114541155411654117541185411954120541215412254123541245412554126541275412854129541305413154132541335413454135541365413754138541395414054141541425414354144541455414654147541485414954150541515415254153541545415554156541575415854159541605416154162541635416454165541665416754168541695417054171541725417354174541755417654177541785417954180541815418254183541845418554186541875418854189541905419154192541935419454195541965419754198541995420054201542025420354204542055420654207542085420954210542115421254213542145421554216542175421854219542205422154222542235422454225542265422754228542295423054231542325423354234542355423654237542385423954240542415424254243542445424554246542475424854249542505425154252542535425454255542565425754258542595426054261542625426354264542655426654267542685426954270542715427254273542745427554276542775427854279542805428154282542835428454285542865428754288542895429054291542925429354294542955429654297542985429954300543015430254303543045430554306543075430854309543105431154312543135431454315543165431754318543195432054321543225432354324543255432654327543285432954330543315433254333543345433554336543375433854339543405434154342543435434454345543465434754348543495435054351543525435354354543555435654357543585435954360543615436254363543645436554366543675436854369543705437154372543735437454375543765437754378543795438054381543825438354384543855438654387543885438954390543915439254393543945439554396543975439854399544005440154402544035440454405544065440754408544095441054411544125441354414544155441654417544185441954420544215442254423544245442554426544275442854429544305443154432544335443454435544365443754438544395444054441544425444354444544455444654447544485444954450544515445254453544545445554456544575445854459544605446154462544635446454465544665446754468544695447054471544725447354474544755447654477544785447954480544815448254483544845448554486544875448854489544905449154492544935449454495544965449754498544995450054501545025450354504545055450654507545085450954510545115451254513545145451554516545175451854519545205452154522545235452454525545265452754528545295453054531545325453354534545355453654537545385453954540545415454254543545445454554546545475454854549545505455154552545535455454555545565455754558545595456054561545625456354564545655456654567545685456954570545715457254573545745457554576545775457854579545805458154582545835458454585545865458754588545895459054591545925459354594545955459654597545985459954600546015460254603546045460554606546075460854609546105461154612546135461454615546165461754618546195462054621546225462354624546255462654627546285462954630546315463254633546345463554636546375463854639546405464154642546435464454645546465464754648546495465054651546525465354654546555465654657546585465954660546615466254663546645466554666546675466854669546705467154672546735467454675546765467754678546795468054681546825468354684546855468654687546885468954690546915469254693546945469554696546975469854699547005470154702547035470454705547065470754708547095471054711547125471354714547155471654717547185471954720547215472254723547245472554726547275472854729547305473154732547335473454735547365473754738547395474054741547425474354744547455474654747547485474954750547515475254753547545475554756547575475854759547605476154762547635476454765547665476754768547695477054771547725477354774547755477654777547785477954780547815478254783547845478554786547875478854789547905479154792547935479454795547965479754798547995480054801548025480354804548055480654807548085480954810548115481254813548145481554816548175481854819548205482154822548235482454825548265482754828548295483054831548325483354834548355483654837548385483954840548415484254843548445484554846548475484854849548505485154852548535485454855548565485754858548595486054861548625486354864548655486654867548685486954870548715487254873548745487554876548775487854879548805488154882548835488454885548865488754888548895489054891548925489354894548955489654897548985489954900549015490254903549045490554906549075490854909549105491154912549135491454915549165491754918549195492054921549225492354924549255492654927549285492954930549315493254933549345493554936549375493854939549405494154942549435494454945549465494754948549495495054951549525495354954549555495654957549585495954960549615496254963549645496554966549675496854969549705497154972549735497454975549765497754978549795498054981549825498354984549855498654987549885498954990549915499254993549945499554996549975499854999550005500155002550035500455005550065500755008550095501055011550125501355014550155501655017550185501955020550215502255023550245502555026550275502855029550305503155032550335503455035550365503755038550395504055041550425504355044550455504655047550485504955050550515505255053550545505555056550575505855059550605506155062550635506455065550665506755068550695507055071550725507355074550755507655077550785507955080550815508255083550845508555086550875508855089550905509155092550935509455095550965509755098550995510055101551025510355104551055510655107551085510955110551115511255113551145511555116551175511855119551205512155122551235512455125551265512755128551295513055131551325513355134551355513655137551385513955140551415514255143551445514555146551475514855149551505515155152551535515455155551565515755158551595516055161551625516355164551655516655167551685516955170551715517255173551745517555176551775517855179551805518155182551835518455185551865518755188551895519055191551925519355194551955519655197551985519955200552015520255203552045520555206552075520855209552105521155212552135521455215552165521755218552195522055221552225522355224552255522655227552285522955230552315523255233552345523555236552375523855239552405524155242552435524455245552465524755248552495525055251552525525355254552555525655257552585525955260552615526255263552645526555266552675526855269552705527155272552735527455275552765527755278552795528055281552825528355284552855528655287552885528955290552915529255293552945529555296552975529855299553005530155302553035530455305553065530755308553095531055311553125531355314553155531655317553185531955320553215532255323553245532555326553275532855329553305533155332553335533455335553365533755338553395534055341553425534355344553455534655347553485534955350553515535255353553545535555356553575535855359553605536155362553635536455365553665536755368553695537055371553725537355374553755537655377553785537955380553815538255383553845538555386553875538855389553905539155392553935539455395553965539755398553995540055401554025540355404554055540655407554085540955410554115541255413554145541555416554175541855419554205542155422554235542455425554265542755428554295543055431554325543355434554355543655437554385543955440554415544255443554445544555446554475544855449554505545155452554535545455455554565545755458554595546055461554625546355464554655546655467554685546955470554715547255473554745547555476554775547855479554805548155482554835548455485554865548755488554895549055491554925549355494554955549655497554985549955500555015550255503555045550555506555075550855509555105551155512555135551455515555165551755518555195552055521555225552355524555255552655527555285552955530555315553255533555345553555536555375553855539555405554155542555435554455545555465554755548555495555055551555525555355554555555555655557555585555955560555615556255563555645556555566555675556855569555705557155572555735557455575555765557755578555795558055581555825558355584555855558655587555885558955590555915559255593555945559555596555975559855599556005560155602556035560455605556065560755608556095561055611556125561355614556155561655617556185561955620556215562255623556245562555626556275562855629556305563155632556335563455635556365563755638556395564055641556425564355644556455564655647556485564955650556515565255653556545565555656556575565855659556605566155662556635566455665556665566755668556695567055671556725567355674556755567655677556785567955680556815568255683556845568555686556875568855689556905569155692556935569455695556965569755698556995570055701557025570355704557055570655707557085570955710557115571255713557145571555716557175571855719557205572155722557235572455725557265572755728557295573055731557325573355734557355573655737557385573955740557415574255743557445574555746557475574855749557505575155752557535575455755557565575755758557595576055761557625576355764557655576655767557685576955770557715577255773557745577555776557775577855779557805578155782557835578455785557865578755788557895579055791557925579355794557955579655797557985579955800558015580255803558045580555806558075580855809558105581155812558135581455815558165581755818558195582055821558225582355824558255582655827558285582955830558315583255833558345583555836558375583855839558405584155842558435584455845558465584755848558495585055851558525585355854558555585655857558585585955860558615586255863558645586555866558675586855869558705587155872558735587455875558765587755878558795588055881558825588355884558855588655887558885588955890558915589255893558945589555896558975589855899559005590155902559035590455905559065590755908559095591055911559125591355914559155591655917559185591955920559215592255923559245592555926559275592855929559305593155932559335593455935559365593755938559395594055941559425594355944559455594655947559485594955950559515595255953559545595555956559575595855959559605596155962559635596455965559665596755968559695597055971559725597355974559755597655977559785597955980559815598255983559845598555986559875598855989559905599155992559935599455995559965599755998559995600056001560025600356004560055600656007560085600956010560115601256013560145601556016560175601856019560205602156022560235602456025560265602756028560295603056031560325603356034560355603656037560385603956040560415604256043560445604556046560475604856049560505605156052560535605456055560565605756058560595606056061560625606356064560655606656067560685606956070560715607256073560745607556076560775607856079560805608156082560835608456085560865608756088560895609056091560925609356094560955609656097560985609956100561015610256103561045610556106561075610856109561105611156112561135611456115561165611756118561195612056121561225612356124561255612656127561285612956130561315613256133561345613556136561375613856139561405614156142561435614456145561465614756148561495615056151561525615356154561555615656157561585615956160561615616256163561645616556166561675616856169561705617156172561735617456175561765617756178561795618056181561825618356184561855618656187561885618956190561915619256193561945619556196561975619856199562005620156202562035620456205562065620756208562095621056211562125621356214562155621656217562185621956220562215622256223562245622556226562275622856229562305623156232562335623456235562365623756238562395624056241562425624356244562455624656247562485624956250562515625256253562545625556256562575625856259562605626156262562635626456265562665626756268562695627056271562725627356274562755627656277562785627956280562815628256283562845628556286562875628856289562905629156292562935629456295562965629756298562995630056301563025630356304563055630656307563085630956310563115631256313563145631556316563175631856319563205632156322563235632456325563265632756328563295633056331563325633356334563355633656337563385633956340563415634256343563445634556346563475634856349563505635156352563535635456355563565635756358563595636056361563625636356364563655636656367563685636956370563715637256373563745637556376563775637856379563805638156382563835638456385563865638756388563895639056391563925639356394563955639656397563985639956400564015640256403564045640556406564075640856409564105641156412564135641456415564165641756418564195642056421564225642356424564255642656427564285642956430564315643256433564345643556436564375643856439564405644156442564435644456445564465644756448564495645056451564525645356454564555645656457564585645956460564615646256463564645646556466564675646856469564705647156472564735647456475564765647756478564795648056481564825648356484564855648656487564885648956490564915649256493564945649556496564975649856499565005650156502565035650456505565065650756508565095651056511565125651356514565155651656517565185651956520565215652256523565245652556526565275652856529565305653156532565335653456535565365653756538565395654056541565425654356544565455654656547565485654956550565515655256553565545655556556565575655856559565605656156562565635656456565565665656756568565695657056571565725657356574565755657656577565785657956580565815658256583565845658556586565875658856589565905659156592565935659456595565965659756598565995660056601566025660356604566055660656607566085660956610566115661256613566145661556616566175661856619566205662156622566235662456625566265662756628566295663056631566325663356634566355663656637566385663956640566415664256643566445664556646566475664856649566505665156652566535665456655566565665756658566595666056661566625666356664566655666656667566685666956670566715667256673566745667556676566775667856679566805668156682566835668456685566865668756688566895669056691566925669356694566955669656697566985669956700567015670256703567045670556706567075670856709567105671156712567135671456715567165671756718567195672056721567225672356724567255672656727567285672956730567315673256733567345673556736567375673856739567405674156742567435674456745567465674756748567495675056751567525675356754567555675656757567585675956760567615676256763567645676556766567675676856769567705677156772567735677456775567765677756778567795678056781567825678356784567855678656787567885678956790567915679256793567945679556796567975679856799568005680156802568035680456805568065680756808568095681056811568125681356814568155681656817568185681956820568215682256823568245682556826568275682856829568305683156832568335683456835568365683756838568395684056841568425684356844568455684656847568485684956850568515685256853568545685556856568575685856859568605686156862568635686456865568665686756868568695687056871568725687356874568755687656877568785687956880568815688256883568845688556886568875688856889568905689156892568935689456895568965689756898568995690056901569025690356904569055690656907569085690956910569115691256913569145691556916569175691856919569205692156922569235692456925569265692756928569295693056931569325693356934569355693656937569385693956940569415694256943569445694556946569475694856949569505695156952569535695456955569565695756958569595696056961569625696356964569655696656967569685696956970569715697256973569745697556976569775697856979569805698156982569835698456985569865698756988569895699056991569925699356994569955699656997569985699957000570015700257003570045700557006570075700857009570105701157012570135701457015570165701757018570195702057021570225702357024570255702657027570285702957030570315703257033570345703557036570375703857039570405704157042570435704457045570465704757048570495705057051570525705357054570555705657057570585705957060570615706257063570645706557066570675706857069570705707157072570735707457075570765707757078570795708057081570825708357084570855708657087570885708957090570915709257093570945709557096570975709857099571005710157102571035710457105571065710757108571095711057111571125711357114571155711657117571185711957120571215712257123571245712557126571275712857129571305713157132571335713457135571365713757138571395714057141571425714357144571455714657147571485714957150571515715257153571545715557156571575715857159571605716157162571635716457165571665716757168571695717057171571725717357174571755717657177571785717957180571815718257183571845718557186571875718857189571905719157192571935719457195571965719757198571995720057201572025720357204572055720657207572085720957210572115721257213572145721557216572175721857219572205722157222572235722457225572265722757228572295723057231572325723357234572355723657237572385723957240572415724257243572445724557246572475724857249572505725157252572535725457255572565725757258572595726057261572625726357264572655726657267572685726957270572715727257273572745727557276572775727857279572805728157282572835728457285572865728757288572895729057291572925729357294572955729657297572985729957300573015730257303573045730557306573075730857309573105731157312573135731457315573165731757318573195732057321573225732357324573255732657327573285732957330573315733257333573345733557336573375733857339573405734157342573435734457345573465734757348573495735057351573525735357354573555735657357573585735957360573615736257363573645736557366573675736857369573705737157372573735737457375573765737757378573795738057381573825738357384573855738657387573885738957390573915739257393573945739557396573975739857399574005740157402574035740457405574065740757408574095741057411574125741357414574155741657417574185741957420574215742257423574245742557426574275742857429574305743157432574335743457435574365743757438574395744057441574425744357444574455744657447574485744957450574515745257453574545745557456574575745857459574605746157462574635746457465574665746757468574695747057471574725747357474574755747657477574785747957480574815748257483574845748557486574875748857489574905749157492574935749457495574965749757498574995750057501575025750357504575055750657507575085750957510575115751257513575145751557516575175751857519575205752157522575235752457525575265752757528575295753057531575325753357534575355753657537575385753957540575415754257543575445754557546575475754857549575505755157552575535755457555575565755757558575595756057561575625756357564575655756657567575685756957570575715757257573575745757557576575775757857579575805758157582575835758457585575865758757588575895759057591575925759357594575955759657597575985759957600576015760257603576045760557606576075760857609576105761157612576135761457615576165761757618576195762057621576225762357624576255762657627576285762957630576315763257633576345763557636576375763857639576405764157642576435764457645576465764757648576495765057651576525765357654576555765657657576585765957660576615766257663576645766557666576675766857669576705767157672576735767457675576765767757678576795768057681576825768357684576855768657687576885768957690576915769257693576945769557696576975769857699577005770157702577035770457705577065770757708577095771057711577125771357714577155771657717577185771957720577215772257723577245772557726577275772857729577305773157732577335773457735577365773757738577395774057741577425774357744577455774657747577485774957750577515775257753577545775557756577575775857759577605776157762577635776457765577665776757768577695777057771577725777357774577755777657777577785777957780577815778257783577845778557786577875778857789577905779157792577935779457795577965779757798577995780057801578025780357804578055780657807578085780957810578115781257813578145781557816578175781857819578205782157822578235782457825578265782757828578295783057831578325783357834578355783657837578385783957840578415784257843578445784557846578475784857849578505785157852578535785457855578565785757858578595786057861578625786357864578655786657867578685786957870578715787257873578745787557876578775787857879578805788157882578835788457885578865788757888578895789057891578925789357894578955789657897578985789957900579015790257903579045790557906579075790857909579105791157912579135791457915579165791757918579195792057921579225792357924579255792657927579285792957930579315793257933579345793557936579375793857939579405794157942579435794457945579465794757948579495795057951579525795357954579555795657957579585795957960579615796257963579645796557966579675796857969579705797157972579735797457975579765797757978579795798057981579825798357984579855798657987579885798957990579915799257993579945799557996579975799857999580005800158002580035800458005580065800758008580095801058011580125801358014580155801658017580185801958020580215802258023580245802558026580275802858029580305803158032580335803458035580365803758038580395804058041580425804358044580455804658047580485804958050580515805258053580545805558056580575805858059580605806158062580635806458065580665806758068580695807058071580725807358074580755807658077580785807958080580815808258083580845808558086580875808858089580905809158092580935809458095580965809758098580995810058101581025810358104581055810658107581085810958110581115811258113581145811558116581175811858119581205812158122581235812458125581265812758128581295813058131581325813358134581355813658137581385813958140581415814258143581445814558146581475814858149581505815158152581535815458155581565815758158581595816058161581625816358164581655816658167581685816958170581715817258173581745817558176581775817858179581805818158182581835818458185581865818758188581895819058191581925819358194581955819658197581985819958200582015820258203582045820558206582075820858209582105821158212582135821458215582165821758218582195822058221582225822358224582255822658227582285822958230582315823258233582345823558236582375823858239582405824158242582435824458245582465824758248582495825058251582525825358254582555825658257582585825958260582615826258263582645826558266582675826858269582705827158272582735827458275582765827758278582795828058281582825828358284582855828658287582885828958290582915829258293582945829558296582975829858299583005830158302583035830458305583065830758308583095831058311583125831358314583155831658317583185831958320583215832258323583245832558326583275832858329583305833158332583335833458335583365833758338583395834058341583425834358344583455834658347583485834958350583515835258353583545835558356583575835858359583605836158362583635836458365583665836758368583695837058371583725837358374583755837658377583785837958380583815838258383583845838558386583875838858389583905839158392583935839458395583965839758398583995840058401584025840358404584055840658407584085840958410584115841258413584145841558416584175841858419584205842158422584235842458425584265842758428584295843058431584325843358434584355843658437584385843958440584415844258443584445844558446584475844858449584505845158452584535845458455584565845758458584595846058461584625846358464584655846658467584685846958470584715847258473584745847558476584775847858479584805848158482584835848458485584865848758488584895849058491584925849358494584955849658497584985849958500585015850258503585045850558506585075850858509585105851158512585135851458515585165851758518585195852058521585225852358524585255852658527585285852958530585315853258533585345853558536585375853858539585405854158542585435854458545585465854758548585495855058551585525855358554585555855658557585585855958560585615856258563585645856558566585675856858569585705857158572585735857458575585765857758578585795858058581585825858358584585855858658587585885858958590585915859258593585945859558596585975859858599586005860158602586035860458605586065860758608586095861058611586125861358614586155861658617586185861958620586215862258623586245862558626586275862858629586305863158632586335863458635586365863758638586395864058641586425864358644586455864658647586485864958650586515865258653586545865558656586575865858659586605866158662586635866458665586665866758668586695867058671586725867358674586755867658677586785867958680586815868258683586845868558686586875868858689586905869158692586935869458695586965869758698586995870058701587025870358704587055870658707587085870958710587115871258713587145871558716587175871858719587205872158722587235872458725587265872758728587295873058731587325873358734587355873658737587385873958740587415874258743587445874558746587475874858749587505875158752587535875458755587565875758758587595876058761587625876358764587655876658767587685876958770587715877258773587745877558776587775877858779587805878158782587835878458785587865878758788587895879058791587925879358794587955879658797587985879958800588015880258803588045880558806588075880858809588105881158812588135881458815588165881758818588195882058821588225882358824588255882658827588285882958830588315883258833588345883558836588375883858839588405884158842588435884458845588465884758848588495885058851588525885358854588555885658857588585885958860588615886258863588645886558866588675886858869588705887158872588735887458875588765887758878588795888058881588825888358884588855888658887588885888958890588915889258893588945889558896588975889858899589005890158902589035890458905589065890758908589095891058911589125891358914589155891658917589185891958920589215892258923589245892558926589275892858929589305893158932589335893458935589365893758938589395894058941589425894358944589455894658947589485894958950589515895258953589545895558956589575895858959589605896158962589635896458965589665896758968589695897058971589725897358974589755897658977589785897958980589815898258983589845898558986589875898858989589905899158992589935899458995589965899758998589995900059001590025900359004590055900659007590085900959010590115901259013590145901559016590175901859019590205902159022590235902459025590265902759028590295903059031590325903359034590355903659037590385903959040590415904259043590445904559046590475904859049590505905159052590535905459055590565905759058590595906059061590625906359064590655906659067590685906959070590715907259073590745907559076590775907859079590805908159082590835908459085590865908759088590895909059091590925909359094590955909659097590985909959100591015910259103591045910559106591075910859109591105911159112591135911459115591165911759118591195912059121591225912359124591255912659127591285912959130591315913259133591345913559136591375913859139591405914159142591435914459145591465914759148591495915059151591525915359154591555915659157591585915959160591615916259163591645916559166591675916859169591705917159172591735917459175591765917759178591795918059181591825918359184591855918659187591885918959190591915919259193591945919559196591975919859199592005920159202592035920459205592065920759208592095921059211592125921359214592155921659217592185921959220592215922259223592245922559226592275922859229592305923159232592335923459235592365923759238592395924059241592425924359244592455924659247592485924959250592515925259253592545925559256592575925859259592605926159262592635926459265592665926759268592695927059271592725927359274592755927659277592785927959280592815928259283592845928559286592875928859289592905929159292592935929459295592965929759298592995930059301593025930359304593055930659307593085930959310593115931259313593145931559316593175931859319593205932159322593235932459325593265932759328593295933059331593325933359334593355933659337593385933959340593415934259343593445934559346593475934859349593505935159352593535935459355593565935759358593595936059361593625936359364593655936659367593685936959370593715937259373593745937559376593775937859379593805938159382593835938459385593865938759388593895939059391593925939359394593955939659397593985939959400594015940259403594045940559406594075940859409594105941159412594135941459415594165941759418594195942059421594225942359424594255942659427594285942959430594315943259433594345943559436594375943859439594405944159442594435944459445594465944759448594495945059451594525945359454594555945659457594585945959460594615946259463594645946559466594675946859469594705947159472594735947459475594765947759478594795948059481594825948359484594855948659487594885948959490594915949259493594945949559496594975949859499595005950159502595035950459505595065950759508595095951059511595125951359514595155951659517595185951959520595215952259523595245952559526595275952859529595305953159532595335953459535595365953759538595395954059541595425954359544595455954659547595485954959550595515955259553595545955559556595575955859559595605956159562595635956459565595665956759568595695957059571595725957359574595755957659577595785957959580595815958259583595845958559586595875958859589595905959159592595935959459595595965959759598595995960059601596025960359604596055960659607596085960959610596115961259613596145961559616596175961859619596205962159622596235962459625596265962759628596295963059631596325963359634596355963659637596385963959640596415964259643596445964559646596475964859649596505965159652596535965459655596565965759658596595966059661596625966359664596655966659667596685966959670596715967259673596745967559676596775967859679596805968159682596835968459685596865968759688596895969059691596925969359694596955969659697596985969959700597015970259703597045970559706597075970859709597105971159712597135971459715597165971759718597195972059721597225972359724597255972659727597285972959730597315973259733597345973559736597375973859739597405974159742597435974459745597465974759748597495975059751597525975359754597555975659757597585975959760597615976259763597645976559766597675976859769597705977159772597735977459775597765977759778597795978059781597825978359784597855978659787597885978959790597915979259793597945979559796597975979859799598005980159802598035980459805598065980759808598095981059811598125981359814598155981659817598185981959820598215982259823598245982559826598275982859829598305983159832598335983459835598365983759838598395984059841598425984359844598455984659847598485984959850598515985259853598545985559856598575985859859598605986159862598635986459865598665986759868598695987059871598725987359874598755987659877598785987959880598815988259883598845988559886598875988859889598905989159892598935989459895598965989759898598995990059901599025990359904599055990659907599085990959910599115991259913599145991559916599175991859919599205992159922599235992459925599265992759928599295993059931599325993359934599355993659937599385993959940599415994259943599445994559946599475994859949599505995159952599535995459955599565995759958599595996059961599625996359964599655996659967599685996959970599715997259973599745997559976599775997859979599805998159982599835998459985599865998759988599895999059991599925999359994599955999659997599985999960000600016000260003600046000560006600076000860009600106001160012600136001460015600166001760018600196002060021600226002360024600256002660027600286002960030600316003260033600346003560036600376003860039600406004160042600436004460045600466004760048600496005060051600526005360054600556005660057600586005960060600616006260063600646006560066600676006860069600706007160072600736007460075600766007760078600796008060081600826008360084600856008660087600886008960090600916009260093600946009560096600976009860099601006010160102601036010460105601066010760108601096011060111601126011360114601156011660117601186011960120601216012260123601246012560126601276012860129601306013160132601336013460135601366013760138601396014060141601426014360144601456014660147601486014960150601516015260153601546015560156601576015860159601606016160162601636016460165601666016760168601696017060171601726017360174601756017660177601786017960180601816018260183601846018560186601876018860189601906019160192601936019460195601966019760198601996020060201602026020360204602056020660207602086020960210602116021260213602146021560216602176021860219602206022160222602236022460225602266022760228602296023060231602326023360234602356023660237602386023960240602416024260243602446024560246602476024860249602506025160252602536025460255602566025760258602596026060261602626026360264602656026660267602686026960270602716027260273602746027560276602776027860279602806028160282602836028460285602866028760288602896029060291602926029360294602956029660297602986029960300603016030260303603046030560306603076030860309603106031160312603136031460315603166031760318603196032060321603226032360324603256032660327603286032960330603316033260333603346033560336603376033860339603406034160342603436034460345603466034760348603496035060351603526035360354603556035660357603586035960360603616036260363603646036560366603676036860369603706037160372603736037460375603766037760378603796038060381603826038360384603856038660387603886038960390603916039260393603946039560396603976039860399604006040160402604036040460405604066040760408604096041060411604126041360414604156041660417604186041960420604216042260423604246042560426604276042860429604306043160432604336043460435604366043760438604396044060441604426044360444604456044660447604486044960450604516045260453604546045560456604576045860459604606046160462604636046460465604666046760468604696047060471604726047360474604756047660477604786047960480604816048260483604846048560486604876048860489604906049160492604936049460495604966049760498604996050060501605026050360504605056050660507605086050960510605116051260513605146051560516605176051860519605206052160522605236052460525605266052760528605296053060531605326053360534605356053660537605386053960540605416054260543605446054560546605476054860549605506055160552605536055460555605566055760558605596056060561605626056360564605656056660567605686056960570605716057260573605746057560576605776057860579605806058160582605836058460585605866058760588605896059060591605926059360594605956059660597605986059960600606016060260603606046060560606606076060860609606106061160612606136061460615606166061760618606196062060621606226062360624606256062660627606286062960630606316063260633606346063560636606376063860639606406064160642606436064460645606466064760648606496065060651606526065360654606556065660657606586065960660606616066260663606646066560666606676066860669606706067160672606736067460675606766067760678606796068060681606826068360684606856068660687606886068960690606916069260693606946069560696606976069860699607006070160702607036070460705607066070760708607096071060711607126071360714607156071660717607186071960720607216072260723607246072560726607276072860729607306073160732607336073460735607366073760738607396074060741607426074360744607456074660747607486074960750607516075260753607546075560756607576075860759607606076160762607636076460765607666076760768607696077060771607726077360774607756077660777607786077960780607816078260783607846078560786607876078860789607906079160792607936079460795607966079760798607996080060801608026080360804608056080660807608086080960810608116081260813608146081560816608176081860819608206082160822608236082460825608266082760828608296083060831608326083360834608356083660837608386083960840608416084260843608446084560846608476084860849608506085160852608536085460855608566085760858608596086060861608626086360864608656086660867608686086960870608716087260873608746087560876608776087860879608806088160882608836088460885608866088760888608896089060891608926089360894608956089660897608986089960900609016090260903609046090560906609076090860909609106091160912609136091460915609166091760918609196092060921609226092360924609256092660927609286092960930609316093260933609346093560936609376093860939609406094160942609436094460945609466094760948609496095060951609526095360954609556095660957609586095960960609616096260963609646096560966609676096860969609706097160972609736097460975609766097760978609796098060981609826098360984609856098660987609886098960990609916099260993609946099560996609976099860999610006100161002610036100461005610066100761008610096101061011610126101361014610156101661017610186101961020610216102261023610246102561026610276102861029610306103161032610336103461035610366103761038610396104061041610426104361044610456104661047610486104961050610516105261053610546105561056610576105861059610606106161062610636106461065610666106761068610696107061071610726107361074610756107661077610786107961080610816108261083610846108561086610876108861089610906109161092610936109461095610966109761098610996110061101611026110361104611056110661107611086110961110611116111261113611146111561116611176111861119611206112161122611236112461125611266112761128611296113061131611326113361134611356113661137611386113961140611416114261143611446114561146611476114861149611506115161152611536115461155611566115761158611596116061161611626116361164611656116661167611686116961170611716117261173611746117561176611776117861179611806118161182611836118461185611866118761188611896119061191611926119361194611956119661197611986119961200612016120261203612046120561206612076120861209612106121161212612136121461215612166121761218612196122061221612226122361224612256122661227612286122961230612316123261233612346123561236612376123861239612406124161242612436124461245612466124761248612496125061251612526125361254612556125661257612586125961260612616126261263612646126561266612676126861269612706127161272612736127461275612766127761278612796128061281612826128361284612856128661287612886128961290612916129261293612946129561296612976129861299613006130161302613036130461305613066130761308613096131061311613126131361314613156131661317613186131961320613216132261323613246132561326613276132861329613306133161332613336133461335613366133761338613396134061341613426134361344613456134661347613486134961350613516135261353613546135561356613576135861359613606136161362613636136461365613666136761368613696137061371613726137361374613756137661377613786137961380613816138261383613846138561386613876138861389613906139161392613936139461395613966139761398613996140061401614026140361404614056140661407614086140961410614116141261413614146141561416614176141861419614206142161422614236142461425614266142761428614296143061431614326143361434614356143661437614386143961440614416144261443614446144561446614476144861449614506145161452614536145461455614566145761458614596146061461614626146361464614656146661467614686146961470614716147261473614746147561476614776147861479614806148161482614836148461485614866148761488614896149061491614926149361494614956149661497614986149961500615016150261503615046150561506615076150861509615106151161512615136151461515615166151761518615196152061521615226152361524615256152661527615286152961530615316153261533615346153561536615376153861539615406154161542615436154461545615466154761548615496155061551615526155361554615556155661557615586155961560615616156261563615646156561566615676156861569615706157161572615736157461575615766157761578615796158061581615826158361584615856158661587615886158961590615916159261593615946159561596615976159861599616006160161602616036160461605616066160761608616096161061611616126161361614616156161661617616186161961620616216162261623616246162561626616276162861629616306163161632616336163461635616366163761638616396164061641616426164361644616456164661647616486164961650616516165261653616546165561656616576165861659616606166161662616636166461665616666166761668616696167061671616726167361674616756167661677616786167961680616816168261683616846168561686616876168861689616906169161692616936169461695616966169761698616996170061701617026170361704617056170661707617086170961710617116171261713617146171561716617176171861719617206172161722617236172461725617266172761728617296173061731617326173361734617356173661737617386173961740617416174261743617446174561746617476174861749617506175161752617536175461755617566175761758617596176061761617626176361764617656176661767617686176961770617716177261773617746177561776617776177861779617806178161782617836178461785617866178761788617896179061791617926179361794617956179661797617986179961800618016180261803618046180561806618076180861809618106181161812618136181461815618166181761818618196182061821618226182361824618256182661827618286182961830618316183261833618346183561836618376183861839618406184161842618436184461845618466184761848618496185061851618526185361854618556185661857618586185961860618616186261863618646186561866618676186861869618706187161872618736187461875618766187761878618796188061881618826188361884618856188661887618886188961890618916189261893618946189561896618976189861899619006190161902619036190461905619066190761908619096191061911619126191361914619156191661917619186191961920619216192261923619246192561926619276192861929619306193161932619336193461935619366193761938619396194061941619426194361944619456194661947619486194961950619516195261953619546195561956619576195861959619606196161962619636196461965619666196761968619696197061971619726197361974619756197661977619786197961980619816198261983619846198561986619876198861989619906199161992619936199461995619966199761998619996200062001620026200362004620056200662007620086200962010620116201262013620146201562016620176201862019620206202162022620236202462025620266202762028620296203062031620326203362034620356203662037620386203962040620416204262043620446204562046620476204862049620506205162052620536205462055620566205762058620596206062061620626206362064620656206662067620686206962070620716207262073620746207562076620776207862079620806208162082620836208462085620866208762088620896209062091620926209362094620956209662097620986209962100621016210262103621046210562106621076210862109621106211162112621136211462115621166211762118621196212062121621226212362124621256212662127621286212962130621316213262133621346213562136621376213862139621406214162142621436214462145621466214762148621496215062151621526215362154621556215662157621586215962160621616216262163621646216562166621676216862169621706217162172621736217462175621766217762178621796218062181621826218362184621856218662187621886218962190621916219262193621946219562196621976219862199622006220162202622036220462205622066220762208622096221062211622126221362214622156221662217622186221962220622216222262223622246222562226622276222862229622306223162232622336223462235622366223762238622396224062241622426224362244622456224662247622486224962250622516225262253622546225562256622576225862259622606226162262622636226462265622666226762268622696227062271622726227362274622756227662277622786227962280622816228262283622846228562286622876228862289622906229162292622936229462295622966229762298622996230062301623026230362304623056230662307623086230962310623116231262313623146231562316623176231862319623206232162322623236232462325623266232762328623296233062331623326233362334623356233662337623386233962340623416234262343623446234562346623476234862349623506235162352623536235462355623566235762358623596236062361623626236362364623656236662367623686236962370623716237262373623746237562376623776237862379623806238162382623836238462385623866238762388623896239062391623926239362394623956239662397623986239962400624016240262403624046240562406624076240862409624106241162412624136241462415624166241762418624196242062421624226242362424624256242662427624286242962430624316243262433624346243562436624376243862439624406244162442624436244462445624466244762448624496245062451624526245362454624556245662457624586245962460624616246262463624646246562466624676246862469624706247162472624736247462475624766247762478624796248062481624826248362484624856248662487624886248962490624916249262493624946249562496624976249862499625006250162502625036250462505625066250762508625096251062511625126251362514625156251662517625186251962520625216252262523625246252562526625276252862529625306253162532625336253462535625366253762538625396254062541625426254362544625456254662547625486254962550625516255262553625546255562556625576255862559625606256162562625636256462565625666256762568625696257062571625726257362574625756257662577625786257962580625816258262583625846258562586625876258862589625906259162592625936259462595625966259762598625996260062601626026260362604626056260662607626086260962610626116261262613626146261562616626176261862619626206262162622626236262462625626266262762628626296263062631626326263362634626356263662637626386263962640626416264262643626446264562646626476264862649626506265162652626536265462655626566265762658626596266062661626626266362664626656266662667626686266962670626716267262673626746267562676626776267862679626806268162682626836268462685626866268762688626896269062691626926269362694626956269662697626986269962700627016270262703627046270562706627076270862709627106271162712627136271462715627166271762718627196272062721627226272362724627256272662727627286272962730627316273262733627346273562736627376273862739627406274162742627436274462745627466274762748627496275062751627526275362754627556275662757627586275962760627616276262763627646276562766627676276862769627706277162772627736277462775627766277762778627796278062781627826278362784627856278662787627886278962790627916279262793627946279562796627976279862799628006280162802628036280462805628066280762808628096281062811628126281362814628156281662817628186281962820628216282262823628246282562826628276282862829628306283162832628336283462835628366283762838628396284062841628426284362844628456284662847628486284962850628516285262853628546285562856628576285862859628606286162862628636286462865628666286762868628696287062871628726287362874628756287662877628786287962880628816288262883628846288562886628876288862889628906289162892628936289462895628966289762898628996290062901629026290362904629056290662907629086290962910629116291262913629146291562916629176291862919629206292162922629236292462925629266292762928629296293062931629326293362934629356293662937629386293962940629416294262943629446294562946629476294862949629506295162952629536295462955629566295762958629596296062961629626296362964629656296662967629686296962970629716297262973629746297562976629776297862979629806298162982629836298462985629866298762988629896299062991629926299362994629956299662997629986299963000630016300263003630046300563006630076300863009630106301163012630136301463015630166301763018630196302063021630226302363024630256302663027630286302963030630316303263033630346303563036630376303863039630406304163042630436304463045630466304763048630496305063051630526305363054630556305663057630586305963060630616306263063630646306563066630676306863069630706307163072630736307463075630766307763078630796308063081630826308363084630856308663087630886308963090630916309263093630946309563096630976309863099631006310163102631036310463105631066310763108631096311063111631126311363114631156311663117631186311963120631216312263123631246312563126631276312863129631306313163132631336313463135631366313763138631396314063141631426314363144631456314663147631486314963150631516315263153631546315563156631576315863159631606316163162631636316463165631666316763168631696317063171631726317363174631756317663177631786317963180631816318263183631846318563186631876318863189631906319163192631936319463195631966319763198631996320063201632026320363204632056320663207632086320963210632116321263213632146321563216632176321863219632206322163222632236322463225632266322763228632296323063231632326323363234632356323663237632386323963240632416324263243632446324563246632476324863249632506325163252632536325463255632566325763258632596326063261632626326363264632656326663267632686326963270632716327263273632746327563276632776327863279632806328163282632836328463285632866328763288632896329063291632926329363294632956329663297632986329963300633016330263303633046330563306633076330863309633106331163312633136331463315633166331763318633196332063321633226332363324633256332663327633286332963330633316333263333633346333563336633376333863339633406334163342633436334463345633466334763348633496335063351633526335363354633556335663357633586335963360633616336263363633646336563366633676336863369633706337163372633736337463375633766337763378633796338063381633826338363384633856338663387633886338963390633916339263393633946339563396633976339863399634006340163402634036340463405634066340763408634096341063411634126341363414634156341663417634186341963420634216342263423634246342563426634276342863429634306343163432634336343463435634366343763438634396344063441634426344363444634456344663447634486344963450634516345263453634546345563456634576345863459634606346163462634636346463465634666346763468634696347063471634726347363474634756347663477634786347963480634816348263483634846348563486634876348863489634906349163492634936349463495634966349763498634996350063501635026350363504635056350663507635086350963510635116351263513635146351563516635176351863519635206352163522635236352463525635266352763528635296353063531635326353363534635356353663537635386353963540635416354263543635446354563546635476354863549635506355163552635536355463555635566355763558635596356063561635626356363564635656356663567635686356963570635716357263573635746357563576635776357863579635806358163582635836358463585635866358763588635896359063591635926359363594635956359663597635986359963600636016360263603636046360563606636076360863609636106361163612636136361463615636166361763618636196362063621636226362363624636256362663627636286362963630636316363263633636346363563636636376363863639636406364163642636436364463645636466364763648636496365063651636526365363654636556365663657636586365963660636616366263663636646366563666636676366863669636706367163672636736367463675636766367763678636796368063681636826368363684636856368663687636886368963690636916369263693636946369563696636976369863699637006370163702637036370463705637066370763708637096371063711637126371363714637156371663717637186371963720637216372263723637246372563726637276372863729637306373163732637336373463735637366373763738637396374063741637426374363744637456374663747637486374963750637516375263753637546375563756637576375863759637606376163762637636376463765637666376763768637696377063771637726377363774637756377663777637786377963780637816378263783637846378563786637876378863789637906379163792637936379463795637966379763798637996380063801638026380363804638056380663807638086380963810638116381263813638146381563816638176381863819638206382163822638236382463825638266382763828638296383063831638326383363834638356383663837638386383963840638416384263843638446384563846638476384863849638506385163852638536385463855638566385763858638596386063861638626386363864638656386663867638686386963870638716387263873638746387563876638776387863879638806388163882638836388463885638866388763888638896389063891638926389363894638956389663897638986389963900639016390263903639046390563906639076390863909639106391163912639136391463915639166391763918639196392063921639226392363924639256392663927639286392963930639316393263933639346393563936639376393863939639406394163942639436394463945639466394763948639496395063951639526395363954639556395663957639586395963960639616396263963639646396563966639676396863969639706397163972639736397463975639766397763978639796398063981639826398363984639856398663987639886398963990639916399263993639946399563996639976399863999640006400164002640036400464005640066400764008640096401064011640126401364014640156401664017640186401964020640216402264023640246402564026640276402864029640306403164032640336403464035640366403764038640396404064041640426404364044640456404664047640486404964050640516405264053640546405564056640576405864059640606406164062640636406464065640666406764068640696407064071640726407364074640756407664077640786407964080640816408264083640846408564086640876408864089640906409164092640936409464095640966409764098640996410064101641026410364104641056410664107641086410964110641116411264113641146411564116641176411864119641206412164122641236412464125641266412764128641296413064131641326413364134641356413664137641386413964140641416414264143641446414564146641476414864149641506415164152641536415464155641566415764158641596416064161641626416364164641656416664167641686416964170641716417264173641746417564176641776417864179641806418164182641836418464185641866418764188641896419064191641926419364194641956419664197641986419964200642016420264203642046420564206642076420864209642106421164212642136421464215642166421764218642196422064221642226422364224642256422664227642286422964230642316423264233642346423564236642376423864239642406424164242642436424464245642466424764248642496425064251642526425364254642556425664257642586425964260642616426264263642646426564266642676426864269642706427164272642736427464275642766427764278642796428064281642826428364284642856428664287642886428964290642916429264293642946429564296642976429864299643006430164302643036430464305643066430764308643096431064311643126431364314643156431664317643186431964320643216432264323643246432564326643276432864329643306433164332643336433464335643366433764338643396434064341643426434364344643456434664347643486434964350643516435264353643546435564356643576435864359643606436164362643636436464365643666436764368643696437064371643726437364374643756437664377643786437964380643816438264383643846438564386643876438864389643906439164392643936439464395643966439764398643996440064401644026440364404644056440664407644086440964410644116441264413644146441564416644176441864419644206442164422644236442464425644266442764428644296443064431644326443364434644356443664437644386443964440644416444264443644446444564446644476444864449644506445164452644536445464455644566445764458644596446064461644626446364464644656446664467644686446964470644716447264473644746447564476644776447864479644806448164482644836448464485644866448764488644896449064491644926449364494644956449664497644986449964500645016450264503645046450564506645076450864509645106451164512645136451464515645166451764518645196452064521645226452364524645256452664527645286452964530645316453264533645346453564536645376453864539645406454164542645436454464545645466454764548645496455064551645526455364554645556455664557645586455964560645616456264563645646456564566645676456864569645706457164572645736457464575645766457764578645796458064581645826458364584645856458664587645886458964590645916459264593645946459564596645976459864599646006460164602646036460464605646066460764608646096461064611646126461364614646156461664617646186461964620646216462264623646246462564626646276462864629646306463164632646336463464635646366463764638646396464064641646426464364644646456464664647646486464964650646516465264653646546465564656646576465864659646606466164662646636466464665646666466764668646696467064671646726467364674646756467664677646786467964680646816468264683646846468564686646876468864689646906469164692646936469464695646966469764698646996470064701647026470364704647056470664707647086470964710647116471264713647146471564716647176471864719647206472164722647236472464725647266472764728647296473064731647326473364734647356473664737647386473964740647416474264743647446474564746647476474864749647506475164752647536475464755647566475764758647596476064761647626476364764647656476664767647686476964770647716477264773647746477564776647776477864779647806478164782647836478464785647866478764788647896479064791647926479364794647956479664797647986479964800648016480264803648046480564806648076480864809648106481164812648136481464815648166481764818648196482064821648226482364824648256482664827648286482964830648316483264833648346483564836648376483864839648406484164842648436484464845648466484764848648496485064851648526485364854648556485664857648586485964860648616486264863648646486564866648676486864869648706487164872648736487464875648766487764878648796488064881648826488364884648856488664887648886488964890648916489264893648946489564896648976489864899649006490164902649036490464905649066490764908649096491064911649126491364914649156491664917649186491964920649216492264923649246492564926649276492864929649306493164932649336493464935649366493764938649396494064941649426494364944649456494664947649486494964950649516495264953649546495564956649576495864959649606496164962649636496464965649666496764968649696497064971649726497364974649756497664977649786497964980649816498264983649846498564986649876498864989649906499164992649936499464995649966499764998649996500065001650026500365004650056500665007650086500965010650116501265013650146501565016650176501865019650206502165022650236502465025650266502765028650296503065031650326503365034650356503665037650386503965040650416504265043650446504565046650476504865049650506505165052650536505465055650566505765058650596506065061650626506365064650656506665067650686506965070650716507265073650746507565076650776507865079650806508165082650836508465085650866508765088650896509065091650926509365094650956509665097650986509965100651016510265103651046510565106651076510865109651106511165112651136511465115651166511765118651196512065121651226512365124651256512665127651286512965130651316513265133651346513565136651376513865139651406514165142651436514465145651466514765148651496515065151651526515365154651556515665157651586515965160651616516265163651646516565166651676516865169651706517165172651736517465175651766517765178651796518065181651826518365184651856518665187651886518965190651916519265193651946519565196651976519865199652006520165202652036520465205652066520765208652096521065211652126521365214652156521665217652186521965220652216522265223652246522565226652276522865229652306523165232652336523465235652366523765238652396524065241652426524365244652456524665247652486524965250652516525265253652546525565256652576525865259652606526165262652636526465265652666526765268652696527065271652726527365274652756527665277652786527965280652816528265283652846528565286652876528865289652906529165292652936529465295652966529765298652996530065301653026530365304653056530665307653086530965310653116531265313653146531565316653176531865319653206532165322653236532465325653266532765328653296533065331653326533365334653356533665337653386533965340653416534265343653446534565346653476534865349653506535165352653536535465355653566535765358653596536065361653626536365364653656536665367653686536965370653716537265373653746537565376653776537865379653806538165382653836538465385653866538765388653896539065391653926539365394653956539665397653986539965400654016540265403654046540565406654076540865409654106541165412654136541465415654166541765418654196542065421654226542365424654256542665427654286542965430654316543265433654346543565436654376543865439654406544165442654436544465445654466544765448654496545065451654526545365454654556545665457654586545965460654616546265463654646546565466654676546865469654706547165472654736547465475654766547765478654796548065481654826548365484654856548665487654886548965490654916549265493654946549565496654976549865499655006550165502655036550465505655066550765508655096551065511655126551365514655156551665517655186551965520655216552265523655246552565526655276552865529655306553165532655336553465535655366553765538655396554065541655426554365544655456554665547655486554965550655516555265553655546555565556655576555865559655606556165562655636556465565655666556765568655696557065571655726557365574655756557665577655786557965580655816558265583655846558565586655876558865589655906559165592655936559465595655966559765598655996560065601656026560365604656056560665607656086560965610656116561265613656146561565616656176561865619656206562165622656236562465625656266562765628656296563065631656326563365634656356563665637656386563965640656416564265643656446564565646656476564865649656506565165652656536565465655656566565765658656596566065661656626566365664656656566665667656686566965670656716567265673656746567565676656776567865679656806568165682656836568465685656866568765688656896569065691656926569365694656956569665697656986569965700657016570265703657046570565706657076570865709657106571165712657136571465715657166571765718657196572065721657226572365724657256572665727657286572965730657316573265733657346573565736657376573865739657406574165742657436574465745657466574765748657496575065751657526575365754657556575665757657586575965760657616576265763657646576565766657676576865769657706577165772657736577465775657766577765778657796578065781657826578365784657856578665787657886578965790657916579265793657946579565796657976579865799658006580165802658036580465805658066580765808658096581065811658126581365814658156581665817658186581965820658216582265823658246582565826658276582865829658306583165832658336583465835658366583765838658396584065841658426584365844658456584665847658486584965850658516585265853658546585565856658576585865859658606586165862658636586465865658666586765868658696587065871658726587365874658756587665877658786587965880658816588265883658846588565886658876588865889658906589165892658936589465895658966589765898658996590065901659026590365904659056590665907659086590965910659116591265913659146591565916659176591865919659206592165922659236592465925659266592765928659296593065931659326593365934659356593665937659386593965940659416594265943659446594565946659476594865949659506595165952659536595465955659566595765958659596596065961659626596365964659656596665967659686596965970659716597265973659746597565976659776597865979659806598165982659836598465985659866598765988659896599065991659926599365994659956599665997659986599966000660016600266003660046600566006660076600866009660106601166012660136601466015660166601766018660196602066021660226602366024660256602666027660286602966030660316603266033660346603566036660376603866039660406604166042660436604466045660466604766048660496605066051660526605366054660556605666057660586605966060660616606266063660646606566066660676606866069660706607166072660736607466075660766607766078660796608066081660826608366084660856608666087660886608966090660916609266093660946609566096660976609866099661006610166102661036610466105661066610766108661096611066111661126611366114661156611666117661186611966120661216612266123661246612566126661276612866129661306613166132661336613466135661366613766138661396614066141661426614366144661456614666147661486614966150661516615266153661546615566156661576615866159661606616166162661636616466165661666616766168661696617066171661726617366174661756617666177661786617966180661816618266183661846618566186661876618866189661906619166192661936619466195661966619766198661996620066201662026620366204662056620666207662086620966210662116621266213662146621566216662176621866219662206622166222662236622466225662266622766228662296623066231662326623366234662356623666237662386623966240662416624266243662446624566246662476624866249662506625166252662536625466255662566625766258662596626066261662626626366264662656626666267662686626966270662716627266273662746627566276662776627866279662806628166282662836628466285662866628766288662896629066291662926629366294662956629666297662986629966300663016630266303663046630566306663076630866309663106631166312663136631466315663166631766318663196632066321663226632366324663256632666327663286632966330663316633266333663346633566336663376633866339663406634166342663436634466345663466634766348663496635066351663526635366354663556635666357663586635966360663616636266363663646636566366663676636866369663706637166372663736637466375663766637766378663796638066381663826638366384663856638666387663886638966390663916639266393663946639566396663976639866399664006640166402664036640466405664066640766408664096641066411664126641366414664156641666417664186641966420664216642266423664246642566426664276642866429664306643166432664336643466435664366643766438664396644066441664426644366444664456644666447664486644966450664516645266453664546645566456664576645866459664606646166462664636646466465664666646766468664696647066471664726647366474664756647666477664786647966480664816648266483664846648566486664876648866489664906649166492664936649466495664966649766498664996650066501665026650366504665056650666507665086650966510665116651266513665146651566516665176651866519665206652166522665236652466525665266652766528665296653066531665326653366534665356653666537665386653966540665416654266543665446654566546665476654866549665506655166552665536655466555665566655766558665596656066561665626656366564665656656666567665686656966570665716657266573665746657566576665776657866579665806658166582665836658466585665866658766588665896659066591665926659366594665956659666597665986659966600666016660266603666046660566606666076660866609666106661166612666136661466615666166661766618666196662066621666226662366624666256662666627666286662966630666316663266633666346663566636666376663866639666406664166642666436664466645666466664766648666496665066651666526665366654666556665666657666586665966660666616666266663666646666566666666676666866669666706667166672666736667466675666766667766678666796668066681666826668366684666856668666687666886668966690666916669266693666946669566696666976669866699667006670166702667036670466705667066670766708667096671066711667126671366714667156671666717667186671966720667216672266723667246672566726667276672866729667306673166732667336673466735667366673766738667396674066741667426674366744667456674666747667486674966750667516675266753667546675566756667576675866759667606676166762667636676466765667666676766768667696677066771667726677366774667756677666777667786677966780667816678266783667846678566786667876678866789667906679166792667936679466795667966679766798667996680066801668026680366804668056680666807668086680966810668116681266813668146681566816668176681866819668206682166822668236682466825668266682766828668296683066831668326683366834668356683666837668386683966840668416684266843668446684566846668476684866849668506685166852668536685466855668566685766858668596686066861668626686366864668656686666867668686686966870668716687266873668746687566876668776687866879668806688166882668836688466885668866688766888668896689066891668926689366894668956689666897668986689966900669016690266903669046690566906669076690866909669106691166912669136691466915669166691766918669196692066921669226692366924669256692666927669286692966930669316693266933669346693566936669376693866939669406694166942669436694466945669466694766948669496695066951669526695366954669556695666957669586695966960669616696266963669646696566966669676696866969669706697166972669736697466975669766697766978669796698066981669826698366984669856698666987669886698966990669916699266993669946699566996669976699866999670006700167002670036700467005670066700767008670096701067011670126701367014670156701667017670186701967020670216702267023670246702567026670276702867029670306703167032670336703467035670366703767038670396704067041670426704367044670456704667047670486704967050670516705267053670546705567056670576705867059670606706167062670636706467065670666706767068670696707067071670726707367074670756707667077670786707967080670816708267083670846708567086670876708867089670906709167092670936709467095670966709767098670996710067101671026710367104671056710667107671086710967110671116711267113671146711567116671176711867119671206712167122671236712467125671266712767128671296713067131671326713367134671356713667137671386713967140671416714267143671446714567146671476714867149671506715167152671536715467155671566715767158671596716067161671626716367164671656716667167671686716967170671716717267173671746717567176671776717867179671806718167182671836718467185671866718767188671896719067191671926719367194671956719667197671986719967200672016720267203672046720567206672076720867209672106721167212672136721467215672166721767218672196722067221672226722367224672256722667227672286722967230672316723267233672346723567236672376723867239672406724167242672436724467245672466724767248672496725067251672526725367254672556725667257672586725967260672616726267263672646726567266672676726867269672706727167272672736727467275672766727767278672796728067281672826728367284672856728667287672886728967290672916729267293672946729567296672976729867299673006730167302673036730467305673066730767308673096731067311673126731367314673156731667317673186731967320673216732267323673246732567326673276732867329673306733167332673336733467335673366733767338673396734067341673426734367344673456734667347673486734967350673516735267353673546735567356673576735867359673606736167362673636736467365673666736767368673696737067371673726737367374673756737667377673786737967380673816738267383673846738567386673876738867389673906739167392673936739467395673966739767398673996740067401674026740367404674056740667407674086740967410674116741267413674146741567416674176741867419674206742167422674236742467425674266742767428674296743067431674326743367434674356743667437674386743967440674416744267443674446744567446674476744867449674506745167452674536745467455674566745767458674596746067461674626746367464674656746667467674686746967470674716747267473674746747567476674776747867479674806748167482674836748467485674866748767488674896749067491674926749367494674956749667497674986749967500675016750267503675046750567506675076750867509675106751167512675136751467515675166751767518675196752067521675226752367524675256752667527675286752967530675316753267533675346753567536675376753867539675406754167542675436754467545675466754767548675496755067551675526755367554675556755667557675586755967560675616756267563675646756567566675676756867569675706757167572675736757467575675766757767578675796758067581675826758367584675856758667587675886758967590675916759267593675946759567596675976759867599676006760167602676036760467605676066760767608676096761067611676126761367614676156761667617676186761967620676216762267623676246762567626676276762867629676306763167632676336763467635676366763767638676396764067641676426764367644676456764667647676486764967650676516765267653676546765567656676576765867659676606766167662676636766467665676666766767668676696767067671676726767367674676756767667677676786767967680676816768267683676846768567686676876768867689676906769167692676936769467695676966769767698676996770067701677026770367704677056770667707677086770967710677116771267713677146771567716677176771867719677206772167722677236772467725677266772767728677296773067731677326773367734677356773667737677386773967740677416774267743677446774567746677476774867749677506775167752677536775467755677566775767758677596776067761677626776367764677656776667767677686776967770677716777267773677746777567776677776777867779677806778167782677836778467785677866778767788677896779067791677926779367794677956779667797677986779967800678016780267803678046780567806678076780867809678106781167812678136781467815678166781767818678196782067821678226782367824678256782667827678286782967830678316783267833678346783567836678376783867839678406784167842678436784467845678466784767848678496785067851678526785367854678556785667857678586785967860678616786267863678646786567866678676786867869678706787167872678736787467875678766787767878678796788067881678826788367884678856788667887678886788967890678916789267893678946789567896678976789867899679006790167902679036790467905679066790767908679096791067911679126791367914679156791667917679186791967920679216792267923679246792567926679276792867929679306793167932679336793467935679366793767938679396794067941679426794367944679456794667947679486794967950679516795267953679546795567956679576795867959679606796167962679636796467965679666796767968679696797067971679726797367974679756797667977679786797967980679816798267983679846798567986679876798867989679906799167992679936799467995679966799767998679996800068001680026800368004680056800668007680086800968010680116801268013680146801568016680176801868019680206802168022680236802468025680266802768028680296803068031680326803368034680356803668037680386803968040680416804268043680446804568046680476804868049680506805168052680536805468055680566805768058680596806068061680626806368064680656806668067680686806968070680716807268073680746807568076680776807868079680806808168082680836808468085680866808768088680896809068091680926809368094680956809668097680986809968100681016810268103681046810568106681076810868109681106811168112681136811468115681166811768118681196812068121681226812368124681256812668127681286812968130681316813268133681346813568136681376813868139681406814168142681436814468145681466814768148681496815068151681526815368154681556815668157681586815968160681616816268163681646816568166681676816868169681706817168172681736817468175681766817768178681796818068181681826818368184681856818668187681886818968190681916819268193681946819568196681976819868199682006820168202682036820468205682066820768208682096821068211682126821368214682156821668217682186821968220682216822268223682246822568226682276822868229682306823168232682336823468235682366823768238682396824068241682426824368244682456824668247682486824968250682516825268253682546825568256682576825868259682606826168262682636826468265682666826768268682696827068271682726827368274682756827668277682786827968280682816828268283682846828568286682876828868289682906829168292682936829468295682966829768298682996830068301683026830368304683056830668307683086830968310683116831268313683146831568316683176831868319683206832168322683236832468325683266832768328683296833068331683326833368334683356833668337683386833968340683416834268343683446834568346683476834868349683506835168352683536835468355683566835768358683596836068361683626836368364683656836668367683686836968370683716837268373683746837568376683776837868379683806838168382683836838468385683866838768388683896839068391683926839368394683956839668397683986839968400684016840268403684046840568406684076840868409684106841168412684136841468415684166841768418684196842068421684226842368424684256842668427684286842968430684316843268433684346843568436684376843868439684406844168442684436844468445684466844768448684496845068451684526845368454684556845668457684586845968460684616846268463684646846568466684676846868469684706847168472684736847468475684766847768478684796848068481684826848368484684856848668487684886848968490684916849268493684946849568496684976849868499685006850168502685036850468505685066850768508685096851068511685126851368514685156851668517685186851968520685216852268523685246852568526685276852868529685306853168532685336853468535685366853768538685396854068541685426854368544685456854668547685486854968550685516855268553685546855568556685576855868559685606856168562685636856468565685666856768568685696857068571685726857368574685756857668577685786857968580685816858268583685846858568586685876858868589685906859168592685936859468595685966859768598685996860068601686026860368604686056860668607686086860968610686116861268613686146861568616686176861868619686206862168622686236862468625686266862768628686296863068631686326863368634686356863668637686386863968640686416864268643686446864568646686476864868649686506865168652686536865468655686566865768658686596866068661686626866368664686656866668667686686866968670686716867268673686746867568676686776867868679686806868168682686836868468685686866868768688686896869068691686926869368694686956869668697686986869968700687016870268703687046870568706687076870868709687106871168712687136871468715687166871768718687196872068721687226872368724687256872668727687286872968730687316873268733687346873568736687376873868739687406874168742687436874468745687466874768748687496875068751687526875368754687556875668757687586875968760687616876268763687646876568766687676876868769687706877168772687736877468775687766877768778687796878068781687826878368784687856878668787687886878968790687916879268793687946879568796687976879868799688006880168802688036880468805688066880768808688096881068811688126881368814688156881668817688186881968820688216882268823688246882568826688276882868829688306883168832688336883468835688366883768838688396884068841688426884368844688456884668847688486884968850688516885268853688546885568856688576885868859688606886168862688636886468865688666886768868688696887068871688726887368874688756887668877688786887968880688816888268883688846888568886688876888868889688906889168892688936889468895688966889768898688996890068901689026890368904689056890668907689086890968910689116891268913689146891568916689176891868919689206892168922689236892468925689266892768928689296893068931689326893368934689356893668937689386893968940689416894268943689446894568946689476894868949689506895168952689536895468955689566895768958689596896068961689626896368964689656896668967689686896968970689716897268973689746897568976689776897868979689806898168982689836898468985689866898768988689896899068991689926899368994689956899668997689986899969000690016900269003690046900569006690076900869009690106901169012690136901469015690166901769018690196902069021690226902369024690256902669027690286902969030690316903269033690346903569036690376903869039690406904169042690436904469045690466904769048690496905069051690526905369054690556905669057690586905969060690616906269063690646906569066690676906869069690706907169072690736907469075690766907769078690796908069081690826908369084690856908669087690886908969090690916909269093690946909569096690976909869099691006910169102691036910469105691066910769108691096911069111691126911369114691156911669117691186911969120691216912269123691246912569126691276912869129691306913169132691336913469135691366913769138691396914069141691426914369144691456914669147691486914969150691516915269153691546915569156691576915869159691606916169162691636916469165691666916769168691696917069171691726917369174691756917669177691786917969180691816918269183691846918569186691876918869189691906919169192691936919469195691966919769198691996920069201692026920369204692056920669207692086920969210692116921269213692146921569216692176921869219692206922169222692236922469225692266922769228692296923069231692326923369234692356923669237692386923969240692416924269243692446924569246692476924869249692506925169252692536925469255692566925769258692596926069261692626926369264692656926669267692686926969270692716927269273692746927569276692776927869279692806928169282692836928469285692866928769288692896929069291692926929369294692956929669297692986929969300693016930269303693046930569306693076930869309693106931169312693136931469315693166931769318693196932069321693226932369324693256932669327693286932969330693316933269333693346933569336693376933869339693406934169342693436934469345693466934769348693496935069351693526935369354693556935669357693586935969360693616936269363693646936569366693676936869369693706937169372693736937469375693766937769378693796938069381693826938369384693856938669387693886938969390693916939269393693946939569396693976939869399694006940169402694036940469405694066940769408694096941069411694126941369414694156941669417694186941969420694216942269423694246942569426694276942869429694306943169432694336943469435694366943769438694396944069441694426944369444694456944669447694486944969450694516945269453694546945569456694576945869459694606946169462694636946469465694666946769468694696947069471694726947369474694756947669477694786947969480694816948269483694846948569486694876948869489694906949169492694936949469495694966949769498694996950069501695026950369504695056950669507695086950969510695116951269513695146951569516695176951869519695206952169522695236952469525695266952769528695296953069531695326953369534695356953669537695386953969540695416954269543695446954569546695476954869549695506955169552695536955469555695566955769558695596956069561695626956369564695656956669567695686956969570695716957269573695746957569576695776957869579695806958169582695836958469585695866958769588695896959069591695926959369594695956959669597695986959969600696016960269603696046960569606696076960869609696106961169612696136961469615696166961769618696196962069621696226962369624696256962669627696286962969630696316963269633696346963569636696376963869639696406964169642696436964469645696466964769648696496965069651696526965369654696556965669657696586965969660696616966269663696646966569666696676966869669696706967169672696736967469675696766967769678696796968069681696826968369684696856968669687696886968969690696916969269693696946969569696696976969869699697006970169702697036970469705697066970769708697096971069711697126971369714697156971669717697186971969720697216972269723697246972569726697276972869729697306973169732697336973469735697366973769738697396974069741697426974369744697456974669747697486974969750697516975269753697546975569756697576975869759697606976169762697636976469765697666976769768697696977069771697726977369774697756977669777697786977969780697816978269783697846978569786697876978869789697906979169792697936979469795697966979769798697996980069801698026980369804698056980669807698086980969810698116981269813698146981569816698176981869819698206982169822698236982469825698266982769828698296983069831698326983369834698356983669837698386983969840698416984269843698446984569846698476984869849698506985169852698536985469855698566985769858698596986069861698626986369864698656986669867698686986969870698716987269873698746987569876698776987869879698806988169882698836988469885698866988769888698896989069891698926989369894698956989669897698986989969900699016990269903699046990569906699076990869909699106991169912699136991469915699166991769918699196992069921699226992369924699256992669927699286992969930699316993269933699346993569936699376993869939699406994169942699436994469945699466994769948699496995069951699526995369954699556995669957699586995969960699616996269963699646996569966699676996869969699706997169972699736997469975699766997769978699796998069981699826998369984699856998669987699886998969990699916999269993699946999569996699976999869999700007000170002700037000470005700067000770008700097001070011700127001370014700157001670017700187001970020700217002270023700247002570026700277002870029700307003170032700337003470035700367003770038700397004070041700427004370044700457004670047700487004970050700517005270053700547005570056700577005870059700607006170062700637006470065700667006770068700697007070071700727007370074700757007670077700787007970080700817008270083700847008570086700877008870089700907009170092700937009470095700967009770098700997010070101701027010370104701057010670107701087010970110701117011270113701147011570116701177011870119701207012170122701237012470125701267012770128701297013070131701327013370134701357013670137701387013970140701417014270143701447014570146701477014870149701507015170152701537015470155701567015770158701597016070161701627016370164701657016670167701687016970170701717017270173701747017570176701777017870179701807018170182701837018470185701867018770188701897019070191701927019370194701957019670197701987019970200702017020270203702047020570206702077020870209702107021170212702137021470215702167021770218702197022070221702227022370224702257022670227702287022970230702317023270233702347023570236702377023870239702407024170242702437024470245702467024770248702497025070251702527025370254702557025670257702587025970260702617026270263702647026570266702677026870269702707027170272702737027470275702767027770278702797028070281702827028370284702857028670287702887028970290702917029270293702947029570296702977029870299703007030170302703037030470305703067030770308703097031070311703127031370314703157031670317703187031970320703217032270323703247032570326703277032870329703307033170332703337033470335703367033770338703397034070341703427034370344703457034670347703487034970350703517035270353703547035570356703577035870359703607036170362703637036470365703667036770368703697037070371703727037370374703757037670377703787037970380703817038270383703847038570386703877038870389703907039170392703937039470395703967039770398703997040070401704027040370404704057040670407704087040970410704117041270413704147041570416704177041870419704207042170422704237042470425704267042770428704297043070431704327043370434704357043670437704387043970440704417044270443704447044570446704477044870449704507045170452704537045470455704567045770458704597046070461704627046370464704657046670467704687046970470704717047270473704747047570476704777047870479704807048170482704837048470485704867048770488704897049070491704927049370494704957049670497704987049970500705017050270503705047050570506705077050870509705107051170512705137051470515705167051770518705197052070521705227052370524705257052670527705287052970530705317053270533705347053570536705377053870539705407054170542705437054470545705467054770548705497055070551705527055370554705557055670557705587055970560705617056270563705647056570566705677056870569705707057170572705737057470575705767057770578705797058070581705827058370584705857058670587705887058970590705917059270593705947059570596705977059870599706007060170602706037060470605706067060770608706097061070611706127061370614706157061670617706187061970620706217062270623706247062570626706277062870629706307063170632706337063470635706367063770638706397064070641706427064370644706457064670647706487064970650706517065270653706547065570656706577065870659706607066170662706637066470665706667066770668706697067070671706727067370674706757067670677706787067970680706817068270683706847068570686706877068870689706907069170692706937069470695706967069770698706997070070701707027070370704707057070670707707087070970710707117071270713707147071570716707177071870719707207072170722707237072470725707267072770728707297073070731707327073370734707357073670737707387073970740707417074270743707447074570746707477074870749707507075170752707537075470755707567075770758707597076070761707627076370764707657076670767707687076970770707717077270773707747077570776707777077870779707807078170782707837078470785707867078770788707897079070791707927079370794707957079670797707987079970800708017080270803708047080570806708077080870809708107081170812708137081470815708167081770818708197082070821708227082370824708257082670827708287082970830708317083270833708347083570836708377083870839708407084170842708437084470845708467084770848708497085070851708527085370854708557085670857708587085970860708617086270863708647086570866708677086870869708707087170872708737087470875708767087770878708797088070881708827088370884708857088670887708887088970890708917089270893708947089570896708977089870899709007090170902709037090470905709067090770908709097091070911709127091370914709157091670917709187091970920709217092270923709247092570926709277092870929709307093170932709337093470935709367093770938709397094070941709427094370944709457094670947709487094970950709517095270953709547095570956709577095870959709607096170962709637096470965709667096770968709697097070971709727097370974709757097670977709787097970980709817098270983709847098570986709877098870989709907099170992709937099470995709967099770998709997100071001710027100371004710057100671007710087100971010710117101271013710147101571016710177101871019710207102171022710237102471025710267102771028710297103071031710327103371034710357103671037710387103971040710417104271043710447104571046710477104871049710507105171052710537105471055710567105771058710597106071061710627106371064710657106671067710687106971070710717107271073710747107571076710777107871079710807108171082710837108471085710867108771088710897109071091710927109371094710957109671097710987109971100711017110271103711047110571106711077110871109711107111171112711137111471115711167111771118711197112071121711227112371124711257112671127711287112971130711317113271133711347113571136711377113871139711407114171142711437114471145711467114771148711497115071151711527115371154711557115671157711587115971160711617116271163711647116571166711677116871169711707117171172711737117471175711767117771178711797118071181711827118371184711857118671187711887118971190711917119271193711947119571196711977119871199712007120171202712037120471205712067120771208712097121071211712127121371214712157121671217712187121971220712217122271223712247122571226712277122871229712307123171232712337123471235712367123771238712397124071241712427124371244712457124671247712487124971250712517125271253712547125571256712577125871259712607126171262712637126471265712667126771268712697127071271712727127371274712757127671277712787127971280712817128271283712847128571286712877128871289712907129171292712937129471295712967129771298712997130071301713027130371304713057130671307713087130971310713117131271313713147131571316713177131871319713207132171322713237132471325713267132771328713297133071331713327133371334713357133671337713387133971340713417134271343713447134571346713477134871349713507135171352713537135471355713567135771358713597136071361713627136371364713657136671367713687136971370713717137271373713747137571376713777137871379713807138171382713837138471385713867138771388713897139071391713927139371394713957139671397713987139971400714017140271403714047140571406714077140871409714107141171412714137141471415714167141771418714197142071421714227142371424714257142671427714287142971430714317143271433714347143571436714377143871439714407144171442714437144471445714467144771448714497145071451714527145371454714557145671457714587145971460714617146271463714647146571466714677146871469714707147171472714737147471475714767147771478714797148071481714827148371484714857148671487714887148971490714917149271493714947149571496714977149871499715007150171502715037150471505715067150771508715097151071511715127151371514715157151671517715187151971520715217152271523715247152571526715277152871529715307153171532715337153471535715367153771538715397154071541715427154371544715457154671547715487154971550715517155271553715547155571556715577155871559715607156171562715637156471565715667156771568715697157071571715727157371574715757157671577715787157971580715817158271583715847158571586715877158871589715907159171592715937159471595715967159771598715997160071601716027160371604716057160671607716087160971610716117161271613716147161571616716177161871619716207162171622716237162471625716267162771628716297163071631716327163371634716357163671637716387163971640716417164271643716447164571646716477164871649716507165171652716537165471655716567165771658716597166071661716627166371664716657166671667716687166971670716717167271673716747167571676716777167871679716807168171682716837168471685716867168771688716897169071691716927169371694716957169671697716987169971700717017170271703717047170571706717077170871709717107171171712717137171471715717167171771718717197172071721717227172371724717257172671727717287172971730717317173271733717347173571736717377173871739717407174171742717437174471745717467174771748717497175071751717527175371754717557175671757717587175971760717617176271763717647176571766717677176871769717707177171772717737177471775717767177771778717797178071781717827178371784717857178671787717887178971790717917179271793717947179571796717977179871799718007180171802718037180471805718067180771808718097181071811718127181371814718157181671817718187181971820718217182271823718247182571826718277182871829718307183171832718337183471835718367183771838718397184071841718427184371844718457184671847718487184971850718517185271853718547185571856718577185871859718607186171862718637186471865718667186771868718697187071871718727187371874718757187671877718787187971880718817188271883718847188571886718877188871889718907189171892718937189471895718967189771898718997190071901719027190371904719057190671907719087190971910719117191271913719147191571916719177191871919719207192171922719237192471925719267192771928719297193071931719327193371934719357193671937719387193971940719417194271943719447194571946719477194871949719507195171952719537195471955719567195771958719597196071961719627196371964719657196671967719687196971970719717197271973719747197571976719777197871979719807198171982719837198471985719867198771988719897199071991719927199371994719957199671997719987199972000720017200272003720047200572006720077200872009720107201172012720137201472015720167201772018720197202072021720227202372024720257202672027720287202972030720317203272033720347203572036720377203872039720407204172042720437204472045720467204772048720497205072051720527205372054720557205672057720587205972060720617206272063720647206572066720677206872069720707207172072720737207472075720767207772078720797208072081720827208372084720857208672087720887208972090720917209272093720947209572096720977209872099721007210172102721037210472105721067210772108721097211072111721127211372114721157211672117721187211972120721217212272123721247212572126721277212872129721307213172132721337213472135721367213772138721397214072141721427214372144721457214672147721487214972150721517215272153721547215572156721577215872159721607216172162721637216472165721667216772168721697217072171721727217372174721757217672177721787217972180721817218272183721847218572186721877218872189721907219172192721937219472195721967219772198721997220072201722027220372204722057220672207722087220972210722117221272213722147221572216722177221872219722207222172222722237222472225722267222772228722297223072231722327223372234722357223672237722387223972240722417224272243722447224572246722477224872249722507225172252722537225472255722567225772258722597226072261722627226372264722657226672267722687226972270722717227272273722747227572276722777227872279722807228172282722837228472285722867228772288722897229072291722927229372294722957229672297722987229972300723017230272303723047230572306723077230872309723107231172312723137231472315723167231772318723197232072321723227232372324723257232672327723287232972330723317233272333723347233572336723377233872339723407234172342723437234472345723467234772348723497235072351723527235372354723557235672357723587235972360723617236272363723647236572366723677236872369723707237172372723737237472375723767237772378723797238072381723827238372384723857238672387723887238972390723917239272393723947239572396723977239872399724007240172402724037240472405724067240772408724097241072411724127241372414724157241672417724187241972420724217242272423724247242572426724277242872429724307243172432724337243472435724367243772438724397244072441724427244372444724457244672447724487244972450724517245272453724547245572456724577245872459724607246172462724637246472465724667246772468724697247072471724727247372474724757247672477724787247972480724817248272483724847248572486724877248872489724907249172492724937249472495724967249772498724997250072501725027250372504725057250672507725087250972510725117251272513725147251572516725177251872519725207252172522725237252472525725267252772528725297253072531725327253372534725357253672537725387253972540725417254272543725447254572546725477254872549725507255172552725537255472555725567255772558725597256072561725627256372564725657256672567725687256972570725717257272573725747257572576725777257872579725807258172582725837258472585725867258772588725897259072591725927259372594725957259672597725987259972600726017260272603726047260572606726077260872609726107261172612726137261472615726167261772618726197262072621726227262372624726257262672627726287262972630726317263272633726347263572636726377263872639726407264172642726437264472645726467264772648726497265072651726527265372654726557265672657726587265972660726617266272663726647266572666726677266872669726707267172672726737267472675726767267772678726797268072681726827268372684726857268672687726887268972690726917269272693726947269572696726977269872699727007270172702727037270472705727067270772708727097271072711727127271372714727157271672717727187271972720727217272272723727247272572726727277272872729727307273172732727337273472735727367273772738727397274072741727427274372744727457274672747727487274972750727517275272753727547275572756727577275872759727607276172762727637276472765727667276772768727697277072771727727277372774727757277672777727787277972780727817278272783727847278572786727877278872789727907279172792727937279472795727967279772798727997280072801728027280372804728057280672807728087280972810728117281272813728147281572816728177281872819728207282172822728237282472825728267282772828728297283072831728327283372834728357283672837728387283972840728417284272843728447284572846728477284872849728507285172852728537285472855728567285772858728597286072861728627286372864728657286672867728687286972870728717287272873728747287572876728777287872879728807288172882728837288472885728867288772888728897289072891728927289372894728957289672897728987289972900729017290272903729047290572906729077290872909729107291172912729137291472915729167291772918729197292072921729227292372924729257292672927729287292972930729317293272933729347293572936729377293872939729407294172942729437294472945729467294772948729497295072951729527295372954729557295672957729587295972960729617296272963729647296572966729677296872969729707297172972729737297472975729767297772978729797298072981729827298372984729857298672987729887298972990729917299272993729947299572996729977299872999730007300173002730037300473005730067300773008730097301073011730127301373014730157301673017730187301973020730217302273023730247302573026730277302873029730307303173032730337303473035730367303773038730397304073041730427304373044730457304673047730487304973050730517305273053730547305573056730577305873059730607306173062730637306473065730667306773068730697307073071730727307373074730757307673077730787307973080730817308273083730847308573086730877308873089730907309173092730937309473095730967309773098730997310073101731027310373104731057310673107731087310973110731117311273113731147311573116731177311873119731207312173122731237312473125731267312773128731297313073131731327313373134731357313673137731387313973140731417314273143731447314573146731477314873149731507315173152731537315473155731567315773158731597316073161731627316373164731657316673167731687316973170731717317273173731747317573176731777317873179731807318173182731837318473185731867318773188731897319073191731927319373194731957319673197731987319973200732017320273203732047320573206732077320873209732107321173212732137321473215732167321773218732197322073221732227322373224732257322673227732287322973230732317323273233732347323573236732377323873239732407324173242732437324473245732467324773248732497325073251732527325373254732557325673257732587325973260732617326273263732647326573266732677326873269732707327173272732737327473275732767327773278732797328073281732827328373284732857328673287732887328973290732917329273293732947329573296732977329873299733007330173302733037330473305733067330773308733097331073311733127331373314733157331673317733187331973320733217332273323733247332573326733277332873329733307333173332733337333473335733367333773338733397334073341733427334373344733457334673347733487334973350733517335273353733547335573356733577335873359733607336173362733637336473365733667336773368733697337073371733727337373374733757337673377733787337973380733817338273383733847338573386733877338873389733907339173392733937339473395733967339773398733997340073401734027340373404734057340673407734087340973410734117341273413734147341573416734177341873419734207342173422734237342473425734267342773428734297343073431734327343373434734357343673437734387343973440734417344273443734447344573446734477344873449734507345173452734537345473455734567345773458734597346073461734627346373464734657346673467734687346973470734717347273473734747347573476734777347873479734807348173482734837348473485734867348773488734897349073491734927349373494734957349673497734987349973500735017350273503735047350573506735077350873509735107351173512735137351473515735167351773518735197352073521735227352373524735257352673527735287352973530735317353273533735347353573536735377353873539735407354173542735437354473545735467354773548735497355073551735527355373554735557355673557735587355973560735617356273563735647356573566735677356873569735707357173572735737357473575735767357773578735797358073581735827358373584735857358673587735887358973590735917359273593735947359573596735977359873599736007360173602736037360473605736067360773608736097361073611736127361373614736157361673617736187361973620736217362273623736247362573626736277362873629736307363173632736337363473635736367363773638736397364073641736427364373644736457364673647736487364973650736517365273653736547365573656736577365873659736607366173662736637366473665736667366773668736697367073671736727367373674736757367673677736787367973680736817368273683736847368573686736877368873689736907369173692736937369473695736967369773698736997370073701737027370373704737057370673707737087370973710737117371273713737147371573716737177371873719737207372173722737237372473725737267372773728737297373073731737327373373734737357373673737737387373973740737417374273743737447374573746737477374873749737507375173752737537375473755737567375773758737597376073761737627376373764737657376673767737687376973770737717377273773737747377573776737777377873779737807378173782737837378473785737867378773788737897379073791737927379373794737957379673797737987379973800738017380273803738047380573806738077380873809738107381173812738137381473815738167381773818738197382073821738227382373824738257382673827738287382973830738317383273833738347383573836738377383873839738407384173842738437384473845738467384773848738497385073851738527385373854738557385673857738587385973860738617386273863738647386573866738677386873869738707387173872738737387473875738767387773878738797388073881738827388373884738857388673887738887388973890738917389273893738947389573896738977389873899739007390173902739037390473905739067390773908739097391073911739127391373914739157391673917739187391973920739217392273923739247392573926739277392873929739307393173932739337393473935739367393773938739397394073941739427394373944739457394673947739487394973950739517395273953739547395573956739577395873959739607396173962739637396473965739667396773968739697397073971739727397373974739757397673977739787397973980739817398273983739847398573986739877398873989739907399173992739937399473995739967399773998739997400074001740027400374004740057400674007740087400974010740117401274013740147401574016740177401874019740207402174022740237402474025740267402774028740297403074031740327403374034740357403674037740387403974040740417404274043740447404574046740477404874049740507405174052740537405474055740567405774058740597406074061740627406374064740657406674067740687406974070740717407274073740747407574076740777407874079740807408174082740837408474085740867408774088740897409074091740927409374094740957409674097740987409974100741017410274103741047410574106741077410874109741107411174112741137411474115741167411774118741197412074121741227412374124741257412674127741287412974130741317413274133741347413574136741377413874139741407414174142741437414474145741467414774148741497415074151741527415374154741557415674157741587415974160741617416274163741647416574166741677416874169741707417174172741737417474175741767417774178741797418074181741827418374184741857418674187741887418974190741917419274193741947419574196741977419874199742007420174202742037420474205742067420774208742097421074211742127421374214742157421674217742187421974220742217422274223742247422574226742277422874229742307423174232742337423474235742367423774238742397424074241742427424374244742457424674247742487424974250742517425274253742547425574256742577425874259742607426174262742637426474265742667426774268742697427074271742727427374274742757427674277742787427974280742817428274283742847428574286742877428874289742907429174292742937429474295742967429774298742997430074301743027430374304743057430674307743087430974310743117431274313743147431574316743177431874319743207432174322743237432474325743267432774328743297433074331743327433374334743357433674337743387433974340743417434274343743447434574346743477434874349743507435174352743537435474355743567435774358743597436074361743627436374364743657436674367743687436974370743717437274373743747437574376743777437874379743807438174382743837438474385743867438774388743897439074391743927439374394743957439674397743987439974400744017440274403744047440574406744077440874409744107441174412744137441474415744167441774418744197442074421744227442374424744257442674427744287442974430744317443274433744347443574436744377443874439744407444174442744437444474445744467444774448744497445074451744527445374454744557445674457744587445974460744617446274463744647446574466744677446874469744707447174472744737447474475744767447774478744797448074481744827448374484744857448674487744887448974490744917449274493744947449574496744977449874499745007450174502745037450474505745067450774508745097451074511745127451374514745157451674517745187451974520745217452274523745247452574526745277452874529745307453174532745337453474535745367453774538745397454074541745427454374544745457454674547745487454974550745517455274553745547455574556745577455874559745607456174562745637456474565745667456774568745697457074571745727457374574745757457674577745787457974580745817458274583745847458574586745877458874589745907459174592745937459474595745967459774598745997460074601746027460374604746057460674607746087460974610746117461274613746147461574616746177461874619746207462174622746237462474625746267462774628746297463074631746327463374634746357463674637746387463974640746417464274643746447464574646746477464874649746507465174652746537465474655746567465774658746597466074661746627466374664746657466674667746687466974670746717467274673746747467574676746777467874679746807468174682746837468474685746867468774688746897469074691746927469374694746957469674697746987469974700747017470274703747047470574706747077470874709747107471174712747137471474715747167471774718747197472074721747227472374724747257472674727747287472974730747317473274733747347473574736747377473874739747407474174742747437474474745747467474774748747497475074751747527475374754747557475674757747587475974760747617476274763747647476574766747677476874769747707477174772747737477474775747767477774778747797478074781747827478374784747857478674787747887478974790747917479274793747947479574796747977479874799748007480174802748037480474805748067480774808748097481074811748127481374814748157481674817748187481974820748217482274823748247482574826748277482874829748307483174832748337483474835748367483774838748397484074841748427484374844748457484674847748487484974850748517485274853748547485574856748577485874859748607486174862748637486474865748667486774868748697487074871748727487374874748757487674877748787487974880748817488274883748847488574886748877488874889748907489174892748937489474895748967489774898748997490074901749027490374904749057490674907749087490974910749117491274913749147491574916749177491874919749207492174922749237492474925749267492774928749297493074931749327493374934749357493674937749387493974940749417494274943749447494574946749477494874949749507495174952749537495474955749567495774958749597496074961749627496374964749657496674967749687496974970749717497274973749747497574976749777497874979749807498174982749837498474985749867498774988749897499074991749927499374994749957499674997749987499975000750017500275003750047500575006750077500875009750107501175012750137501475015750167501775018750197502075021750227502375024750257502675027750287502975030750317503275033750347503575036750377503875039750407504175042750437504475045750467504775048750497505075051750527505375054750557505675057750587505975060750617506275063750647506575066750677506875069750707507175072750737507475075750767507775078750797508075081750827508375084750857508675087750887508975090750917509275093750947509575096750977509875099751007510175102751037510475105751067510775108751097511075111751127511375114751157511675117751187511975120751217512275123751247512575126751277512875129751307513175132751337513475135751367513775138751397514075141751427514375144751457514675147751487514975150751517515275153751547515575156751577515875159751607516175162751637516475165751667516775168751697517075171751727517375174751757517675177751787517975180751817518275183751847518575186751877518875189751907519175192751937519475195751967519775198751997520075201752027520375204752057520675207752087520975210752117521275213752147521575216752177521875219752207522175222752237522475225752267522775228752297523075231752327523375234752357523675237752387523975240752417524275243752447524575246752477524875249752507525175252752537525475255752567525775258752597526075261752627526375264752657526675267752687526975270752717527275273752747527575276752777527875279752807528175282752837528475285752867528775288752897529075291752927529375294752957529675297752987529975300753017530275303753047530575306753077530875309753107531175312753137531475315753167531775318753197532075321753227532375324753257532675327753287532975330753317533275333753347533575336753377533875339753407534175342753437534475345753467534775348753497535075351753527535375354753557535675357753587535975360753617536275363753647536575366753677536875369753707537175372753737537475375753767537775378753797538075381753827538375384753857538675387753887538975390753917539275393753947539575396753977539875399754007540175402754037540475405754067540775408754097541075411754127541375414754157541675417754187541975420754217542275423754247542575426754277542875429754307543175432754337543475435754367543775438754397544075441754427544375444754457544675447754487544975450754517545275453754547545575456754577545875459754607546175462754637546475465754667546775468754697547075471754727547375474754757547675477754787547975480754817548275483754847548575486754877548875489754907549175492754937549475495754967549775498754997550075501755027550375504755057550675507755087550975510755117551275513755147551575516755177551875519755207552175522755237552475525755267552775528755297553075531755327553375534755357553675537755387553975540755417554275543755447554575546755477554875549755507555175552755537555475555755567555775558755597556075561755627556375564755657556675567755687556975570755717557275573755747557575576755777557875579755807558175582755837558475585755867558775588755897559075591755927559375594755957559675597755987559975600756017560275603756047560575606756077560875609756107561175612756137561475615756167561775618756197562075621756227562375624756257562675627756287562975630756317563275633756347563575636756377563875639756407564175642756437564475645756467564775648756497565075651756527565375654756557565675657756587565975660756617566275663756647566575666756677566875669756707567175672756737567475675756767567775678756797568075681756827568375684756857568675687756887568975690756917569275693756947569575696756977569875699757007570175702757037570475705757067570775708757097571075711757127571375714757157571675717757187571975720757217572275723757247572575726757277572875729757307573175732757337573475735757367573775738757397574075741757427574375744757457574675747757487574975750757517575275753757547575575756757577575875759757607576175762757637576475765757667576775768757697577075771757727577375774757757577675777757787577975780757817578275783757847578575786757877578875789757907579175792757937579475795757967579775798757997580075801758027580375804758057580675807758087580975810758117581275813758147581575816758177581875819758207582175822758237582475825758267582775828758297583075831758327583375834758357583675837758387583975840758417584275843758447584575846758477584875849758507585175852758537585475855758567585775858758597586075861758627586375864758657586675867758687586975870758717587275873758747587575876758777587875879758807588175882758837588475885758867588775888758897589075891758927589375894758957589675897758987589975900759017590275903759047590575906759077590875909759107591175912759137591475915759167591775918759197592075921759227592375924759257592675927759287592975930759317593275933759347593575936759377593875939759407594175942759437594475945759467594775948759497595075951759527595375954759557595675957759587595975960759617596275963759647596575966759677596875969759707597175972759737597475975759767597775978759797598075981759827598375984759857598675987759887598975990759917599275993759947599575996759977599875999760007600176002760037600476005760067600776008760097601076011760127601376014760157601676017760187601976020760217602276023760247602576026760277602876029760307603176032760337603476035760367603776038760397604076041760427604376044760457604676047760487604976050760517605276053760547605576056760577605876059760607606176062760637606476065760667606776068760697607076071760727607376074760757607676077760787607976080760817608276083760847608576086760877608876089760907609176092760937609476095760967609776098760997610076101761027610376104761057610676107761087610976110761117611276113761147611576116761177611876119761207612176122761237612476125761267612776128761297613076131761327613376134761357613676137761387613976140761417614276143761447614576146761477614876149761507615176152761537615476155761567615776158761597616076161761627616376164761657616676167761687616976170761717617276173761747617576176761777617876179761807618176182761837618476185761867618776188761897619076191761927619376194761957619676197761987619976200762017620276203762047620576206762077620876209762107621176212762137621476215762167621776218762197622076221762227622376224762257622676227762287622976230762317623276233762347623576236762377623876239762407624176242762437624476245762467624776248762497625076251762527625376254762557625676257762587625976260762617626276263762647626576266762677626876269762707627176272762737627476275762767627776278762797628076281762827628376284762857628676287762887628976290762917629276293762947629576296762977629876299763007630176302763037630476305763067630776308763097631076311763127631376314763157631676317763187631976320763217632276323763247632576326763277632876329763307633176332763337633476335763367633776338763397634076341763427634376344763457634676347763487634976350763517635276353763547635576356763577635876359763607636176362763637636476365763667636776368763697637076371763727637376374763757637676377763787637976380763817638276383763847638576386763877638876389763907639176392763937639476395763967639776398763997640076401764027640376404764057640676407764087640976410764117641276413764147641576416764177641876419764207642176422764237642476425764267642776428764297643076431764327643376434764357643676437764387643976440764417644276443764447644576446764477644876449764507645176452764537645476455764567645776458764597646076461764627646376464764657646676467764687646976470764717647276473764747647576476764777647876479764807648176482764837648476485764867648776488764897649076491764927649376494764957649676497764987649976500765017650276503765047650576506765077650876509765107651176512765137651476515765167651776518765197652076521765227652376524765257652676527765287652976530765317653276533765347653576536765377653876539765407654176542765437654476545765467654776548765497655076551765527655376554765557655676557765587655976560765617656276563765647656576566765677656876569765707657176572765737657476575765767657776578765797658076581765827658376584765857658676587765887658976590765917659276593765947659576596765977659876599766007660176602766037660476605766067660776608766097661076611766127661376614766157661676617766187661976620766217662276623766247662576626766277662876629766307663176632766337663476635766367663776638766397664076641766427664376644766457664676647766487664976650766517665276653766547665576656766577665876659766607666176662766637666476665766667666776668766697667076671766727667376674766757667676677766787667976680766817668276683766847668576686766877668876689766907669176692766937669476695766967669776698766997670076701767027670376704767057670676707767087670976710767117671276713767147671576716767177671876719767207672176722767237672476725767267672776728767297673076731767327673376734767357673676737767387673976740767417674276743767447674576746767477674876749767507675176752767537675476755767567675776758767597676076761767627676376764767657676676767767687676976770767717677276773767747677576776767777677876779767807678176782767837678476785767867678776788767897679076791767927679376794767957679676797767987679976800768017680276803768047680576806768077680876809768107681176812768137681476815768167681776818768197682076821768227682376824768257682676827768287682976830768317683276833768347683576836768377683876839768407684176842768437684476845768467684776848768497685076851768527685376854768557685676857768587685976860768617686276863768647686576866768677686876869768707687176872768737687476875768767687776878768797688076881768827688376884768857688676887768887688976890768917689276893768947689576896768977689876899769007690176902769037690476905769067690776908769097691076911769127691376914769157691676917769187691976920769217692276923769247692576926769277692876929769307693176932769337693476935769367693776938769397694076941769427694376944769457694676947769487694976950769517695276953769547695576956769577695876959769607696176962769637696476965769667696776968769697697076971769727697376974769757697676977769787697976980769817698276983769847698576986769877698876989769907699176992769937699476995769967699776998769997700077001770027700377004770057700677007770087700977010770117701277013770147701577016770177701877019770207702177022770237702477025770267702777028770297703077031770327703377034770357703677037770387703977040770417704277043770447704577046770477704877049770507705177052770537705477055770567705777058770597706077061770627706377064770657706677067770687706977070770717707277073770747707577076770777707877079770807708177082770837708477085770867708777088770897709077091770927709377094770957709677097770987709977100771017710277103771047710577106771077710877109771107711177112771137711477115771167711777118771197712077121771227712377124771257712677127771287712977130771317713277133771347713577136771377713877139771407714177142771437714477145771467714777148771497715077151771527715377154771557715677157771587715977160771617716277163771647716577166771677716877169771707717177172771737717477175771767717777178771797718077181771827718377184771857718677187771887718977190771917719277193771947719577196771977719877199772007720177202772037720477205772067720777208772097721077211772127721377214772157721677217772187721977220772217722277223772247722577226772277722877229772307723177232772337723477235772367723777238772397724077241772427724377244772457724677247772487724977250772517725277253772547725577256772577725877259772607726177262772637726477265772667726777268772697727077271772727727377274772757727677277772787727977280772817728277283772847728577286772877728877289772907729177292772937729477295772967729777298772997730077301773027730377304773057730677307773087730977310773117731277313773147731577316773177731877319773207732177322773237732477325773267732777328773297733077331773327733377334773357733677337773387733977340773417734277343773447734577346773477734877349773507735177352773537735477355773567735777358773597736077361773627736377364773657736677367773687736977370773717737277373773747737577376773777737877379773807738177382773837738477385773867738777388773897739077391773927739377394773957739677397773987739977400774017740277403774047740577406774077740877409774107741177412774137741477415774167741777418774197742077421774227742377424774257742677427774287742977430774317743277433774347743577436774377743877439774407744177442774437744477445774467744777448774497745077451774527745377454774557745677457774587745977460774617746277463774647746577466774677746877469774707747177472774737747477475774767747777478774797748077481774827748377484774857748677487774887748977490774917749277493774947749577496774977749877499775007750177502775037750477505775067750777508775097751077511775127751377514775157751677517775187751977520775217752277523775247752577526775277752877529775307753177532775337753477535775367753777538775397754077541775427754377544775457754677547775487754977550775517755277553775547755577556775577755877559775607756177562775637756477565775667756777568775697757077571775727757377574775757757677577775787757977580775817758277583775847758577586775877758877589775907759177592775937759477595775967759777598775997760077601776027760377604776057760677607776087760977610776117761277613776147761577616776177761877619776207762177622776237762477625776267762777628776297763077631776327763377634776357763677637776387763977640776417764277643776447764577646776477764877649776507765177652776537765477655776567765777658776597766077661776627766377664776657766677667776687766977670776717767277673776747767577676776777767877679776807768177682776837768477685776867768777688776897769077691776927769377694776957769677697776987769977700777017770277703777047770577706777077770877709777107771177712777137771477715777167771777718777197772077721777227772377724777257772677727777287772977730777317773277733777347773577736777377773877739777407774177742777437774477745777467774777748777497775077751777527775377754777557775677757777587775977760777617776277763777647776577766777677776877769777707777177772777737777477775777767777777778777797778077781777827778377784777857778677787777887778977790777917779277793777947779577796777977779877799778007780177802778037780477805778067780777808778097781077811778127781377814778157781677817778187781977820778217782277823778247782577826778277782877829778307783177832778337783477835778367783777838778397784077841778427784377844778457784677847778487784977850778517785277853778547785577856778577785877859778607786177862778637786477865778667786777868778697787077871778727787377874778757787677877778787787977880778817788277883778847788577886778877788877889778907789177892778937789477895778967789777898778997790077901779027790377904779057790677907779087790977910779117791277913779147791577916779177791877919779207792177922779237792477925779267792777928779297793077931779327793377934779357793677937779387793977940779417794277943779447794577946779477794877949779507795177952779537795477955779567795777958779597796077961779627796377964779657796677967779687796977970779717797277973779747797577976779777797877979779807798177982779837798477985779867798777988779897799077991779927799377994779957799677997779987799978000780017800278003780047800578006780077800878009780107801178012780137801478015780167801778018780197802078021780227802378024780257802678027780287802978030780317803278033780347803578036780377803878039780407804178042780437804478045780467804778048780497805078051780527805378054780557805678057780587805978060780617806278063780647806578066780677806878069780707807178072780737807478075780767807778078780797808078081780827808378084780857808678087780887808978090780917809278093780947809578096780977809878099781007810178102781037810478105781067810778108781097811078111781127811378114781157811678117781187811978120781217812278123781247812578126781277812878129781307813178132781337813478135781367813778138781397814078141781427814378144781457814678147781487814978150781517815278153781547815578156781577815878159781607816178162781637816478165781667816778168781697817078171781727817378174781757817678177781787817978180781817818278183781847818578186781877818878189781907819178192781937819478195781967819778198781997820078201782027820378204782057820678207782087820978210782117821278213782147821578216782177821878219782207822178222782237822478225782267822778228782297823078231782327823378234782357823678237782387823978240782417824278243782447824578246782477824878249782507825178252782537825478255782567825778258782597826078261782627826378264782657826678267782687826978270782717827278273782747827578276782777827878279782807828178282782837828478285782867828778288782897829078291782927829378294782957829678297782987829978300783017830278303783047830578306783077830878309783107831178312783137831478315783167831778318783197832078321783227832378324783257832678327783287832978330783317833278333783347833578336783377833878339783407834178342783437834478345783467834778348783497835078351783527835378354783557835678357783587835978360783617836278363783647836578366783677836878369783707837178372783737837478375783767837778378783797838078381783827838378384783857838678387783887838978390783917839278393783947839578396783977839878399784007840178402784037840478405784067840778408784097841078411784127841378414784157841678417784187841978420784217842278423784247842578426784277842878429784307843178432784337843478435784367843778438784397844078441784427844378444784457844678447784487844978450784517845278453784547845578456784577845878459784607846178462784637846478465784667846778468784697847078471784727847378474784757847678477784787847978480784817848278483784847848578486784877848878489784907849178492784937849478495784967849778498784997850078501785027850378504785057850678507785087850978510785117851278513785147851578516785177851878519785207852178522785237852478525785267852778528785297853078531785327853378534785357853678537785387853978540785417854278543785447854578546785477854878549785507855178552785537855478555785567855778558785597856078561785627856378564785657856678567785687856978570785717857278573785747857578576785777857878579785807858178582785837858478585785867858778588785897859078591785927859378594785957859678597785987859978600786017860278603786047860578606786077860878609786107861178612786137861478615786167861778618786197862078621786227862378624786257862678627786287862978630786317863278633786347863578636786377863878639786407864178642786437864478645786467864778648786497865078651786527865378654786557865678657786587865978660786617866278663786647866578666786677866878669786707867178672786737867478675786767867778678786797868078681786827868378684786857868678687786887868978690786917869278693786947869578696786977869878699787007870178702787037870478705787067870778708787097871078711787127871378714787157871678717787187871978720787217872278723787247872578726787277872878729787307873178732787337873478735787367873778738787397874078741787427874378744787457874678747787487874978750787517875278753787547875578756787577875878759787607876178762787637876478765787667876778768787697877078771787727877378774787757877678777787787877978780787817878278783787847878578786787877878878789787907879178792787937879478795787967879778798787997880078801788027880378804788057880678807788087880978810788117881278813788147881578816788177881878819788207882178822788237882478825788267882778828788297883078831788327883378834788357883678837788387883978840788417884278843788447884578846788477884878849788507885178852788537885478855788567885778858788597886078861788627886378864788657886678867788687886978870788717887278873788747887578876788777887878879788807888178882788837888478885788867888778888788897889078891788927889378894788957889678897788987889978900789017890278903789047890578906789077890878909789107891178912789137891478915789167891778918789197892078921789227892378924789257892678927789287892978930789317893278933789347893578936789377893878939789407894178942789437894478945789467894778948789497895078951789527895378954789557895678957789587895978960789617896278963789647896578966789677896878969789707897178972789737897478975789767897778978789797898078981789827898378984789857898678987789887898978990789917899278993789947899578996789977899878999790007900179002790037900479005790067900779008790097901079011790127901379014790157901679017790187901979020790217902279023790247902579026790277902879029790307903179032790337903479035790367903779038790397904079041790427904379044790457904679047790487904979050790517905279053790547905579056790577905879059790607906179062790637906479065790667906779068790697907079071790727907379074790757907679077790787907979080790817908279083790847908579086790877908879089790907909179092790937909479095790967909779098790997910079101791027910379104791057910679107791087910979110791117911279113791147911579116791177911879119791207912179122791237912479125791267912779128791297913079131791327913379134791357913679137791387913979140791417914279143791447914579146791477914879149791507915179152791537915479155791567915779158791597916079161791627916379164791657916679167791687916979170791717917279173791747917579176791777917879179791807918179182791837918479185791867918779188791897919079191791927919379194791957919679197791987919979200792017920279203792047920579206792077920879209792107921179212792137921479215792167921779218792197922079221792227922379224792257922679227792287922979230792317923279233792347923579236792377923879239792407924179242792437924479245792467924779248792497925079251792527925379254792557925679257792587925979260792617926279263792647926579266792677926879269792707927179272792737927479275792767927779278792797928079281792827928379284792857928679287792887928979290792917929279293792947929579296792977929879299793007930179302793037930479305793067930779308793097931079311793127931379314793157931679317793187931979320793217932279323793247932579326793277932879329793307933179332793337933479335793367933779338793397934079341793427934379344793457934679347793487934979350793517935279353793547935579356793577935879359793607936179362793637936479365793667936779368793697937079371793727937379374793757937679377793787937979380793817938279383793847938579386793877938879389793907939179392793937939479395793967939779398793997940079401794027940379404794057940679407794087940979410794117941279413794147941579416794177941879419794207942179422794237942479425794267942779428794297943079431794327943379434794357943679437794387943979440794417944279443794447944579446794477944879449794507945179452794537945479455794567945779458794597946079461794627946379464794657946679467794687946979470794717947279473794747947579476794777947879479794807948179482794837948479485794867948779488794897949079491794927949379494794957949679497794987949979500795017950279503795047950579506795077950879509795107951179512795137951479515795167951779518795197952079521795227952379524795257952679527795287952979530795317953279533795347953579536795377953879539795407954179542795437954479545795467954779548795497955079551795527955379554795557955679557795587955979560795617956279563795647956579566795677956879569795707957179572795737957479575795767957779578795797958079581795827958379584795857958679587795887958979590795917959279593795947959579596795977959879599796007960179602796037960479605796067960779608796097961079611796127961379614796157961679617796187961979620796217962279623796247962579626796277962879629796307963179632796337963479635796367963779638796397964079641796427964379644796457964679647796487964979650796517965279653796547965579656796577965879659796607966179662796637966479665796667966779668796697967079671796727967379674796757967679677796787967979680796817968279683796847968579686796877968879689796907969179692796937969479695796967969779698796997970079701797027970379704797057970679707797087970979710797117971279713797147971579716797177971879719797207972179722797237972479725797267972779728797297973079731797327973379734797357973679737797387973979740797417974279743797447974579746797477974879749797507975179752797537975479755797567975779758797597976079761797627976379764797657976679767797687976979770797717977279773797747977579776797777977879779797807978179782797837978479785797867978779788797897979079791797927979379794797957979679797797987979979800798017980279803798047980579806798077980879809798107981179812798137981479815798167981779818798197982079821798227982379824798257982679827798287982979830798317983279833798347983579836798377983879839798407984179842798437984479845798467984779848798497985079851798527985379854798557985679857798587985979860798617986279863798647986579866798677986879869798707987179872798737987479875798767987779878798797988079881798827988379884798857988679887798887988979890798917989279893798947989579896798977989879899799007990179902799037990479905799067990779908799097991079911799127991379914799157991679917799187991979920799217992279923799247992579926799277992879929799307993179932799337993479935799367993779938799397994079941799427994379944799457994679947799487994979950799517995279953799547995579956799577995879959799607996179962799637996479965799667996779968799697997079971799727997379974799757997679977799787997979980799817998279983799847998579986799877998879989799907999179992799937999479995799967999779998799998000080001800028000380004800058000680007800088000980010800118001280013800148001580016800178001880019800208002180022800238002480025800268002780028800298003080031800328003380034800358003680037800388003980040800418004280043800448004580046800478004880049800508005180052800538005480055800568005780058800598006080061800628006380064800658006680067800688006980070800718007280073800748007580076800778007880079800808008180082800838008480085800868008780088800898009080091800928009380094800958009680097800988009980100801018010280103801048010580106801078010880109801108011180112801138011480115801168011780118801198012080121801228012380124801258012680127801288012980130801318013280133801348013580136801378013880139801408014180142801438014480145801468014780148801498015080151801528015380154801558015680157801588015980160801618016280163801648016580166801678016880169801708017180172801738017480175801768017780178801798018080181801828018380184801858018680187801888018980190801918019280193801948019580196801978019880199802008020180202802038020480205802068020780208802098021080211802128021380214802158021680217802188021980220802218022280223802248022580226802278022880229802308023180232802338023480235802368023780238802398024080241802428024380244802458024680247802488024980250802518025280253802548025580256802578025880259802608026180262802638026480265802668026780268802698027080271802728027380274802758027680277802788027980280802818028280283802848028580286802878028880289802908029180292802938029480295802968029780298802998030080301803028030380304803058030680307803088030980310803118031280313803148031580316803178031880319803208032180322803238032480325803268032780328803298033080331803328033380334803358033680337803388033980340803418034280343803448034580346803478034880349803508035180352803538035480355803568035780358803598036080361803628036380364803658036680367803688036980370803718037280373803748037580376803778037880379803808038180382803838038480385803868038780388803898039080391803928039380394803958039680397803988039980400804018040280403804048040580406804078040880409804108041180412804138041480415804168041780418804198042080421804228042380424804258042680427804288042980430804318043280433804348043580436804378043880439804408044180442804438044480445804468044780448804498045080451804528045380454804558045680457804588045980460804618046280463804648046580466804678046880469804708047180472804738047480475804768047780478804798048080481804828048380484804858048680487804888048980490804918049280493804948049580496804978049880499805008050180502805038050480505805068050780508805098051080511805128051380514805158051680517805188051980520805218052280523805248052580526805278052880529805308053180532805338053480535805368053780538805398054080541805428054380544805458054680547805488054980550805518055280553805548055580556805578055880559805608056180562805638056480565805668056780568805698057080571805728057380574805758057680577805788057980580805818058280583805848058580586805878058880589805908059180592805938059480595805968059780598805998060080601806028060380604806058060680607806088060980610806118061280613806148061580616806178061880619806208062180622806238062480625806268062780628806298063080631806328063380634806358063680637806388063980640806418064280643806448064580646806478064880649806508065180652806538065480655806568065780658806598066080661806628066380664806658066680667806688066980670806718067280673806748067580676806778067880679806808068180682806838068480685806868068780688806898069080691806928069380694806958069680697806988069980700807018070280703807048070580706807078070880709807108071180712807138071480715807168071780718807198072080721807228072380724807258072680727807288072980730807318073280733807348073580736807378073880739807408074180742807438074480745807468074780748807498075080751807528075380754807558075680757807588075980760807618076280763807648076580766807678076880769807708077180772807738077480775807768077780778807798078080781807828078380784807858078680787807888078980790807918079280793807948079580796807978079880799808008080180802808038080480805808068080780808808098081080811808128081380814808158081680817808188081980820808218082280823808248082580826808278082880829808308083180832808338083480835808368083780838808398084080841808428084380844808458084680847808488084980850808518085280853808548085580856808578085880859808608086180862808638086480865808668086780868808698087080871808728087380874808758087680877808788087980880808818088280883808848088580886808878088880889808908089180892808938089480895808968089780898808998090080901809028090380904809058090680907809088090980910809118091280913809148091580916809178091880919809208092180922809238092480925809268092780928809298093080931809328093380934809358093680937809388093980940809418094280943809448094580946809478094880949809508095180952809538095480955809568095780958809598096080961809628096380964809658096680967809688096980970809718097280973809748097580976809778097880979809808098180982809838098480985809868098780988809898099080991809928099380994809958099680997809988099981000810018100281003810048100581006810078100881009810108101181012810138101481015810168101781018810198102081021810228102381024810258102681027810288102981030810318103281033810348103581036810378103881039810408104181042810438104481045810468104781048810498105081051810528105381054810558105681057810588105981060810618106281063810648106581066810678106881069810708107181072810738107481075810768107781078810798108081081810828108381084810858108681087810888108981090810918109281093810948109581096810978109881099811008110181102811038110481105811068110781108811098111081111811128111381114811158111681117811188111981120811218112281123811248112581126811278112881129811308113181132811338113481135811368113781138811398114081141811428114381144811458114681147811488114981150811518115281153811548115581156811578115881159811608116181162811638116481165811668116781168811698117081171811728117381174811758117681177811788117981180811818118281183811848118581186811878118881189811908119181192811938119481195811968119781198811998120081201812028120381204812058120681207812088120981210812118121281213812148121581216812178121881219812208122181222812238122481225812268122781228812298123081231812328123381234812358123681237812388123981240812418124281243812448124581246812478124881249812508125181252812538125481255812568125781258812598126081261812628126381264812658126681267812688126981270812718127281273812748127581276812778127881279812808128181282812838128481285812868128781288812898129081291812928129381294812958129681297812988129981300813018130281303813048130581306813078130881309813108131181312813138131481315813168131781318813198132081321813228132381324813258132681327813288132981330813318133281333813348133581336813378133881339813408134181342813438134481345813468134781348813498135081351813528135381354813558135681357813588135981360813618136281363813648136581366813678136881369813708137181372813738137481375813768137781378813798138081381813828138381384813858138681387813888138981390813918139281393813948139581396813978139881399814008140181402814038140481405814068140781408814098141081411814128141381414814158141681417814188141981420814218142281423814248142581426814278142881429814308143181432814338143481435814368143781438814398144081441814428144381444814458144681447814488144981450814518145281453814548145581456814578145881459814608146181462814638146481465814668146781468814698147081471814728147381474814758147681477814788147981480814818148281483814848148581486814878148881489814908149181492814938149481495814968149781498814998150081501815028150381504815058150681507815088150981510815118151281513815148151581516815178151881519815208152181522815238152481525815268152781528815298153081531815328153381534815358153681537815388153981540815418154281543815448154581546815478154881549815508155181552815538155481555815568155781558815598156081561815628156381564815658156681567815688156981570815718157281573815748157581576815778157881579815808158181582815838158481585815868158781588815898159081591815928159381594815958159681597815988159981600816018160281603816048160581606816078160881609816108161181612816138161481615816168161781618816198162081621816228162381624816258162681627816288162981630816318163281633816348163581636816378163881639816408164181642816438164481645816468164781648816498165081651816528165381654816558165681657816588165981660816618166281663816648166581666816678166881669816708167181672816738167481675816768167781678816798168081681816828168381684816858168681687816888168981690816918169281693816948169581696816978169881699817008170181702817038170481705817068170781708817098171081711817128171381714817158171681717817188171981720817218172281723817248172581726817278172881729817308173181732817338173481735817368173781738817398174081741817428174381744817458174681747817488174981750817518175281753817548175581756817578175881759817608176181762817638176481765817668176781768817698177081771817728177381774817758177681777817788177981780817818178281783817848178581786817878178881789817908179181792817938179481795817968179781798817998180081801818028180381804818058180681807818088180981810818118181281813818148181581816818178181881819818208182181822818238182481825818268182781828818298183081831818328183381834818358183681837818388183981840818418184281843818448184581846818478184881849818508185181852818538185481855818568185781858818598186081861818628186381864818658186681867818688186981870818718187281873818748187581876818778187881879818808188181882818838188481885818868188781888818898189081891818928189381894818958189681897818988189981900819018190281903819048190581906819078190881909819108191181912819138191481915819168191781918819198192081921819228192381924819258192681927819288192981930819318193281933819348193581936819378193881939819408194181942819438194481945819468194781948819498195081951819528195381954819558195681957819588195981960819618196281963819648196581966819678196881969819708197181972819738197481975819768197781978819798198081981819828198381984819858198681987819888198981990819918199281993819948199581996819978199881999820008200182002820038200482005820068200782008820098201082011820128201382014820158201682017820188201982020820218202282023820248202582026820278202882029820308203182032820338203482035820368203782038820398204082041820428204382044820458204682047820488204982050820518205282053820548205582056820578205882059820608206182062820638206482065820668206782068820698207082071820728207382074820758207682077820788207982080820818208282083820848208582086820878208882089820908209182092820938209482095820968209782098820998210082101821028210382104821058210682107821088210982110821118211282113821148211582116821178211882119821208212182122821238212482125821268212782128821298213082131821328213382134821358213682137821388213982140821418214282143821448214582146821478214882149821508215182152821538215482155821568215782158821598216082161821628216382164821658216682167821688216982170821718217282173821748217582176821778217882179821808218182182821838218482185821868218782188821898219082191821928219382194821958219682197821988219982200822018220282203822048220582206822078220882209822108221182212822138221482215822168221782218822198222082221822228222382224822258222682227822288222982230822318223282233822348223582236822378223882239822408224182242822438224482245822468224782248822498225082251822528225382254822558225682257822588225982260822618226282263822648226582266822678226882269822708227182272822738227482275822768227782278822798228082281822828228382284822858228682287822888228982290822918229282293822948229582296822978229882299823008230182302823038230482305823068230782308823098231082311823128231382314823158231682317823188231982320823218232282323823248232582326823278232882329823308233182332823338233482335823368233782338823398234082341823428234382344823458234682347823488234982350823518235282353823548235582356823578235882359823608236182362823638236482365823668236782368823698237082371823728237382374823758237682377823788237982380823818238282383823848238582386823878238882389823908239182392823938239482395823968239782398823998240082401824028240382404824058240682407824088240982410824118241282413824148241582416824178241882419824208242182422824238242482425824268242782428824298243082431824328243382434824358243682437824388243982440824418244282443824448244582446824478244882449824508245182452824538245482455824568245782458824598246082461824628246382464824658246682467824688246982470824718247282473824748247582476824778247882479824808248182482824838248482485824868248782488824898249082491824928249382494824958249682497824988249982500825018250282503825048250582506825078250882509825108251182512825138251482515825168251782518825198252082521825228252382524825258252682527825288252982530825318253282533825348253582536825378253882539825408254182542825438254482545825468254782548825498255082551825528255382554825558255682557825588255982560825618256282563825648256582566825678256882569825708257182572825738257482575825768257782578825798258082581825828258382584825858258682587825888258982590825918259282593825948259582596825978259882599826008260182602826038260482605826068260782608826098261082611826128261382614826158261682617826188261982620826218262282623826248262582626826278262882629826308263182632826338263482635826368263782638826398264082641826428264382644826458264682647826488264982650826518265282653826548265582656826578265882659826608266182662826638266482665826668266782668826698267082671826728267382674826758267682677826788267982680826818268282683826848268582686826878268882689826908269182692826938269482695826968269782698826998270082701827028270382704827058270682707827088270982710827118271282713827148271582716827178271882719827208272182722827238272482725827268272782728827298273082731827328273382734827358273682737827388273982740827418274282743827448274582746827478274882749827508275182752827538275482755827568275782758827598276082761827628276382764827658276682767827688276982770827718277282773827748277582776827778277882779827808278182782827838278482785827868278782788827898279082791827928279382794827958279682797827988279982800828018280282803828048280582806828078280882809828108281182812828138281482815828168281782818828198282082821828228282382824828258282682827828288282982830828318283282833828348283582836828378283882839828408284182842828438284482845828468284782848828498285082851828528285382854828558285682857828588285982860828618286282863828648286582866828678286882869828708287182872828738287482875828768287782878828798288082881828828288382884828858288682887828888288982890828918289282893828948289582896828978289882899829008290182902829038290482905829068290782908829098291082911829128291382914829158291682917829188291982920829218292282923829248292582926829278292882929829308293182932829338293482935829368293782938829398294082941829428294382944829458294682947829488294982950829518295282953829548295582956829578295882959829608296182962829638296482965829668296782968829698297082971829728297382974829758297682977829788297982980829818298282983829848298582986829878298882989829908299182992829938299482995829968299782998829998300083001830028300383004830058300683007830088300983010830118301283013830148301583016830178301883019830208302183022830238302483025830268302783028830298303083031830328303383034830358303683037830388303983040830418304283043830448304583046830478304883049830508305183052830538305483055830568305783058830598306083061830628306383064830658306683067830688306983070830718307283073830748307583076830778307883079830808308183082830838308483085830868308783088830898309083091830928309383094830958309683097830988309983100831018310283103831048310583106831078310883109831108311183112831138311483115831168311783118831198312083121831228312383124831258312683127831288312983130831318313283133831348313583136831378313883139831408314183142831438314483145831468314783148831498315083151831528315383154831558315683157831588315983160831618316283163831648316583166831678316883169831708317183172831738317483175831768317783178831798318083181831828318383184831858318683187831888318983190831918319283193831948319583196831978319883199832008320183202832038320483205832068320783208832098321083211832128321383214832158321683217832188321983220832218322283223832248322583226832278322883229832308323183232832338323483235832368323783238832398324083241832428324383244832458324683247832488324983250832518325283253832548325583256832578325883259832608326183262832638326483265832668326783268832698327083271832728327383274832758327683277832788327983280832818328283283832848328583286832878328883289832908329183292832938329483295832968329783298832998330083301833028330383304833058330683307833088330983310833118331283313833148331583316833178331883319833208332183322833238332483325833268332783328833298333083331833328333383334833358333683337833388333983340833418334283343833448334583346833478334883349833508335183352833538335483355833568335783358833598336083361833628336383364833658336683367833688336983370833718337283373833748337583376833778337883379833808338183382833838338483385833868338783388833898339083391833928339383394833958339683397833988339983400834018340283403834048340583406834078340883409834108341183412834138341483415834168341783418834198342083421834228342383424834258342683427834288342983430834318343283433834348343583436834378343883439834408344183442834438344483445834468344783448834498345083451834528345383454834558345683457834588345983460834618346283463834648346583466834678346883469834708347183472834738347483475834768347783478834798348083481834828348383484834858348683487834888348983490834918349283493834948349583496834978349883499835008350183502835038350483505835068350783508835098351083511835128351383514835158351683517835188351983520835218352283523835248352583526835278352883529835308353183532835338353483535835368353783538835398354083541835428354383544835458354683547835488354983550835518355283553835548355583556835578355883559835608356183562835638356483565835668356783568835698357083571835728357383574835758357683577835788357983580835818358283583835848358583586835878358883589835908359183592835938359483595835968359783598835998360083601836028360383604836058360683607836088360983610836118361283613836148361583616836178361883619836208362183622836238362483625836268362783628836298363083631836328363383634836358363683637836388363983640836418364283643836448364583646836478364883649836508365183652836538365483655836568365783658836598366083661836628366383664836658366683667836688366983670836718367283673836748367583676836778367883679836808368183682836838368483685836868368783688836898369083691836928369383694836958369683697836988369983700837018370283703837048370583706837078370883709837108371183712837138371483715837168371783718837198372083721837228372383724837258372683727837288372983730837318373283733837348373583736837378373883739837408374183742837438374483745837468374783748837498375083751837528375383754837558375683757837588375983760837618376283763837648376583766837678376883769837708377183772837738377483775837768377783778837798378083781837828378383784837858378683787837888378983790837918379283793837948379583796837978379883799838008380183802838038380483805838068380783808838098381083811838128381383814838158381683817838188381983820838218382283823838248382583826838278382883829838308383183832838338383483835838368383783838838398384083841838428384383844838458384683847838488384983850838518385283853838548385583856838578385883859838608386183862838638386483865838668386783868838698387083871838728387383874838758387683877838788387983880838818388283883838848388583886838878388883889838908389183892838938389483895838968389783898838998390083901839028390383904839058390683907839088390983910839118391283913839148391583916839178391883919839208392183922839238392483925839268392783928839298393083931839328393383934839358393683937839388393983940839418394283943839448394583946839478394883949839508395183952839538395483955839568395783958839598396083961839628396383964839658396683967839688396983970839718397283973839748397583976839778397883979839808398183982839838398483985839868398783988839898399083991839928399383994839958399683997839988399984000840018400284003840048400584006840078400884009840108401184012840138401484015840168401784018840198402084021840228402384024840258402684027840288402984030840318403284033840348403584036840378403884039840408404184042840438404484045840468404784048840498405084051840528405384054840558405684057840588405984060840618406284063840648406584066840678406884069840708407184072840738407484075840768407784078840798408084081840828408384084840858408684087840888408984090840918409284093840948409584096840978409884099841008410184102841038410484105841068410784108841098411084111841128411384114841158411684117841188411984120841218412284123841248412584126841278412884129841308413184132841338413484135841368413784138841398414084141841428414384144841458414684147841488414984150841518415284153841548415584156841578415884159841608416184162841638416484165841668416784168841698417084171841728417384174841758417684177841788417984180841818418284183841848418584186841878418884189841908419184192841938419484195841968419784198841998420084201842028420384204842058420684207842088420984210842118421284213842148421584216842178421884219842208422184222842238422484225842268422784228842298423084231842328423384234842358423684237842388423984240842418424284243842448424584246842478424884249842508425184252842538425484255842568425784258842598426084261842628426384264842658426684267842688426984270842718427284273842748427584276842778427884279842808428184282842838428484285842868428784288842898429084291842928429384294842958429684297842988429984300843018430284303843048430584306843078430884309843108431184312843138431484315843168431784318843198432084321843228432384324843258432684327843288432984330843318433284333843348433584336843378433884339843408434184342843438434484345843468434784348843498435084351843528435384354843558435684357843588435984360843618436284363843648436584366843678436884369843708437184372843738437484375843768437784378843798438084381843828438384384843858438684387843888438984390843918439284393843948439584396843978439884399844008440184402844038440484405844068440784408844098441084411844128441384414844158441684417844188441984420844218442284423844248442584426844278442884429844308443184432844338443484435844368443784438844398444084441844428444384444844458444684447844488444984450844518445284453844548445584456844578445884459844608446184462844638446484465844668446784468844698447084471844728447384474844758447684477844788447984480844818448284483844848448584486844878448884489844908449184492844938449484495844968449784498844998450084501845028450384504845058450684507845088450984510845118451284513845148451584516845178451884519845208452184522845238452484525845268452784528845298453084531845328453384534845358453684537845388453984540845418454284543845448454584546845478454884549845508455184552845538455484555845568455784558845598456084561845628456384564845658456684567845688456984570845718457284573845748457584576845778457884579845808458184582845838458484585845868458784588845898459084591845928459384594845958459684597845988459984600846018460284603846048460584606846078460884609846108461184612846138461484615846168461784618846198462084621846228462384624846258462684627846288462984630846318463284633846348463584636846378463884639846408464184642846438464484645846468464784648846498465084651846528465384654846558465684657846588465984660846618466284663846648466584666846678466884669846708467184672846738467484675846768467784678846798468084681846828468384684846858468684687846888468984690846918469284693846948469584696846978469884699847008470184702847038470484705847068470784708847098471084711847128471384714847158471684717847188471984720847218472284723847248472584726847278472884729847308473184732847338473484735847368473784738847398474084741847428474384744847458474684747847488474984750847518475284753847548475584756847578475884759847608476184762847638476484765847668476784768847698477084771847728477384774847758477684777847788477984780847818478284783847848478584786847878478884789847908479184792847938479484795847968479784798847998480084801848028480384804848058480684807848088480984810848118481284813848148481584816848178481884819848208482184822848238482484825848268482784828848298483084831848328483384834848358483684837848388483984840848418484284843848448484584846848478484884849848508485184852848538485484855848568485784858848598486084861848628486384864848658486684867848688486984870848718487284873848748487584876848778487884879848808488184882848838488484885848868488784888848898489084891848928489384894848958489684897848988489984900849018490284903849048490584906849078490884909849108491184912849138491484915849168491784918849198492084921849228492384924849258492684927849288492984930849318493284933849348493584936849378493884939849408494184942849438494484945849468494784948849498495084951849528495384954849558495684957849588495984960849618496284963849648496584966849678496884969849708497184972849738497484975849768497784978849798498084981849828498384984849858498684987849888498984990849918499284993849948499584996849978499884999850008500185002850038500485005850068500785008850098501085011850128501385014850158501685017850188501985020850218502285023850248502585026850278502885029850308503185032850338503485035850368503785038850398504085041850428504385044850458504685047850488504985050850518505285053850548505585056850578505885059850608506185062850638506485065850668506785068850698507085071850728507385074850758507685077850788507985080850818508285083850848508585086850878508885089850908509185092850938509485095850968509785098850998510085101851028510385104851058510685107851088510985110851118511285113851148511585116851178511885119851208512185122851238512485125851268512785128851298513085131851328513385134851358513685137851388513985140851418514285143851448514585146851478514885149851508515185152851538515485155851568515785158851598516085161851628516385164851658516685167851688516985170851718517285173851748517585176851778517885179851808518185182851838518485185851868518785188851898519085191851928519385194851958519685197851988519985200852018520285203852048520585206852078520885209852108521185212852138521485215852168521785218852198522085221852228522385224852258522685227852288522985230852318523285233852348523585236852378523885239852408524185242852438524485245852468524785248852498525085251852528525385254852558525685257852588525985260852618526285263852648526585266852678526885269852708527185272852738527485275852768527785278852798528085281852828528385284852858528685287852888528985290852918529285293852948529585296852978529885299853008530185302853038530485305853068530785308853098531085311853128531385314853158531685317853188531985320853218532285323853248532585326853278532885329853308533185332853338533485335853368533785338853398534085341853428534385344853458534685347853488534985350853518535285353853548535585356853578535885359853608536185362853638536485365853668536785368853698537085371853728537385374853758537685377853788537985380853818538285383853848538585386853878538885389853908539185392853938539485395853968539785398853998540085401854028540385404854058540685407854088540985410854118541285413854148541585416854178541885419854208542185422854238542485425854268542785428854298543085431854328543385434854358543685437854388543985440854418544285443854448544585446854478544885449854508545185452854538545485455854568545785458854598546085461854628546385464854658546685467854688546985470854718547285473854748547585476854778547885479854808548185482854838548485485854868548785488854898549085491854928549385494854958549685497854988549985500855018550285503855048550585506855078550885509855108551185512855138551485515855168551785518855198552085521855228552385524855258552685527855288552985530855318553285533855348553585536855378553885539855408554185542855438554485545855468554785548855498555085551855528555385554855558555685557855588555985560855618556285563855648556585566855678556885569855708557185572855738557485575855768557785578855798558085581855828558385584855858558685587855888558985590855918559285593855948559585596855978559885599856008560185602856038560485605856068560785608856098561085611856128561385614856158561685617856188561985620856218562285623856248562585626856278562885629856308563185632856338563485635856368563785638856398564085641856428564385644856458564685647856488564985650856518565285653856548565585656856578565885659856608566185662856638566485665856668566785668856698567085671856728567385674856758567685677856788567985680856818568285683856848568585686856878568885689856908569185692856938569485695856968569785698856998570085701857028570385704857058570685707857088570985710857118571285713857148571585716857178571885719857208572185722857238572485725857268572785728857298573085731857328573385734857358573685737857388573985740857418574285743857448574585746857478574885749857508575185752857538575485755857568575785758857598576085761857628576385764857658576685767857688576985770857718577285773857748577585776857778577885779857808578185782857838578485785857868578785788857898579085791857928579385794857958579685797857988579985800858018580285803858048580585806858078580885809858108581185812858138581485815858168581785818858198582085821858228582385824858258582685827858288582985830858318583285833858348583585836858378583885839858408584185842858438584485845858468584785848858498585085851858528585385854858558585685857858588585985860858618586285863858648586585866858678586885869858708587185872858738587485875858768587785878858798588085881858828588385884858858588685887858888588985890858918589285893858948589585896858978589885899859008590185902859038590485905859068590785908859098591085911859128591385914859158591685917859188591985920859218592285923859248592585926859278592885929859308593185932859338593485935859368593785938859398594085941859428594385944859458594685947859488594985950859518595285953859548595585956859578595885959859608596185962859638596485965859668596785968859698597085971859728597385974859758597685977859788597985980859818598285983859848598585986859878598885989859908599185992859938599485995859968599785998859998600086001860028600386004860058600686007860088600986010860118601286013860148601586016860178601886019860208602186022860238602486025860268602786028860298603086031860328603386034860358603686037860388603986040860418604286043860448604586046860478604886049860508605186052860538605486055860568605786058860598606086061860628606386064860658606686067860688606986070860718607286073860748607586076860778607886079860808608186082860838608486085860868608786088860898609086091860928609386094860958609686097860988609986100861018610286103861048610586106861078610886109861108611186112861138611486115861168611786118861198612086121861228612386124861258612686127861288612986130861318613286133861348613586136861378613886139861408614186142861438614486145861468614786148861498615086151861528615386154861558615686157861588615986160861618616286163861648616586166861678616886169861708617186172861738617486175861768617786178861798618086181861828618386184861858618686187861888618986190861918619286193861948619586196861978619886199862008620186202862038620486205862068620786208862098621086211862128621386214862158621686217862188621986220862218622286223862248622586226862278622886229862308623186232862338623486235862368623786238862398624086241862428624386244862458624686247862488624986250862518625286253862548625586256862578625886259862608626186262862638626486265862668626786268862698627086271862728627386274862758627686277862788627986280862818628286283862848628586286862878628886289862908629186292862938629486295862968629786298862998630086301863028630386304863058630686307863088630986310863118631286313863148631586316863178631886319863208632186322863238632486325863268632786328863298633086331863328633386334863358633686337863388633986340863418634286343863448634586346863478634886349863508635186352863538635486355863568635786358863598636086361863628636386364863658636686367863688636986370863718637286373863748637586376863778637886379863808638186382863838638486385863868638786388863898639086391863928639386394863958639686397863988639986400864018640286403864048640586406864078640886409864108641186412864138641486415864168641786418864198642086421864228642386424864258642686427864288642986430864318643286433864348643586436864378643886439864408644186442864438644486445864468644786448864498645086451864528645386454864558645686457864588645986460864618646286463864648646586466864678646886469864708647186472864738647486475864768647786478864798648086481864828648386484864858648686487864888648986490864918649286493864948649586496864978649886499865008650186502865038650486505865068650786508865098651086511865128651386514865158651686517865188651986520865218652286523865248652586526865278652886529865308653186532865338653486535865368653786538865398654086541865428654386544865458654686547865488654986550865518655286553865548655586556865578655886559865608656186562865638656486565865668656786568865698657086571865728657386574865758657686577865788657986580865818658286583865848658586586865878658886589865908659186592865938659486595865968659786598865998660086601866028660386604866058660686607866088660986610866118661286613866148661586616866178661886619866208662186622866238662486625866268662786628866298663086631866328663386634866358663686637866388663986640866418664286643866448664586646866478664886649866508665186652866538665486655866568665786658866598666086661866628666386664866658666686667866688666986670866718667286673866748667586676866778667886679866808668186682866838668486685866868668786688866898669086691866928669386694866958669686697866988669986700867018670286703867048670586706867078670886709867108671186712867138671486715867168671786718867198672086721867228672386724867258672686727867288672986730867318673286733867348673586736867378673886739867408674186742867438674486745867468674786748867498675086751867528675386754867558675686757867588675986760867618676286763867648676586766867678676886769867708677186772867738677486775867768677786778867798678086781867828678386784867858678686787867888678986790867918679286793867948679586796867978679886799868008680186802868038680486805868068680786808868098681086811868128681386814868158681686817868188681986820868218682286823868248682586826868278682886829868308683186832868338683486835868368683786838868398684086841868428684386844868458684686847868488684986850868518685286853868548685586856868578685886859868608686186862868638686486865868668686786868868698687086871868728687386874868758687686877868788687986880868818688286883868848688586886868878688886889868908689186892868938689486895868968689786898868998690086901869028690386904869058690686907869088690986910869118691286913869148691586916869178691886919869208692186922869238692486925869268692786928869298693086931869328693386934869358693686937869388693986940869418694286943869448694586946869478694886949869508695186952869538695486955869568695786958869598696086961869628696386964869658696686967869688696986970869718697286973869748697586976869778697886979869808698186982869838698486985869868698786988869898699086991869928699386994869958699686997869988699987000870018700287003870048700587006870078700887009870108701187012870138701487015870168701787018870198702087021870228702387024870258702687027870288702987030870318703287033870348703587036870378703887039870408704187042870438704487045870468704787048870498705087051870528705387054870558705687057870588705987060870618706287063870648706587066870678706887069870708707187072870738707487075870768707787078870798708087081870828708387084870858708687087870888708987090870918709287093870948709587096870978709887099871008710187102871038710487105871068710787108871098711087111871128711387114871158711687117871188711987120871218712287123871248712587126871278712887129871308713187132871338713487135871368713787138871398714087141871428714387144871458714687147871488714987150871518715287153871548715587156871578715887159871608716187162871638716487165871668716787168871698717087171871728717387174871758717687177871788717987180871818718287183871848718587186871878718887189871908719187192871938719487195871968719787198871998720087201872028720387204872058720687207872088720987210872118721287213872148721587216872178721887219872208722187222872238722487225872268722787228872298723087231872328723387234872358723687237872388723987240872418724287243872448724587246872478724887249872508725187252872538725487255872568725787258872598726087261872628726387264872658726687267872688726987270872718727287273872748727587276872778727887279872808728187282872838728487285872868728787288872898729087291872928729387294872958729687297872988729987300873018730287303873048730587306873078730887309873108731187312873138731487315873168731787318873198732087321873228732387324873258732687327873288732987330873318733287333873348733587336873378733887339873408734187342873438734487345873468734787348873498735087351873528735387354873558735687357873588735987360873618736287363873648736587366873678736887369873708737187372873738737487375873768737787378873798738087381873828738387384873858738687387873888738987390873918739287393873948739587396873978739887399874008740187402874038740487405874068740787408874098741087411874128741387414874158741687417874188741987420874218742287423874248742587426874278742887429874308743187432874338743487435874368743787438874398744087441874428744387444874458744687447874488744987450874518745287453874548745587456874578745887459874608746187462874638746487465874668746787468874698747087471874728747387474874758747687477874788747987480874818748287483874848748587486874878748887489874908749187492874938749487495874968749787498874998750087501875028750387504875058750687507875088750987510875118751287513875148751587516875178751887519875208752187522875238752487525875268752787528875298753087531875328753387534875358753687537875388753987540875418754287543875448754587546875478754887549875508755187552875538755487555875568755787558875598756087561875628756387564875658756687567875688756987570875718757287573875748757587576875778757887579875808758187582875838758487585875868758787588875898759087591875928759387594875958759687597875988759987600876018760287603876048760587606876078760887609876108761187612876138761487615876168761787618876198762087621876228762387624876258762687627876288762987630876318763287633876348763587636876378763887639876408764187642876438764487645876468764787648876498765087651876528765387654876558765687657876588765987660876618766287663876648766587666876678766887669876708767187672876738767487675876768767787678876798768087681876828768387684876858768687687876888768987690876918769287693876948769587696876978769887699877008770187702877038770487705877068770787708877098771087711877128771387714877158771687717877188771987720877218772287723877248772587726877278772887729877308773187732877338773487735877368773787738877398774087741877428774387744877458774687747877488774987750877518775287753877548775587756877578775887759877608776187762877638776487765877668776787768877698777087771877728777387774877758777687777877788777987780877818778287783877848778587786877878778887789877908779187792877938779487795877968779787798877998780087801878028780387804878058780687807878088780987810878118781287813878148781587816878178781887819878208782187822878238782487825878268782787828878298783087831878328783387834878358783687837878388783987840878418784287843878448784587846878478784887849878508785187852878538785487855878568785787858878598786087861878628786387864878658786687867878688786987870878718787287873878748787587876878778787887879878808788187882878838788487885878868788787888878898789087891878928789387894878958789687897878988789987900879018790287903879048790587906879078790887909879108791187912879138791487915879168791787918879198792087921879228792387924879258792687927879288792987930879318793287933879348793587936879378793887939879408794187942879438794487945879468794787948879498795087951879528795387954879558795687957879588795987960879618796287963879648796587966879678796887969879708797187972879738797487975879768797787978879798798087981879828798387984879858798687987879888798987990879918799287993879948799587996879978799887999880008800188002880038800488005880068800788008880098801088011880128801388014880158801688017880188801988020880218802288023880248802588026880278802888029880308803188032880338803488035880368803788038880398804088041880428804388044880458804688047880488804988050880518805288053880548805588056880578805888059880608806188062880638806488065880668806788068880698807088071880728807388074880758807688077880788807988080880818808288083880848808588086880878808888089880908809188092880938809488095880968809788098880998810088101881028810388104881058810688107881088810988110881118811288113881148811588116881178811888119881208812188122881238812488125881268812788128881298813088131881328813388134881358813688137881388813988140881418814288143881448814588146881478814888149881508815188152881538815488155881568815788158881598816088161881628816388164881658816688167881688816988170881718817288173881748817588176881778817888179881808818188182881838818488185881868818788188881898819088191881928819388194881958819688197881988819988200882018820288203882048820588206882078820888209882108821188212882138821488215882168821788218882198822088221882228822388224882258822688227882288822988230882318823288233882348823588236882378823888239882408824188242882438824488245882468824788248882498825088251882528825388254882558825688257882588825988260882618826288263882648826588266882678826888269882708827188272882738827488275882768827788278882798828088281882828828388284882858828688287882888828988290882918829288293882948829588296882978829888299883008830188302883038830488305883068830788308883098831088311883128831388314883158831688317883188831988320883218832288323883248832588326883278832888329883308833188332883338833488335883368833788338883398834088341883428834388344883458834688347883488834988350883518835288353883548835588356883578835888359883608836188362883638836488365883668836788368883698837088371883728837388374883758837688377883788837988380883818838288383883848838588386883878838888389883908839188392883938839488395883968839788398883998840088401884028840388404884058840688407884088840988410884118841288413884148841588416884178841888419884208842188422884238842488425884268842788428884298843088431884328843388434884358843688437884388843988440884418844288443884448844588446884478844888449884508845188452884538845488455884568845788458884598846088461884628846388464884658846688467884688846988470884718847288473884748847588476884778847888479884808848188482884838848488485884868848788488884898849088491884928849388494884958849688497884988849988500885018850288503885048850588506885078850888509885108851188512885138851488515885168851788518885198852088521885228852388524885258852688527885288852988530885318853288533885348853588536885378853888539885408854188542885438854488545885468854788548885498855088551885528855388554885558855688557885588855988560885618856288563885648856588566885678856888569885708857188572885738857488575885768857788578885798858088581885828858388584885858858688587885888858988590885918859288593885948859588596885978859888599886008860188602886038860488605886068860788608886098861088611886128861388614886158861688617886188861988620886218862288623886248862588626886278862888629886308863188632886338863488635886368863788638886398864088641886428864388644886458864688647886488864988650886518865288653886548865588656886578865888659886608866188662886638866488665886668866788668886698867088671886728867388674886758867688677886788867988680886818868288683886848868588686886878868888689886908869188692886938869488695886968869788698886998870088701887028870388704887058870688707887088870988710887118871288713887148871588716887178871888719887208872188722887238872488725887268872788728887298873088731887328873388734887358873688737887388873988740887418874288743887448874588746887478874888749887508875188752887538875488755887568875788758887598876088761887628876388764887658876688767887688876988770887718877288773887748877588776887778877888779887808878188782887838878488785887868878788788887898879088791887928879388794887958879688797887988879988800888018880288803888048880588806888078880888809888108881188812888138881488815888168881788818888198882088821888228882388824888258882688827888288882988830888318883288833888348883588836888378883888839888408884188842888438884488845888468884788848888498885088851888528885388854888558885688857888588885988860888618886288863888648886588866888678886888869888708887188872888738887488875888768887788878888798888088881888828888388884888858888688887888888888988890888918889288893888948889588896888978889888899889008890188902889038890488905889068890788908889098891088911889128891388914889158891688917889188891988920889218892288923889248892588926889278892888929889308893188932889338893488935889368893788938889398894088941889428894388944889458894688947889488894988950889518895288953889548895588956889578895888959889608896188962889638896488965889668896788968889698897088971889728897388974889758897688977889788897988980889818898288983889848898588986889878898888989889908899188992889938899488995889968899788998889998900089001890028900389004890058900689007890088900989010890118901289013890148901589016890178901889019890208902189022890238902489025890268902789028890298903089031890328903389034890358903689037890388903989040890418904289043890448904589046890478904889049890508905189052890538905489055890568905789058890598906089061890628906389064890658906689067890688906989070890718907289073890748907589076890778907889079890808908189082890838908489085890868908789088890898909089091890928909389094890958909689097890988909989100891018910289103891048910589106891078910889109891108911189112891138911489115891168911789118891198912089121891228912389124891258912689127891288912989130891318913289133891348913589136891378913889139891408914189142891438914489145891468914789148891498915089151891528915389154891558915689157891588915989160891618916289163891648916589166891678916889169891708917189172891738917489175891768917789178891798918089181891828918389184891858918689187891888918989190891918919289193891948919589196891978919889199892008920189202892038920489205892068920789208892098921089211892128921389214892158921689217892188921989220892218922289223892248922589226892278922889229892308923189232892338923489235892368923789238892398924089241892428924389244892458924689247892488924989250892518925289253892548925589256892578925889259892608926189262892638926489265892668926789268892698927089271892728927389274892758927689277892788927989280892818928289283892848928589286892878928889289892908929189292892938929489295892968929789298892998930089301893028930389304893058930689307893088930989310893118931289313893148931589316893178931889319893208932189322893238932489325893268932789328893298933089331893328933389334893358933689337893388933989340893418934289343893448934589346893478934889349893508935189352893538935489355893568935789358893598936089361893628936389364893658936689367893688936989370893718937289373893748937589376893778937889379893808938189382893838938489385893868938789388893898939089391893928939389394893958939689397893988939989400894018940289403894048940589406894078940889409894108941189412894138941489415894168941789418894198942089421894228942389424894258942689427894288942989430894318943289433894348943589436894378943889439894408944189442894438944489445894468944789448894498945089451894528945389454894558945689457894588945989460894618946289463894648946589466894678946889469894708947189472894738947489475894768947789478894798948089481894828948389484894858948689487894888948989490894918949289493894948949589496894978949889499895008950189502895038950489505895068950789508895098951089511895128951389514895158951689517895188951989520895218952289523895248952589526895278952889529895308953189532895338953489535895368953789538895398954089541895428954389544895458954689547895488954989550895518955289553895548955589556895578955889559895608956189562895638956489565895668956789568895698957089571895728957389574895758957689577895788957989580895818958289583895848958589586895878958889589895908959189592895938959489595895968959789598895998960089601896028960389604896058960689607896088960989610896118961289613896148961589616896178961889619896208962189622896238962489625896268962789628896298963089631896328963389634896358963689637896388963989640896418964289643896448964589646896478964889649896508965189652896538965489655896568965789658896598966089661896628966389664896658966689667896688966989670896718967289673896748967589676896778967889679896808968189682896838968489685896868968789688896898969089691896928969389694896958969689697896988969989700897018970289703897048970589706897078970889709897108971189712897138971489715897168971789718897198972089721897228972389724897258972689727897288972989730897318973289733897348973589736897378973889739897408974189742897438974489745897468974789748897498975089751897528975389754897558975689757897588975989760897618976289763897648976589766897678976889769897708977189772897738977489775897768977789778897798978089781897828978389784897858978689787897888978989790897918979289793897948979589796897978979889799898008980189802898038980489805898068980789808898098981089811898128981389814898158981689817898188981989820898218982289823898248982589826898278982889829898308983189832898338983489835898368983789838898398984089841898428984389844898458984689847898488984989850898518985289853898548985589856898578985889859898608986189862898638986489865898668986789868898698987089871898728987389874898758987689877898788987989880898818988289883898848988589886898878988889889898908989189892898938989489895898968989789898898998990089901899028990389904899058990689907899088990989910899118991289913899148991589916899178991889919899208992189922899238992489925899268992789928899298993089931899328993389934899358993689937899388993989940899418994289943899448994589946899478994889949899508995189952899538995489955899568995789958899598996089961899628996389964899658996689967899688996989970899718997289973899748997589976899778997889979899808998189982899838998489985899868998789988899898999089991899928999389994899958999689997899988999990000900019000290003900049000590006900079000890009900109001190012900139001490015900169001790018900199002090021900229002390024900259002690027900289002990030900319003290033900349003590036900379003890039900409004190042900439004490045900469004790048900499005090051900529005390054900559005690057900589005990060900619006290063900649006590066900679006890069900709007190072900739007490075900769007790078900799008090081900829008390084900859008690087900889008990090900919009290093900949009590096900979009890099901009010190102901039010490105901069010790108901099011090111901129011390114901159011690117901189011990120901219012290123901249012590126901279012890129901309013190132901339013490135901369013790138901399014090141901429014390144901459014690147901489014990150901519015290153901549015590156901579015890159901609016190162901639016490165901669016790168901699017090171901729017390174901759017690177901789017990180901819018290183901849018590186901879018890189901909019190192901939019490195901969019790198901999020090201902029020390204902059020690207902089020990210902119021290213902149021590216902179021890219902209022190222902239022490225902269022790228902299023090231902329023390234902359023690237902389023990240902419024290243902449024590246902479024890249902509025190252902539025490255902569025790258902599026090261902629026390264902659026690267902689026990270902719027290273902749027590276902779027890279902809028190282902839028490285902869028790288902899029090291902929029390294902959029690297902989029990300903019030290303903049030590306903079030890309903109031190312903139031490315903169031790318903199032090321903229032390324903259032690327903289032990330903319033290333903349033590336903379033890339903409034190342903439034490345903469034790348903499035090351903529035390354903559035690357903589035990360903619036290363903649036590366903679036890369903709037190372903739037490375903769037790378903799038090381903829038390384903859038690387903889038990390903919039290393903949039590396903979039890399904009040190402904039040490405904069040790408904099041090411904129041390414904159041690417904189041990420904219042290423904249042590426904279042890429904309043190432904339043490435904369043790438904399044090441904429044390444904459044690447904489044990450904519045290453904549045590456904579045890459904609046190462904639046490465904669046790468904699047090471904729047390474904759047690477904789047990480904819048290483904849048590486904879048890489904909049190492904939049490495904969049790498904999050090501905029050390504905059050690507905089050990510905119051290513905149051590516905179051890519905209052190522905239052490525905269052790528905299053090531905329053390534905359053690537905389053990540905419054290543905449054590546905479054890549905509055190552905539055490555905569055790558905599056090561905629056390564905659056690567905689056990570905719057290573905749057590576905779057890579905809058190582905839058490585905869058790588905899059090591905929059390594905959059690597905989059990600906019060290603906049060590606906079060890609906109061190612906139061490615906169061790618906199062090621906229062390624906259062690627906289062990630906319063290633906349063590636906379063890639906409064190642906439064490645906469064790648906499065090651906529065390654906559065690657906589065990660906619066290663906649066590666906679066890669906709067190672906739067490675906769067790678906799068090681906829068390684906859068690687906889068990690906919069290693906949069590696906979069890699907009070190702907039070490705907069070790708907099071090711907129071390714907159071690717907189071990720907219072290723907249072590726907279072890729907309073190732907339073490735907369073790738907399074090741907429074390744907459074690747907489074990750907519075290753907549075590756907579075890759907609076190762907639076490765907669076790768907699077090771907729077390774907759077690777907789077990780907819078290783907849078590786907879078890789907909079190792907939079490795907969079790798907999080090801908029080390804908059080690807908089080990810908119081290813908149081590816908179081890819908209082190822908239082490825908269082790828908299083090831908329083390834908359083690837908389083990840908419084290843908449084590846908479084890849908509085190852908539085490855908569085790858908599086090861908629086390864908659086690867908689086990870908719087290873908749087590876908779087890879908809088190882908839088490885908869088790888908899089090891908929089390894908959089690897908989089990900909019090290903909049090590906909079090890909909109091190912909139091490915909169091790918909199092090921909229092390924909259092690927909289092990930909319093290933909349093590936909379093890939909409094190942909439094490945909469094790948909499095090951909529095390954909559095690957909589095990960909619096290963909649096590966909679096890969909709097190972909739097490975909769097790978909799098090981909829098390984909859098690987909889098990990909919099290993909949099590996909979099890999910009100191002910039100491005910069100791008910099101091011910129101391014910159101691017910189101991020910219102291023910249102591026910279102891029910309103191032910339103491035910369103791038910399104091041910429104391044910459104691047910489104991050910519105291053910549105591056910579105891059910609106191062910639106491065910669106791068910699107091071910729107391074910759107691077910789107991080910819108291083910849108591086910879108891089910909109191092910939109491095910969109791098910999110091101911029110391104911059110691107911089110991110911119111291113911149111591116911179111891119911209112191122911239112491125911269112791128911299113091131911329113391134911359113691137911389113991140911419114291143911449114591146911479114891149911509115191152911539115491155911569115791158911599116091161911629116391164911659116691167911689116991170911719117291173911749117591176911779117891179911809118191182911839118491185911869118791188911899119091191911929119391194911959119691197911989119991200912019120291203912049120591206912079120891209912109121191212912139121491215912169121791218912199122091221912229122391224912259122691227912289122991230912319123291233912349123591236912379123891239912409124191242912439124491245912469124791248912499125091251912529125391254912559125691257912589125991260912619126291263912649126591266912679126891269912709127191272912739127491275912769127791278912799128091281912829128391284912859128691287912889128991290912919129291293912949129591296912979129891299913009130191302913039130491305913069130791308913099131091311913129131391314913159131691317913189131991320913219132291323913249132591326913279132891329913309133191332913339133491335913369133791338913399134091341913429134391344913459134691347913489134991350913519135291353913549135591356913579135891359913609136191362913639136491365913669136791368913699137091371913729137391374913759137691377913789137991380913819138291383913849138591386913879138891389913909139191392913939139491395913969139791398913999140091401914029140391404914059140691407914089140991410914119141291413914149141591416914179141891419914209142191422914239142491425914269142791428914299143091431914329143391434914359143691437914389143991440914419144291443914449144591446914479144891449914509145191452914539145491455914569145791458914599146091461914629146391464914659146691467914689146991470914719147291473914749147591476914779147891479914809148191482914839148491485914869148791488914899149091491914929149391494914959149691497914989149991500915019150291503915049150591506915079150891509915109151191512915139151491515915169151791518915199152091521915229152391524915259152691527915289152991530915319153291533915349153591536915379153891539915409154191542915439154491545915469154791548915499155091551915529155391554915559155691557915589155991560915619156291563915649156591566915679156891569915709157191572915739157491575915769157791578915799158091581915829158391584915859158691587915889158991590915919159291593915949159591596915979159891599916009160191602916039160491605916069160791608916099161091611916129161391614916159161691617916189161991620916219162291623916249162591626916279162891629916309163191632916339163491635916369163791638916399164091641916429164391644916459164691647916489164991650916519165291653916549165591656916579165891659916609166191662916639166491665916669166791668916699167091671916729167391674916759167691677916789167991680916819168291683916849168591686916879168891689916909169191692916939169491695916969169791698916999170091701917029170391704917059170691707917089170991710917119171291713917149171591716917179171891719917209172191722917239172491725917269172791728917299173091731917329173391734917359173691737917389173991740917419174291743917449174591746917479174891749917509175191752917539175491755917569175791758917599176091761917629176391764917659176691767917689176991770917719177291773917749177591776917779177891779917809178191782917839178491785917869178791788917899179091791917929179391794917959179691797917989179991800918019180291803918049180591806918079180891809918109181191812918139181491815918169181791818918199182091821918229182391824918259182691827918289182991830918319183291833918349183591836918379183891839918409184191842918439184491845918469184791848918499185091851918529185391854918559185691857918589185991860918619186291863918649186591866918679186891869918709187191872918739187491875918769187791878918799188091881918829188391884918859188691887918889188991890918919189291893918949189591896918979189891899919009190191902919039190491905919069190791908919099191091911919129191391914919159191691917919189191991920919219192291923919249192591926919279192891929919309193191932919339193491935919369193791938919399194091941919429194391944919459194691947919489194991950919519195291953919549195591956919579195891959919609196191962919639196491965919669196791968919699197091971919729197391974919759197691977919789197991980919819198291983919849198591986919879198891989919909199191992919939199491995919969199791998919999200092001920029200392004920059200692007920089200992010920119201292013920149201592016920179201892019920209202192022920239202492025920269202792028920299203092031920329203392034920359203692037920389203992040920419204292043920449204592046920479204892049920509205192052920539205492055920569205792058920599206092061920629206392064920659206692067920689206992070920719207292073920749207592076920779207892079920809208192082920839208492085920869208792088920899209092091920929209392094920959209692097920989209992100921019210292103921049210592106921079210892109921109211192112921139211492115921169211792118921199212092121921229212392124921259212692127921289212992130921319213292133921349213592136921379213892139921409214192142921439214492145921469214792148921499215092151921529215392154921559215692157921589215992160921619216292163921649216592166921679216892169921709217192172921739217492175921769217792178921799218092181921829218392184921859218692187921889218992190921919219292193921949219592196921979219892199922009220192202922039220492205922069220792208922099221092211922129221392214922159221692217922189221992220922219222292223922249222592226922279222892229922309223192232922339223492235922369223792238922399224092241922429224392244922459224692247922489224992250922519225292253922549225592256922579225892259922609226192262922639226492265922669226792268922699227092271922729227392274922759227692277922789227992280922819228292283922849228592286922879228892289922909229192292922939229492295922969229792298922999230092301923029230392304923059230692307923089230992310923119231292313923149231592316923179231892319923209232192322923239232492325923269232792328923299233092331923329233392334923359233692337923389233992340923419234292343923449234592346923479234892349923509235192352923539235492355923569235792358923599236092361923629236392364923659236692367923689236992370923719237292373923749237592376923779237892379923809238192382923839238492385923869238792388923899239092391923929239392394923959239692397923989239992400924019240292403924049240592406924079240892409924109241192412924139241492415924169241792418924199242092421924229242392424924259242692427924289242992430924319243292433924349243592436924379243892439924409244192442924439244492445924469244792448924499245092451924529245392454924559245692457924589245992460924619246292463924649246592466924679246892469924709247192472924739247492475924769247792478924799248092481924829248392484924859248692487924889248992490924919249292493924949249592496924979249892499925009250192502925039250492505925069250792508925099251092511925129251392514925159251692517925189251992520925219252292523925249252592526925279252892529925309253192532925339253492535925369253792538925399254092541925429254392544925459254692547925489254992550925519255292553925549255592556925579255892559925609256192562925639256492565925669256792568925699257092571925729257392574925759257692577925789257992580925819258292583925849258592586925879258892589925909259192592925939259492595925969259792598925999260092601926029260392604926059260692607926089260992610926119261292613926149261592616926179261892619926209262192622926239262492625926269262792628926299263092631926329263392634926359263692637926389263992640926419264292643926449264592646926479264892649926509265192652926539265492655926569265792658926599266092661926629266392664926659266692667926689266992670926719267292673926749267592676926779267892679926809268192682926839268492685926869268792688926899269092691926929269392694926959269692697926989269992700927019270292703927049270592706927079270892709927109271192712927139271492715927169271792718927199272092721927229272392724927259272692727927289272992730927319273292733927349273592736927379273892739927409274192742927439274492745927469274792748927499275092751927529275392754927559275692757927589275992760927619276292763927649276592766927679276892769927709277192772927739277492775927769277792778927799278092781927829278392784927859278692787927889278992790927919279292793927949279592796927979279892799928009280192802928039280492805928069280792808928099281092811928129281392814928159281692817928189281992820928219282292823928249282592826928279282892829928309283192832928339283492835928369283792838928399284092841928429284392844928459284692847928489284992850928519285292853928549285592856928579285892859928609286192862928639286492865928669286792868928699287092871928729287392874928759287692877928789287992880928819288292883928849288592886928879288892889928909289192892928939289492895928969289792898928999290092901929029290392904929059290692907929089290992910929119291292913929149291592916929179291892919929209292192922929239292492925929269292792928929299293092931929329293392934929359293692937929389293992940929419294292943929449294592946929479294892949929509295192952929539295492955929569295792958929599296092961929629296392964929659296692967929689296992970929719297292973929749297592976929779297892979929809298192982929839298492985929869298792988929899299092991929929299392994929959299692997929989299993000930019300293003930049300593006930079300893009930109301193012930139301493015930169301793018930199302093021930229302393024930259302693027930289302993030930319303293033930349303593036930379303893039930409304193042930439304493045930469304793048930499305093051930529305393054930559305693057930589305993060930619306293063930649306593066930679306893069930709307193072930739307493075930769307793078930799308093081930829308393084930859308693087930889308993090930919309293093930949309593096930979309893099931009310193102931039310493105931069310793108931099311093111931129311393114931159311693117931189311993120931219312293123931249312593126931279312893129931309313193132931339313493135931369313793138931399314093141931429314393144931459314693147931489314993150931519315293153931549315593156931579315893159931609316193162931639316493165931669316793168931699317093171931729317393174931759317693177931789317993180931819318293183931849318593186931879318893189931909319193192931939319493195931969319793198931999320093201932029320393204932059320693207932089320993210932119321293213932149321593216932179321893219932209322193222932239322493225932269322793228932299323093231932329323393234932359323693237932389323993240932419324293243932449324593246932479324893249932509325193252932539325493255932569325793258932599326093261932629326393264932659326693267932689326993270932719327293273932749327593276932779327893279932809328193282932839328493285932869328793288932899329093291932929329393294932959329693297932989329993300933019330293303933049330593306933079330893309933109331193312933139331493315933169331793318933199332093321933229332393324933259332693327933289332993330933319333293333933349333593336933379333893339933409334193342933439334493345933469334793348933499335093351933529335393354933559335693357933589335993360933619336293363933649336593366933679336893369933709337193372933739337493375933769337793378933799338093381933829338393384933859338693387933889338993390933919339293393933949339593396933979339893399934009340193402934039340493405934069340793408934099341093411934129341393414934159341693417934189341993420934219342293423934249342593426934279342893429934309343193432934339343493435934369343793438934399344093441934429344393444934459344693447934489344993450934519345293453934549345593456934579345893459934609346193462934639346493465934669346793468934699347093471934729347393474934759347693477934789347993480934819348293483934849348593486934879348893489934909349193492934939349493495934969349793498934999350093501935029350393504935059350693507935089350993510935119351293513935149351593516935179351893519935209352193522935239352493525935269352793528935299353093531935329353393534935359353693537935389353993540935419354293543935449354593546935479354893549935509355193552935539355493555935569355793558935599356093561935629356393564935659356693567935689356993570935719357293573935749357593576935779357893579935809358193582935839358493585935869358793588935899359093591935929359393594935959359693597935989359993600936019360293603936049360593606936079360893609936109361193612936139361493615936169361793618936199362093621936229362393624936259362693627936289362993630936319363293633936349363593636936379363893639936409364193642936439364493645936469364793648936499365093651936529365393654936559365693657936589365993660936619366293663936649366593666936679366893669936709367193672936739367493675936769367793678936799368093681936829368393684936859368693687936889368993690936919369293693936949369593696936979369893699937009370193702937039370493705937069370793708937099371093711937129371393714937159371693717937189371993720937219372293723937249372593726937279372893729937309373193732937339373493735937369373793738937399374093741937429374393744937459374693747937489374993750937519375293753937549375593756937579375893759937609376193762937639376493765937669376793768937699377093771937729377393774937759377693777937789377993780937819378293783937849378593786937879378893789937909379193792937939379493795937969379793798937999380093801938029380393804938059380693807938089380993810938119381293813938149381593816938179381893819938209382193822938239382493825938269382793828938299383093831938329383393834938359383693837938389383993840938419384293843938449384593846938479384893849938509385193852938539385493855938569385793858938599386093861938629386393864938659386693867938689386993870938719387293873938749387593876938779387893879938809388193882938839388493885938869388793888938899389093891938929389393894938959389693897938989389993900939019390293903939049390593906939079390893909939109391193912939139391493915939169391793918939199392093921939229392393924939259392693927939289392993930939319393293933939349393593936939379393893939939409394193942939439394493945939469394793948939499395093951939529395393954939559395693957939589395993960939619396293963939649396593966939679396893969939709397193972939739397493975939769397793978939799398093981939829398393984939859398693987939889398993990939919399293993939949399593996939979399893999940009400194002940039400494005940069400794008940099401094011940129401394014940159401694017940189401994020940219402294023940249402594026940279402894029940309403194032940339403494035940369403794038940399404094041940429404394044940459404694047940489404994050940519405294053940549405594056940579405894059940609406194062940639406494065940669406794068940699407094071940729407394074940759407694077940789407994080940819408294083940849408594086940879408894089940909409194092940939409494095940969409794098940999410094101941029410394104941059410694107941089410994110941119411294113941149411594116941179411894119941209412194122941239412494125941269412794128941299413094131941329413394134941359413694137941389413994140941419414294143941449414594146941479414894149941509415194152941539415494155941569415794158941599416094161941629416394164941659416694167941689416994170941719417294173941749417594176941779417894179941809418194182941839418494185941869418794188941899419094191941929419394194941959419694197941989419994200942019420294203942049420594206942079420894209942109421194212942139421494215942169421794218942199422094221942229422394224942259422694227942289422994230942319423294233942349423594236942379423894239942409424194242942439424494245942469424794248942499425094251942529425394254942559425694257942589425994260942619426294263942649426594266942679426894269942709427194272942739427494275942769427794278942799428094281942829428394284942859428694287942889428994290942919429294293942949429594296942979429894299943009430194302943039430494305943069430794308943099431094311943129431394314943159431694317943189431994320943219432294323943249432594326943279432894329943309433194332943339433494335943369433794338943399434094341943429434394344943459434694347943489434994350943519435294353943549435594356943579435894359943609436194362943639436494365943669436794368943699437094371943729437394374943759437694377943789437994380943819438294383943849438594386943879438894389943909439194392943939439494395943969439794398943999440094401944029440394404944059440694407944089440994410944119441294413944149441594416944179441894419944209442194422944239442494425944269442794428944299443094431944329443394434944359443694437944389443994440944419444294443944449444594446944479444894449944509445194452944539445494455944569445794458944599446094461944629446394464944659446694467944689446994470944719447294473944749447594476944779447894479944809448194482944839448494485944869448794488944899449094491944929449394494944959449694497944989449994500945019450294503945049450594506945079450894509945109451194512945139451494515945169451794518945199452094521945229452394524945259452694527945289452994530945319453294533945349453594536945379453894539945409454194542945439454494545945469454794548945499455094551945529455394554945559455694557945589455994560945619456294563945649456594566945679456894569945709457194572945739457494575945769457794578945799458094581945829458394584945859458694587945889458994590945919459294593945949459594596945979459894599946009460194602946039460494605946069460794608946099461094611946129461394614946159461694617946189461994620946219462294623946249462594626946279462894629946309463194632946339463494635946369463794638946399464094641946429464394644946459464694647946489464994650946519465294653946549465594656946579465894659946609466194662946639466494665946669466794668946699467094671946729467394674946759467694677946789467994680946819468294683946849468594686946879468894689946909469194692946939469494695946969469794698946999470094701947029470394704947059470694707947089470994710947119471294713947149471594716947179471894719947209472194722947239472494725947269472794728947299473094731947329473394734947359473694737947389473994740947419474294743947449474594746947479474894749947509475194752947539475494755947569475794758947599476094761947629476394764947659476694767947689476994770947719477294773947749477594776947779477894779947809478194782947839478494785947869478794788947899479094791947929479394794947959479694797947989479994800948019480294803948049480594806948079480894809948109481194812948139481494815948169481794818948199482094821948229482394824948259482694827948289482994830948319483294833948349483594836948379483894839948409484194842948439484494845948469484794848948499485094851948529485394854948559485694857948589485994860948619486294863948649486594866948679486894869948709487194872948739487494875948769487794878948799488094881948829488394884948859488694887948889488994890948919489294893948949489594896948979489894899949009490194902949039490494905949069490794908949099491094911949129491394914949159491694917949189491994920949219492294923949249492594926949279492894929949309493194932949339493494935949369493794938949399494094941949429494394944949459494694947949489494994950949519495294953949549495594956949579495894959949609496194962949639496494965949669496794968949699497094971949729497394974949759497694977949789497994980949819498294983949849498594986949879498894989949909499194992949939499494995949969499794998949999500095001950029500395004950059500695007950089500995010950119501295013950149501595016950179501895019950209502195022950239502495025950269502795028950299503095031950329503395034950359503695037950389503995040950419504295043950449504595046950479504895049950509505195052950539505495055950569505795058950599506095061950629506395064950659506695067950689506995070950719507295073950749507595076950779507895079950809508195082950839508495085950869508795088950899509095091950929509395094950959509695097950989509995100951019510295103951049510595106951079510895109951109511195112951139511495115951169511795118951199512095121951229512395124951259512695127951289512995130951319513295133951349513595136951379513895139951409514195142951439514495145951469514795148951499515095151951529515395154951559515695157951589515995160951619516295163951649516595166951679516895169951709517195172951739517495175951769517795178951799518095181951829518395184951859518695187951889518995190951919519295193951949519595196951979519895199952009520195202952039520495205952069520795208952099521095211952129521395214952159521695217952189521995220952219522295223952249522595226952279522895229952309523195232952339523495235952369523795238952399524095241952429524395244952459524695247952489524995250952519525295253952549525595256952579525895259952609526195262952639526495265952669526795268952699527095271952729527395274952759527695277952789527995280952819528295283952849528595286952879528895289952909529195292952939529495295952969529795298952999530095301953029530395304953059530695307953089530995310953119531295313953149531595316953179531895319953209532195322953239532495325953269532795328953299533095331953329533395334953359533695337953389533995340953419534295343953449534595346953479534895349953509535195352953539535495355953569535795358953599536095361953629536395364953659536695367953689536995370953719537295373953749537595376953779537895379953809538195382953839538495385953869538795388953899539095391953929539395394953959539695397953989539995400954019540295403954049540595406954079540895409954109541195412954139541495415954169541795418954199542095421954229542395424954259542695427954289542995430954319543295433954349543595436954379543895439954409544195442954439544495445954469544795448954499545095451954529545395454954559545695457954589545995460954619546295463954649546595466954679546895469954709547195472954739547495475954769547795478954799548095481954829548395484954859548695487954889548995490954919549295493954949549595496954979549895499955009550195502955039550495505955069550795508955099551095511955129551395514955159551695517955189551995520955219552295523955249552595526955279552895529955309553195532955339553495535955369553795538955399554095541955429554395544955459554695547955489554995550955519555295553955549555595556955579555895559955609556195562955639556495565955669556795568955699557095571955729557395574955759557695577955789557995580955819558295583955849558595586955879558895589955909559195592955939559495595955969559795598955999560095601956029560395604956059560695607956089560995610956119561295613956149561595616956179561895619956209562195622956239562495625956269562795628956299563095631956329563395634956359563695637956389563995640956419564295643956449564595646956479564895649956509565195652956539565495655956569565795658956599566095661956629566395664956659566695667956689566995670956719567295673956749567595676956779567895679956809568195682956839568495685956869568795688956899569095691956929569395694956959569695697956989569995700957019570295703957049570595706957079570895709957109571195712957139571495715957169571795718957199572095721957229572395724957259572695727957289572995730957319573295733957349573595736957379573895739957409574195742957439574495745957469574795748957499575095751957529575395754957559575695757957589575995760957619576295763957649576595766957679576895769957709577195772957739577495775957769577795778957799578095781957829578395784957859578695787957889578995790957919579295793957949579595796957979579895799958009580195802958039580495805958069580795808958099581095811958129581395814958159581695817958189581995820958219582295823958249582595826958279582895829958309583195832958339583495835958369583795838958399584095841958429584395844958459584695847958489584995850958519585295853958549585595856958579585895859958609586195862958639586495865958669586795868958699587095871958729587395874958759587695877958789587995880958819588295883958849588595886958879588895889958909589195892958939589495895958969589795898958999590095901959029590395904959059590695907959089590995910959119591295913959149591595916959179591895919959209592195922959239592495925959269592795928959299593095931959329593395934959359593695937959389593995940959419594295943959449594595946959479594895949959509595195952959539595495955959569595795958959599596095961959629596395964959659596695967959689596995970959719597295973959749597595976959779597895979959809598195982959839598495985959869598795988959899599095991959929599395994959959599695997959989599996000960019600296003960049600596006960079600896009960109601196012960139601496015960169601796018960199602096021960229602396024960259602696027960289602996030960319603296033960349603596036960379603896039960409604196042960439604496045960469604796048960499605096051960529605396054960559605696057960589605996060960619606296063960649606596066960679606896069960709607196072960739607496075960769607796078960799608096081960829608396084960859608696087960889608996090960919609296093960949609596096960979609896099961009610196102961039610496105961069610796108961099611096111961129611396114961159611696117961189611996120961219612296123961249612596126961279612896129961309613196132961339613496135961369613796138961399614096141961429614396144961459614696147961489614996150961519615296153961549615596156961579615896159961609616196162961639616496165961669616796168961699617096171961729617396174961759617696177961789617996180961819618296183961849618596186961879618896189961909619196192961939619496195961969619796198961999620096201962029620396204962059620696207962089620996210962119621296213962149621596216962179621896219962209622196222962239622496225962269622796228962299623096231962329623396234962359623696237962389623996240962419624296243962449624596246962479624896249962509625196252962539625496255962569625796258962599626096261962629626396264962659626696267962689626996270962719627296273962749627596276962779627896279962809628196282962839628496285962869628796288962899629096291962929629396294962959629696297962989629996300963019630296303963049630596306963079630896309963109631196312963139631496315963169631796318963199632096321963229632396324963259632696327963289632996330963319633296333963349633596336963379633896339963409634196342963439634496345963469634796348963499635096351963529635396354963559635696357963589635996360963619636296363963649636596366963679636896369963709637196372963739637496375963769637796378963799638096381963829638396384963859638696387963889638996390963919639296393963949639596396963979639896399964009640196402964039640496405964069640796408964099641096411964129641396414964159641696417964189641996420964219642296423964249642596426964279642896429964309643196432964339643496435964369643796438964399644096441964429644396444964459644696447964489644996450964519645296453964549645596456964579645896459964609646196462964639646496465964669646796468964699647096471964729647396474964759647696477964789647996480964819648296483964849648596486964879648896489964909649196492964939649496495964969649796498964999650096501965029650396504965059650696507965089650996510965119651296513965149651596516965179651896519965209652196522965239652496525965269652796528965299653096531965329653396534965359653696537965389653996540965419654296543965449654596546965479654896549965509655196552965539655496555965569655796558965599656096561965629656396564965659656696567965689656996570965719657296573965749657596576965779657896579965809658196582965839658496585965869658796588965899659096591965929659396594965959659696597965989659996600966019660296603966049660596606966079660896609966109661196612966139661496615966169661796618966199662096621966229662396624966259662696627966289662996630966319663296633966349663596636966379663896639966409664196642966439664496645966469664796648966499665096651966529665396654966559665696657966589665996660966619666296663966649666596666966679666896669966709667196672966739667496675966769667796678966799668096681966829668396684966859668696687966889668996690966919669296693966949669596696966979669896699967009670196702967039670496705967069670796708967099671096711967129671396714967159671696717967189671996720967219672296723967249672596726967279672896729967309673196732967339673496735967369673796738967399674096741967429674396744967459674696747967489674996750967519675296753967549675596756967579675896759967609676196762967639676496765967669676796768967699677096771967729677396774967759677696777967789677996780967819678296783967849678596786967879678896789967909679196792967939679496795967969679796798967999680096801968029680396804968059680696807968089680996810968119681296813968149681596816968179681896819968209682196822968239682496825968269682796828968299683096831968329683396834968359683696837968389683996840968419684296843968449684596846968479684896849968509685196852968539685496855968569685796858968599686096861968629686396864968659686696867968689686996870968719687296873968749687596876968779687896879968809688196882968839688496885968869688796888968899689096891968929689396894968959689696897968989689996900969019690296903969049690596906969079690896909969109691196912969139691496915969169691796918969199692096921969229692396924969259692696927969289692996930969319693296933969349693596936969379693896939969409694196942969439694496945969469694796948969499695096951969529695396954969559695696957969589695996960969619696296963969649696596966969679696896969969709697196972969739697496975969769697796978969799698096981969829698396984969859698696987969889698996990969919699296993969949699596996969979699896999970009700197002970039700497005970069700797008970099701097011970129701397014970159701697017970189701997020970219702297023970249702597026970279702897029970309703197032970339703497035970369703797038970399704097041970429704397044970459704697047970489704997050970519705297053970549705597056970579705897059970609706197062970639706497065970669706797068970699707097071970729707397074970759707697077970789707997080970819708297083970849708597086970879708897089970909709197092970939709497095970969709797098970999710097101971029710397104971059710697107971089710997110971119711297113971149711597116971179711897119971209712197122971239712497125971269712797128971299713097131971329713397134971359713697137971389713997140971419714297143971449714597146971479714897149971509715197152971539715497155971569715797158971599716097161971629716397164971659716697167971689716997170971719717297173971749717597176971779717897179971809718197182971839718497185971869718797188971899719097191971929719397194971959719697197971989719997200972019720297203972049720597206972079720897209972109721197212972139721497215972169721797218972199722097221972229722397224972259722697227972289722997230972319723297233972349723597236972379723897239972409724197242972439724497245972469724797248972499725097251972529725397254972559725697257972589725997260972619726297263972649726597266972679726897269972709727197272972739727497275972769727797278972799728097281972829728397284972859728697287972889728997290972919729297293972949729597296972979729897299973009730197302973039730497305973069730797308973099731097311973129731397314973159731697317973189731997320973219732297323973249732597326973279732897329973309733197332973339733497335973369733797338973399734097341973429734397344973459734697347973489734997350973519735297353973549735597356973579735897359973609736197362973639736497365973669736797368973699737097371973729737397374973759737697377973789737997380973819738297383973849738597386973879738897389973909739197392973939739497395973969739797398973999740097401974029740397404974059740697407974089740997410974119741297413974149741597416974179741897419974209742197422974239742497425974269742797428974299743097431974329743397434974359743697437974389743997440974419744297443974449744597446974479744897449974509745197452974539745497455974569745797458974599746097461974629746397464974659746697467974689746997470974719747297473974749747597476974779747897479974809748197482974839748497485974869748797488974899749097491974929749397494974959749697497974989749997500975019750297503975049750597506975079750897509975109751197512975139751497515975169751797518975199752097521975229752397524975259752697527975289752997530975319753297533975349753597536975379753897539975409754197542975439754497545975469754797548975499755097551975529755397554975559755697557975589755997560975619756297563975649756597566975679756897569975709757197572975739757497575975769757797578975799758097581975829758397584975859758697587975889758997590975919759297593975949759597596975979759897599976009760197602976039760497605976069760797608976099761097611976129761397614976159761697617976189761997620976219762297623976249762597626976279762897629976309763197632976339763497635976369763797638976399764097641976429764397644976459764697647976489764997650976519765297653976549765597656976579765897659976609766197662976639766497665976669766797668976699767097671976729767397674976759767697677976789767997680976819768297683976849768597686976879768897689976909769197692976939769497695976969769797698976999770097701977029770397704977059770697707977089770997710977119771297713977149771597716977179771897719977209772197722977239772497725977269772797728977299773097731977329773397734977359773697737977389773997740977419774297743977449774597746977479774897749977509775197752977539775497755977569775797758977599776097761977629776397764977659776697767977689776997770977719777297773977749777597776977779777897779977809778197782977839778497785977869778797788977899779097791977929779397794977959779697797977989779997800978019780297803978049780597806978079780897809978109781197812978139781497815978169781797818978199782097821978229782397824978259782697827978289782997830978319783297833978349783597836978379783897839978409784197842978439784497845978469784797848978499785097851978529785397854978559785697857978589785997860978619786297863978649786597866978679786897869978709787197872978739787497875978769787797878978799788097881978829788397884978859788697887978889788997890978919789297893978949789597896978979789897899979009790197902979039790497905979069790797908979099791097911979129791397914979159791697917979189791997920979219792297923979249792597926979279792897929979309793197932979339793497935979369793797938979399794097941979429794397944979459794697947979489794997950979519795297953979549795597956979579795897959979609796197962979639796497965979669796797968979699797097971979729797397974979759797697977979789797997980979819798297983979849798597986979879798897989979909799197992979939799497995979969799797998979999800098001980029800398004980059800698007980089800998010980119801298013980149801598016980179801898019980209802198022980239802498025980269802798028980299803098031980329803398034980359803698037980389803998040980419804298043980449804598046980479804898049980509805198052980539805498055980569805798058980599806098061980629806398064980659806698067980689806998070980719807298073980749807598076980779807898079980809808198082980839808498085980869808798088980899809098091980929809398094980959809698097980989809998100981019810298103981049810598106981079810898109981109811198112981139811498115981169811798118981199812098121981229812398124981259812698127981289812998130981319813298133981349813598136981379813898139981409814198142981439814498145981469814798148981499815098151981529815398154981559815698157981589815998160981619816298163981649816598166981679816898169981709817198172981739817498175981769817798178981799818098181981829818398184981859818698187981889818998190981919819298193981949819598196981979819898199982009820198202982039820498205982069820798208982099821098211982129821398214982159821698217982189821998220982219822298223982249822598226982279822898229982309823198232982339823498235982369823798238982399824098241982429824398244982459824698247982489824998250982519825298253982549825598256982579825898259982609826198262982639826498265982669826798268982699827098271982729827398274982759827698277982789827998280982819828298283982849828598286982879828898289982909829198292982939829498295982969829798298982999830098301983029830398304983059830698307983089830998310983119831298313983149831598316983179831898319983209832198322983239832498325983269832798328983299833098331983329833398334983359833698337983389833998340983419834298343983449834598346983479834898349983509835198352983539835498355983569835798358983599836098361983629836398364983659836698367983689836998370983719837298373983749837598376983779837898379983809838198382983839838498385983869838798388983899839098391983929839398394983959839698397983989839998400984019840298403984049840598406984079840898409984109841198412984139841498415984169841798418984199842098421984229842398424984259842698427984289842998430984319843298433984349843598436984379843898439984409844198442984439844498445984469844798448984499845098451984529845398454984559845698457984589845998460984619846298463984649846598466984679846898469984709847198472984739847498475984769847798478984799848098481984829848398484984859848698487984889848998490984919849298493984949849598496984979849898499985009850198502985039850498505985069850798508985099851098511985129851398514985159851698517985189851998520985219852298523985249852598526985279852898529985309853198532985339853498535985369853798538985399854098541985429854398544985459854698547985489854998550985519855298553985549855598556985579855898559985609856198562985639856498565985669856798568985699857098571985729857398574985759857698577985789857998580985819858298583985849858598586985879858898589985909859198592985939859498595985969859798598985999860098601986029860398604986059860698607986089860998610986119861298613986149861598616986179861898619986209862198622986239862498625986269862798628986299863098631986329863398634986359863698637986389863998640986419864298643986449864598646986479864898649986509865198652986539865498655986569865798658986599866098661986629866398664986659866698667986689866998670986719867298673986749867598676986779867898679986809868198682986839868498685986869868798688986899869098691986929869398694986959869698697986989869998700987019870298703987049870598706987079870898709987109871198712987139871498715987169871798718987199872098721987229872398724987259872698727987289872998730987319873298733987349873598736987379873898739987409874198742987439874498745987469874798748987499875098751987529875398754987559875698757987589875998760987619876298763987649876598766987679876898769987709877198772987739877498775987769877798778987799878098781987829878398784987859878698787987889878998790987919879298793987949879598796987979879898799988009880198802988039880498805988069880798808988099881098811988129881398814988159881698817988189881998820988219882298823988249882598826988279882898829988309883198832988339883498835988369883798838988399884098841988429884398844988459884698847988489884998850988519885298853988549885598856988579885898859988609886198862988639886498865988669886798868988699887098871988729887398874988759887698877988789887998880988819888298883988849888598886988879888898889988909889198892988939889498895988969889798898988999890098901989029890398904989059890698907989089890998910989119891298913989149891598916989179891898919989209892198922989239892498925989269892798928989299893098931989329893398934989359893698937989389893998940989419894298943989449894598946989479894898949989509895198952989539895498955989569895798958989599896098961989629896398964989659896698967989689896998970989719897298973989749897598976989779897898979989809898198982989839898498985989869898798988989899899098991989929899398994989959899698997989989899999000990019900299003990049900599006990079900899009990109901199012990139901499015990169901799018990199902099021990229902399024990259902699027990289902999030990319903299033990349903599036990379903899039990409904199042990439904499045990469904799048990499905099051990529905399054990559905699057990589905999060990619906299063990649906599066990679906899069990709907199072990739907499075990769907799078990799908099081990829908399084990859908699087990889908999090990919909299093990949909599096990979909899099991009910199102991039910499105991069910799108991099911099111991129911399114991159911699117991189911999120991219912299123991249912599126991279912899129991309913199132991339913499135991369913799138991399914099141991429914399144991459914699147991489914999150991519915299153991549915599156991579915899159991609916199162991639916499165991669916799168991699917099171991729917399174991759917699177991789917999180991819918299183991849918599186991879918899189991909919199192991939919499195991969919799198991999920099201992029920399204992059920699207992089920999210992119921299213992149921599216992179921899219992209922199222992239922499225992269922799228992299923099231992329923399234992359923699237992389923999240992419924299243992449924599246992479924899249992509925199252992539925499255992569925799258992599926099261992629926399264992659926699267992689926999270992719927299273992749927599276992779927899279992809928199282992839928499285992869928799288992899929099291992929929399294992959929699297992989929999300993019930299303993049930599306993079930899309993109931199312993139931499315993169931799318993199932099321993229932399324993259932699327993289932999330993319933299333993349933599336993379933899339993409934199342993439934499345993469934799348993499935099351993529935399354993559935699357993589935999360993619936299363993649936599366993679936899369993709937199372993739937499375993769937799378993799938099381993829938399384993859938699387993889938999390993919939299393993949939599396993979939899399994009940199402994039940499405994069940799408994099941099411994129941399414994159941699417994189941999420994219942299423994249942599426994279942899429994309943199432994339943499435994369943799438994399944099441994429944399444994459944699447994489944999450994519945299453994549945599456994579945899459994609946199462994639946499465994669946799468994699947099471994729947399474994759947699477994789947999480994819948299483994849948599486994879948899489994909949199492994939949499495994969949799498994999950099501995029950399504995059950699507995089950999510995119951299513995149951599516995179951899519995209952199522995239952499525995269952799528995299953099531995329953399534995359953699537995389953999540995419954299543995449954599546995479954899549995509955199552995539955499555995569955799558995599956099561995629956399564995659956699567995689956999570995719957299573995749957599576995779957899579995809958199582995839958499585995869958799588995899959099591995929959399594995959959699597995989959999600996019960299603996049960599606996079960899609996109961199612996139961499615996169961799618996199962099621996229962399624996259962699627996289962999630996319963299633996349963599636996379963899639996409964199642996439964499645996469964799648996499965099651996529965399654996559965699657996589965999660996619966299663996649966599666996679966899669996709967199672996739967499675996769967799678996799968099681996829968399684996859968699687996889968999690996919969299693996949969599696996979969899699997009970199702997039970499705997069970799708997099971099711997129971399714997159971699717997189971999720997219972299723997249972599726997279972899729997309973199732997339973499735997369973799738997399974099741997429974399744997459974699747997489974999750997519975299753997549975599756997579975899759997609976199762997639976499765997669976799768997699977099771997729977399774997759977699777997789977999780997819978299783997849978599786997879978899789997909979199792997939979499795997969979799798997999980099801998029980399804998059980699807998089980999810998119981299813998149981599816998179981899819998209982199822998239982499825998269982799828998299983099831998329983399834998359983699837998389983999840998419984299843998449984599846998479984899849998509985199852998539985499855998569985799858998599986099861998629986399864998659986699867998689986999870998719987299873998749987599876998779987899879998809988199882998839988499885998869988799888998899989099891998929989399894998959989699897998989989999900999019990299903999049990599906999079990899909999109991199912999139991499915999169991799918999199992099921999229992399924999259992699927999289992999930999319993299933999349993599936999379993899939999409994199942999439994499945999469994799948999499995099951999529995399954999559995699957999589995999960999619996299963999649996599966999679996899969999709997199972999739997499975999769997799978999799998099981999829998399984999859998699987999889998999990999919999299993999949999599996999979999899999100000100001100002100003100004100005100006100007100008100009100010100011100012100013100014100015100016100017100018100019100020100021100022100023100024100025100026100027100028100029100030100031100032100033100034100035100036100037100038100039100040100041100042100043100044100045100046100047100048100049100050100051100052100053100054100055100056100057100058100059100060100061100062100063100064100065100066100067100068100069100070100071100072100073100074100075100076100077100078100079100080100081100082100083100084100085100086100087100088100089100090100091100092100093100094100095100096100097100098100099100100100101100102100103100104100105100106100107100108100109100110100111100112100113100114100115100116100117100118100119100120100121100122100123100124100125100126100127100128100129100130100131100132100133100134100135100136100137100138100139100140100141100142100143100144100145100146100147100148100149100150100151100152100153100154100155100156100157100158100159100160100161100162100163100164100165100166100167100168100169100170100171100172100173100174100175100176100177100178100179100180100181100182100183100184100185100186100187100188100189100190100191100192100193100194100195100196100197100198100199100200100201100202100203100204100205100206100207100208100209100210100211100212100213100214100215100216100217100218100219100220100221100222100223100224100225100226100227100228100229100230100231100232100233100234100235100236100237100238100239100240100241100242100243100244100245100246100247100248100249100250100251100252100253100254100255100256100257100258100259100260100261100262100263100264100265100266100267100268100269100270100271100272100273100274100275100276100277100278100279100280100281100282100283100284100285100286100287100288100289100290100291100292100293100294100295100296100297100298100299100300100301100302100303100304100305100306100307100308100309100310100311100312100313100314100315100316100317100318100319100320100321100322100323100324100325100326100327100328100329100330100331100332100333100334100335100336100337100338100339100340100341100342100343100344100345100346100347100348100349100350100351100352100353100354100355100356100357100358100359100360100361100362100363100364100365100366100367100368100369100370100371100372100373100374100375100376100377100378100379100380100381100382100383100384100385100386100387100388100389100390100391100392100393100394100395100396100397100398100399100400100401100402100403100404100405100406100407100408100409100410100411100412100413100414100415100416100417100418100419100420100421100422100423100424100425100426100427100428100429100430100431100432100433100434100435100436100437100438100439100440100441100442100443100444100445100446100447100448100449100450100451100452100453100454100455100456100457100458100459100460100461100462100463100464100465100466100467100468100469100470100471100472100473100474100475100476100477100478100479100480100481100482100483100484100485100486100487100488100489100490100491100492100493100494100495100496100497100498100499100500100501100502100503100504100505100506100507100508100509100510100511100512100513100514100515100516100517100518100519100520100521100522100523100524100525100526100527100528100529100530100531100532100533100534100535100536100537100538100539100540100541100542100543100544100545100546100547100548100549100550100551100552100553100554100555100556100557100558100559100560100561100562100563100564100565100566100567100568100569100570100571100572100573100574100575100576100577100578100579100580100581100582100583100584100585100586100587100588100589100590100591100592100593100594100595100596100597100598100599100600100601100602100603100604100605100606100607100608100609100610100611100612100613100614100615100616100617100618100619100620100621100622100623100624100625100626100627100628100629100630100631100632100633100634100635100636100637100638100639100640100641100642100643100644100645100646100647100648100649100650100651100652100653100654100655100656100657100658100659100660100661100662100663100664100665100666100667100668100669100670100671100672100673100674100675100676100677100678100679100680100681100682100683100684100685100686100687100688100689100690100691100692100693100694100695100696100697100698100699100700100701100702100703100704100705100706100707100708100709100710100711100712100713100714100715100716100717100718100719100720100721100722100723100724100725100726100727100728100729100730100731100732100733100734100735100736100737100738100739100740100741100742100743100744100745100746100747100748100749100750100751100752100753100754100755100756100757100758100759100760100761100762100763100764100765100766100767100768100769100770100771100772100773100774100775100776100777100778100779100780100781100782100783100784100785100786100787100788100789100790100791100792100793100794100795100796100797100798100799100800100801100802100803100804100805100806100807100808100809100810100811100812100813100814100815100816100817100818100819100820100821100822100823100824100825100826100827100828100829100830100831100832100833100834100835100836100837100838100839100840100841100842100843100844100845100846100847100848100849100850100851100852100853100854100855100856100857100858100859100860100861100862100863100864100865100866100867100868100869100870100871100872100873100874100875100876100877100878100879100880100881100882100883100884100885100886100887100888100889100890100891100892100893100894100895100896100897100898100899100900100901100902100903100904100905100906100907100908100909100910100911100912100913100914100915100916100917100918100919100920100921100922100923100924100925100926100927100928100929100930100931100932100933100934100935100936100937100938100939100940100941100942100943100944100945100946100947100948100949100950100951100952100953100954100955100956100957100958100959100960100961100962100963100964100965100966100967100968100969100970100971100972100973100974100975100976100977100978100979100980100981100982100983100984100985100986100987100988100989100990100991100992100993100994100995100996100997100998100999101000101001101002101003101004101005101006101007101008101009101010101011101012101013101014101015101016101017101018101019101020101021101022101023101024101025101026101027101028101029101030101031101032101033101034101035101036101037101038101039101040101041101042101043101044101045101046101047101048101049101050101051101052101053101054101055101056101057101058101059101060101061101062101063101064101065101066101067101068101069101070101071101072101073101074101075101076101077101078101079101080101081101082101083101084101085101086101087101088101089101090101091101092101093101094101095101096101097101098101099101100101101101102101103101104101105101106101107101108101109101110101111101112101113101114101115101116101117101118101119101120101121101122101123101124101125101126101127101128101129101130101131101132101133101134101135101136101137101138101139101140101141101142101143101144101145101146101147101148101149101150101151101152101153101154101155101156101157101158101159101160101161101162101163101164101165101166101167101168101169101170101171101172101173101174101175101176101177101178101179101180101181101182101183101184101185101186101187101188101189101190101191101192101193101194101195101196101197101198101199101200101201101202101203101204101205101206101207101208101209101210101211101212101213101214101215101216101217101218101219101220101221101222101223101224101225101226101227101228101229101230101231101232101233101234101235101236101237101238101239101240101241101242101243101244101245101246101247101248101249101250101251101252101253101254101255101256101257101258101259101260101261101262101263101264101265101266101267101268101269101270101271101272101273101274101275101276101277101278101279101280101281101282101283101284101285101286101287101288101289101290101291101292101293101294101295101296101297101298101299101300101301101302101303101304101305101306101307101308101309101310101311101312101313101314101315101316101317101318101319101320101321101322101323101324101325101326101327101328101329101330101331101332101333101334101335101336101337101338101339101340101341101342101343101344101345101346101347101348101349101350101351101352101353101354101355101356101357101358101359101360101361101362101363101364101365101366101367101368101369101370101371101372101373101374101375101376101377101378101379101380101381101382101383101384101385101386101387101388101389101390101391101392101393101394101395101396101397101398101399101400101401101402101403101404101405101406101407101408101409101410101411101412101413101414101415101416101417101418101419101420101421101422101423101424101425101426101427101428101429101430101431101432101433101434101435101436101437101438101439101440101441101442101443101444101445101446101447101448101449101450101451101452101453101454101455101456101457101458101459101460101461101462101463101464101465101466101467101468101469101470101471101472101473101474101475101476101477101478101479101480101481101482101483101484101485101486101487101488101489101490101491101492101493101494101495101496101497101498101499101500101501101502101503101504101505101506101507101508101509101510101511101512101513101514101515101516101517101518101519101520101521101522101523101524101525101526101527101528101529101530101531101532101533101534101535101536101537101538101539101540101541101542101543101544101545101546101547101548101549101550101551101552101553101554101555101556101557101558101559101560101561101562101563101564101565101566101567101568101569101570101571101572101573101574101575101576101577101578101579101580101581101582101583101584101585101586101587101588101589101590101591101592101593101594101595101596101597101598101599101600101601101602101603101604101605101606101607101608101609101610101611101612101613101614101615101616101617101618101619101620101621101622101623101624101625101626101627101628101629101630101631101632101633101634101635101636101637101638101639101640101641101642101643101644101645101646101647101648101649101650101651101652101653101654101655101656101657101658101659101660101661101662101663101664101665101666101667101668101669101670101671101672101673101674101675101676101677101678101679101680101681101682101683101684101685101686101687101688101689101690101691101692101693101694101695101696101697101698101699101700101701101702101703101704101705101706101707101708101709101710101711101712101713101714101715101716101717101718101719101720101721101722101723101724101725101726101727101728101729101730101731101732101733101734101735101736101737101738101739101740101741101742101743101744101745101746101747101748101749101750101751101752101753101754101755101756101757101758101759101760101761101762101763101764101765101766101767101768101769101770101771101772101773101774101775101776101777101778101779101780101781101782101783101784101785101786101787101788101789101790101791101792101793101794101795101796101797101798101799101800101801101802101803101804101805101806101807101808101809101810101811101812101813101814101815101816101817101818101819101820101821101822101823101824101825101826101827101828101829101830101831101832101833101834101835101836101837101838101839101840101841101842101843101844101845101846101847101848101849101850101851101852101853101854101855101856101857101858101859101860101861101862101863101864101865101866101867101868101869101870101871101872101873101874101875101876101877101878101879101880101881101882101883101884101885101886101887101888101889101890101891101892101893101894101895101896101897101898101899101900101901101902101903101904101905101906101907101908101909101910101911101912101913101914101915101916101917101918101919101920101921101922101923101924101925101926101927101928101929101930101931101932101933101934101935101936101937101938101939101940101941101942101943101944101945101946101947101948101949101950101951101952101953101954101955101956101957101958101959101960101961101962101963101964101965101966101967101968101969101970101971101972101973101974101975101976101977101978101979101980101981101982101983101984101985101986101987101988101989101990101991101992101993101994101995101996101997101998101999102000102001102002102003102004102005102006102007102008102009102010102011102012102013102014102015102016102017102018102019102020102021102022102023102024102025102026102027102028102029102030102031102032102033102034102035102036102037102038102039102040102041102042102043102044102045102046102047102048102049102050102051102052102053102054102055102056102057102058102059102060102061102062102063102064102065102066102067102068102069102070102071102072102073102074102075102076102077102078102079102080102081102082102083102084102085102086102087102088102089102090102091102092102093102094102095102096102097102098102099102100102101102102102103102104102105102106102107102108102109102110102111102112102113102114102115102116102117102118102119102120102121102122102123102124102125102126102127102128102129102130102131102132102133102134102135102136102137102138102139102140102141102142102143102144102145102146102147102148102149102150102151102152102153102154102155102156102157102158102159102160102161102162102163102164102165102166102167102168102169102170102171102172102173102174102175102176102177102178102179102180102181102182102183102184102185102186102187102188102189102190102191102192102193102194102195102196102197102198102199102200102201102202102203102204102205102206102207102208102209102210102211102212102213102214102215102216102217102218102219102220102221102222102223102224102225102226102227102228102229102230102231102232102233102234102235102236102237102238102239102240102241102242102243102244102245102246102247102248102249102250102251102252102253102254102255102256102257102258102259102260102261102262102263102264102265102266102267102268102269102270102271102272102273102274102275102276102277102278102279102280102281102282102283102284102285102286102287102288102289102290102291102292102293102294102295102296102297102298102299102300102301102302102303102304102305102306102307102308102309102310102311102312102313102314102315102316102317102318102319102320102321102322102323102324102325102326102327102328102329102330102331102332102333102334102335102336102337102338102339102340102341102342102343102344102345102346102347102348102349102350102351102352102353102354102355102356102357102358102359102360102361102362102363102364102365102366102367102368102369102370102371102372102373102374102375102376102377102378102379102380102381102382102383102384102385102386102387102388102389102390102391102392102393102394102395102396102397102398102399102400102401102402102403102404102405102406102407102408102409102410102411102412102413102414102415102416102417102418102419102420102421102422102423102424102425102426102427102428102429102430102431102432102433102434102435102436102437102438102439102440102441102442102443102444102445102446102447102448102449102450102451102452102453102454102455102456102457102458102459102460102461102462102463102464102465102466102467102468102469102470102471102472102473102474102475102476102477102478102479102480102481102482102483102484102485102486102487102488102489102490102491102492102493102494102495102496102497102498102499102500102501102502102503102504102505102506102507102508102509102510102511102512102513102514102515102516102517102518102519102520102521102522102523102524102525102526102527102528102529102530102531102532102533102534102535102536102537102538102539102540102541102542102543102544102545102546102547102548102549102550102551102552102553102554102555102556102557102558102559102560102561102562102563102564102565102566102567102568102569102570102571102572102573102574102575102576102577102578102579102580102581102582102583102584102585102586102587102588102589102590102591102592102593102594102595102596102597102598102599102600102601102602102603102604102605102606102607102608102609102610102611102612102613102614102615102616102617102618102619102620102621102622102623102624102625102626102627102628102629102630102631102632102633102634102635102636102637102638102639102640102641102642102643102644102645102646102647102648102649102650102651102652102653102654102655102656102657102658102659102660102661102662102663102664102665102666102667102668102669102670102671102672102673102674102675102676102677102678102679102680102681102682102683102684102685102686102687102688102689102690102691102692102693102694102695102696102697102698102699102700102701102702102703102704102705102706102707102708102709102710102711102712102713102714102715102716102717102718102719102720102721102722102723102724102725102726102727102728102729102730102731102732102733102734102735102736102737102738102739102740102741102742102743102744102745102746102747102748102749102750102751102752102753102754102755102756102757102758102759102760102761102762102763102764102765102766102767102768102769102770102771102772102773102774102775102776102777102778102779102780102781102782102783102784102785102786102787102788102789102790102791102792102793102794102795102796102797102798102799102800102801102802102803102804102805102806102807102808102809102810102811102812102813102814102815102816102817102818102819102820102821102822102823102824102825102826102827102828102829102830102831102832102833102834102835102836102837102838102839102840102841102842102843102844102845102846102847102848102849102850102851102852102853102854102855102856102857102858102859102860102861102862102863102864102865102866102867102868102869102870102871102872102873102874102875102876102877102878102879102880102881102882102883102884102885102886102887102888102889102890102891102892102893102894102895102896102897102898102899102900102901102902102903102904102905102906102907102908102909102910102911102912102913102914102915102916102917102918102919102920102921102922102923102924102925102926102927102928102929102930102931102932102933102934102935102936102937102938102939102940102941102942102943102944102945102946102947102948102949102950102951102952102953102954102955102956102957102958102959102960102961102962102963102964102965102966102967102968102969102970102971102972102973102974102975102976102977102978102979102980102981102982102983102984102985102986102987102988102989102990102991102992102993102994102995102996102997102998102999103000103001103002103003103004103005103006103007103008103009103010103011103012103013103014103015103016103017103018103019103020103021103022103023103024103025103026103027103028103029103030103031103032103033103034103035103036103037103038103039103040103041103042103043103044103045103046103047103048103049103050103051103052103053103054103055103056103057103058103059103060103061103062103063103064103065103066103067103068103069103070103071103072103073103074103075103076103077103078103079103080103081103082103083103084103085103086103087103088103089103090103091103092103093103094103095103096103097103098103099103100103101103102103103103104103105103106103107103108103109103110103111103112103113103114103115103116103117103118103119103120103121103122103123103124103125103126103127103128103129103130103131103132103133103134103135103136103137103138103139103140103141103142103143103144103145103146103147103148103149103150103151103152103153103154103155103156103157103158103159103160103161103162103163103164103165103166103167103168103169103170103171103172103173103174103175103176103177103178103179103180103181103182103183103184103185103186103187103188103189103190103191103192103193103194103195103196103197103198103199103200103201103202103203103204103205103206103207103208103209103210103211103212103213103214103215103216103217103218103219103220103221103222103223103224103225103226103227103228103229103230103231103232103233103234103235103236103237103238103239103240103241103242103243103244103245103246103247103248103249103250103251103252103253103254103255103256103257103258103259103260103261103262103263103264103265103266103267103268103269103270103271103272103273103274103275103276103277103278103279103280103281103282103283103284103285103286103287103288103289103290103291103292103293103294103295103296103297103298103299103300103301103302103303103304103305103306103307103308103309103310103311103312103313103314103315103316103317103318103319103320103321103322103323103324103325103326103327103328103329103330103331103332103333103334103335103336103337103338103339103340103341103342103343103344103345103346103347103348103349103350103351103352103353103354103355103356103357103358103359103360103361103362103363103364103365103366103367103368103369103370103371103372103373103374103375103376103377103378103379103380103381103382103383103384103385103386103387103388103389103390103391103392103393103394103395103396103397103398103399103400103401103402103403103404103405103406103407103408103409103410103411103412103413103414103415103416103417103418103419103420103421103422103423103424103425103426103427103428103429103430103431103432103433103434103435103436103437103438103439103440103441103442103443103444103445103446103447103448103449103450103451103452103453103454103455103456103457103458103459103460103461103462103463103464103465103466103467103468103469103470103471103472103473103474103475103476103477103478103479103480103481103482103483103484103485103486103487103488103489103490103491103492103493103494103495103496103497103498103499103500103501103502103503103504103505103506103507103508103509103510103511103512103513103514103515103516103517103518103519103520103521103522103523103524103525103526103527103528103529103530103531103532103533103534103535103536103537103538103539103540103541103542103543103544103545103546103547103548103549103550103551103552103553103554103555103556103557103558103559103560103561103562103563103564103565103566103567103568103569103570103571103572103573103574103575103576103577103578103579103580103581103582103583103584103585103586103587103588103589103590103591103592103593103594103595103596103597103598103599103600103601103602103603103604103605103606103607103608103609103610103611103612103613103614103615103616103617103618103619103620103621103622103623103624103625103626103627103628103629103630103631103632103633103634103635103636103637103638103639103640103641103642103643103644103645103646103647103648103649103650103651103652103653103654103655103656103657103658103659103660103661103662103663103664103665103666103667103668103669103670103671103672103673103674103675103676103677103678103679103680103681103682103683103684103685103686103687103688103689103690103691103692103693103694103695103696103697103698103699103700103701103702103703103704103705103706103707103708103709103710103711103712103713103714103715103716103717103718103719103720103721103722103723103724103725103726103727103728103729103730103731103732103733103734103735103736103737103738103739103740103741103742103743103744103745103746103747103748103749103750103751103752103753103754103755103756103757103758103759103760103761103762103763103764103765103766103767103768103769103770103771103772103773103774103775103776103777103778103779103780103781103782103783103784103785103786103787103788103789103790103791103792103793103794103795103796103797103798103799103800103801103802103803103804103805103806103807103808103809103810103811103812103813103814103815103816103817103818103819103820103821103822103823103824103825103826103827103828103829103830103831103832103833103834103835103836103837103838103839103840103841103842103843103844103845103846103847103848103849103850103851103852103853103854103855103856103857103858103859103860103861103862103863103864103865103866103867103868103869103870103871103872103873103874103875103876103877103878103879103880103881103882103883103884103885103886103887103888103889103890103891103892103893103894103895103896103897103898103899103900103901103902103903103904103905103906103907103908103909103910103911103912103913103914103915103916103917103918103919103920103921103922103923103924103925103926103927103928103929103930103931103932103933103934103935103936103937103938103939103940103941103942103943103944103945103946103947103948103949103950103951103952103953103954103955103956103957103958103959103960103961103962103963103964103965103966103967103968103969103970103971103972103973103974103975103976103977103978103979103980103981103982103983103984103985103986103987103988103989103990103991103992103993103994103995103996103997103998103999104000104001104002104003104004104005104006104007104008104009104010104011104012104013104014104015104016104017104018104019104020104021104022104023104024104025104026104027104028104029104030104031104032104033104034104035104036104037104038104039104040104041104042104043104044104045104046104047104048104049104050104051104052104053104054104055104056104057104058104059104060104061104062104063104064104065104066104067104068104069104070104071104072104073104074104075104076104077104078104079104080104081104082104083104084104085104086104087104088104089104090104091104092104093104094104095104096104097104098104099104100104101104102104103104104104105104106104107104108104109104110104111104112104113104114104115104116104117104118104119104120104121104122104123104124104125104126104127104128104129104130104131104132104133104134104135104136104137104138104139104140104141104142104143104144104145104146104147104148104149104150104151104152104153104154104155104156104157104158104159104160104161104162104163104164104165104166104167104168104169104170104171104172104173104174104175104176104177104178104179104180104181104182104183104184104185104186104187104188104189104190104191104192104193104194104195104196104197104198104199104200104201104202104203104204104205104206104207104208104209104210104211104212104213104214104215104216104217104218104219104220104221104222104223104224104225104226104227104228104229104230104231104232104233104234104235104236104237104238104239104240104241104242104243104244104245104246104247104248104249104250104251104252104253104254104255104256104257104258104259104260104261104262104263104264104265104266104267104268104269104270104271104272104273104274104275104276104277104278104279104280104281104282104283104284104285104286104287104288104289104290104291104292104293104294104295104296104297104298104299104300104301104302104303104304104305104306104307104308104309104310104311104312104313104314104315104316104317104318104319104320104321104322104323104324104325104326104327104328104329104330104331104332104333104334104335104336104337104338104339104340104341104342104343104344104345104346104347104348104349104350104351104352104353104354104355104356104357104358104359104360104361104362104363104364104365104366104367104368104369104370104371104372104373104374104375104376104377104378104379104380104381104382104383104384104385104386104387104388104389104390104391104392104393104394104395104396104397104398104399104400104401104402104403104404104405104406104407104408104409104410104411104412104413104414104415104416104417104418104419104420104421104422104423104424104425104426104427104428104429104430104431104432104433104434104435104436104437104438104439104440104441104442104443104444104445104446104447104448104449104450104451104452104453104454104455104456104457104458104459104460104461104462104463104464104465104466104467104468104469104470104471104472104473104474104475104476104477104478104479104480104481104482104483104484104485104486104487104488104489104490104491104492104493104494104495104496104497104498104499104500104501104502104503104504104505104506104507104508104509104510104511104512104513104514104515104516104517104518104519104520104521104522104523104524104525104526104527104528104529104530104531104532104533104534104535104536104537104538104539104540104541104542104543104544104545104546104547104548104549104550104551104552104553104554104555104556104557104558104559104560104561104562104563104564104565104566104567104568104569104570104571104572104573104574104575104576104577104578104579104580104581104582104583104584104585104586104587104588104589104590104591104592104593104594104595104596104597104598104599104600104601104602104603104604104605104606104607104608104609104610104611104612104613104614104615104616104617104618104619104620104621104622104623104624104625104626104627104628104629104630104631104632104633104634104635104636104637104638104639104640104641104642104643104644104645104646104647104648104649104650104651104652104653104654104655104656104657104658104659104660104661104662104663104664104665104666104667104668104669104670104671104672104673104674104675104676104677104678104679104680104681104682104683104684104685104686104687104688104689104690104691104692104693104694104695104696104697104698104699104700104701104702104703104704104705104706104707104708104709104710104711104712104713104714104715104716104717104718104719104720104721104722104723104724104725104726104727104728104729104730104731104732104733104734104735104736104737104738104739104740104741104742104743104744104745104746104747104748104749104750104751104752104753104754104755104756104757104758104759104760104761104762104763104764104765104766104767104768104769104770104771104772104773104774104775104776104777104778104779104780104781104782104783104784104785104786104787104788104789104790104791104792104793104794104795104796104797104798104799104800104801104802104803104804104805104806104807104808104809104810104811104812104813104814104815104816104817104818104819104820104821104822104823104824104825104826104827104828104829104830104831104832104833104834104835104836104837104838104839104840104841104842104843104844104845104846104847104848104849104850104851104852104853104854104855104856104857104858104859104860104861104862104863104864104865104866104867104868104869104870104871104872104873104874104875104876104877104878104879104880104881104882104883104884104885104886104887104888104889104890104891104892104893104894104895104896104897104898104899104900104901104902104903104904104905104906104907104908104909104910104911104912104913104914104915104916104917104918104919104920104921104922104923104924104925104926104927104928104929104930104931104932104933104934104935104936104937104938104939104940104941104942104943104944104945104946104947104948104949104950104951104952104953104954104955104956104957104958104959104960104961104962104963104964104965104966104967104968104969104970104971104972104973104974104975104976104977104978104979104980104981104982104983104984104985104986104987104988104989104990104991104992104993104994104995104996104997104998104999105000105001105002105003105004105005105006105007105008105009105010105011105012105013105014105015105016105017105018105019105020105021105022105023105024105025105026105027105028105029105030105031105032105033105034105035105036105037105038105039105040105041105042105043105044105045105046105047105048105049105050105051105052105053105054105055105056105057105058105059105060105061105062105063105064105065105066105067105068105069105070105071105072105073105074105075105076105077105078105079105080105081105082105083105084105085105086105087105088105089105090105091105092105093105094105095105096105097105098105099105100105101105102105103105104105105105106105107105108105109105110105111105112105113105114105115105116105117105118105119105120105121105122105123105124105125105126105127105128105129105130105131105132105133105134105135105136105137105138105139105140105141105142105143105144105145105146105147105148105149105150105151105152105153105154105155105156105157105158105159105160105161105162105163105164105165105166105167105168105169105170105171105172105173105174105175105176105177105178105179105180105181105182105183105184105185105186105187105188105189105190105191105192105193105194105195105196105197105198105199105200105201105202105203105204105205105206105207105208105209105210105211105212105213105214105215105216105217105218105219105220105221105222105223105224105225105226105227105228105229105230105231105232105233105234105235105236105237105238105239105240105241105242105243105244105245105246105247105248105249105250105251105252105253105254105255105256105257105258105259105260105261105262105263105264105265105266105267105268105269105270105271105272105273105274105275105276105277105278105279105280105281105282105283105284105285105286105287105288105289105290105291105292105293105294105295105296105297105298105299105300105301105302105303105304105305105306105307105308105309105310105311105312105313105314105315105316105317105318105319105320105321105322105323105324105325105326105327105328105329105330105331105332105333105334105335105336105337105338105339105340105341105342105343105344105345105346105347105348105349105350105351105352105353105354105355105356105357105358105359105360105361105362105363105364105365105366105367105368105369105370105371105372105373105374105375105376105377105378105379105380105381105382105383105384105385105386105387105388105389105390105391105392105393105394105395105396105397105398105399105400105401105402105403105404105405105406105407105408105409105410105411105412105413105414105415105416105417105418105419105420105421105422105423105424105425105426105427105428105429105430105431105432105433105434105435105436105437105438105439105440105441105442105443105444105445105446105447105448105449105450105451105452105453105454105455105456105457105458105459105460105461105462105463105464105465105466105467105468105469105470105471105472105473105474105475105476105477105478105479105480105481105482105483105484105485105486105487105488105489105490105491105492105493105494105495105496105497105498105499105500105501105502105503105504105505105506105507105508105509105510105511105512105513105514105515105516105517105518105519105520105521105522105523105524105525105526105527105528105529105530105531105532105533105534105535105536105537105538105539105540105541105542105543105544105545105546105547105548105549105550105551105552105553105554105555105556105557105558105559105560105561105562105563105564105565105566105567105568105569105570105571105572105573105574105575105576105577105578105579105580105581105582105583105584105585105586105587105588105589105590105591105592105593105594105595105596105597105598105599105600105601105602105603105604105605105606105607105608105609105610105611105612105613105614105615105616105617105618105619105620105621105622105623105624105625105626105627105628105629105630105631105632105633105634105635105636105637105638105639105640105641105642105643105644105645105646105647105648105649105650105651105652105653105654105655105656105657105658105659105660105661105662105663105664105665105666105667105668105669105670105671105672105673105674105675105676105677105678105679105680105681105682105683105684105685105686105687105688105689105690105691105692105693105694105695105696105697105698105699105700105701105702105703105704105705105706105707105708105709105710105711105712105713105714105715105716105717105718105719105720105721105722105723105724105725105726105727105728105729105730105731105732105733105734105735105736105737105738105739105740105741105742105743105744105745105746105747105748105749105750105751105752105753105754105755105756105757105758105759105760105761105762105763105764105765105766105767105768105769105770105771105772105773105774105775105776105777105778105779105780105781105782105783105784105785105786105787105788105789105790105791105792105793105794105795105796105797105798105799105800105801105802105803105804105805105806105807105808105809105810105811105812105813105814105815105816105817105818105819105820105821105822105823105824105825105826105827105828105829105830105831105832105833105834105835105836105837105838105839105840105841105842105843105844105845105846105847105848105849105850105851105852105853105854105855105856105857105858105859105860105861105862105863105864105865105866105867105868105869105870105871105872105873105874105875105876105877105878105879105880105881105882105883105884105885105886105887105888105889105890105891105892105893105894105895105896105897105898105899105900105901105902105903105904105905105906105907105908105909105910105911105912105913105914105915105916105917105918105919105920105921105922105923105924105925105926105927105928105929105930105931105932105933105934105935105936105937105938105939105940105941105942105943105944105945105946105947105948105949105950105951105952105953105954105955105956105957105958105959105960105961105962105963105964105965105966105967105968105969105970105971105972105973105974105975105976105977105978105979105980105981105982105983105984105985105986105987105988105989105990105991105992105993105994105995105996105997105998105999106000106001106002106003106004106005106006106007106008106009106010106011106012106013106014106015106016106017106018106019106020106021106022106023106024106025106026106027106028106029106030106031106032106033106034106035106036106037106038106039106040106041106042106043106044106045106046106047106048106049106050106051106052106053106054106055106056106057106058106059106060106061106062106063106064106065106066106067106068106069106070106071106072106073106074106075106076106077106078106079106080106081106082106083106084106085106086106087106088106089106090106091106092106093106094106095106096106097106098106099106100106101106102106103106104106105106106106107106108106109106110106111106112106113106114106115106116106117106118106119106120106121106122106123106124106125106126106127106128106129106130106131106132106133106134106135106136106137106138106139106140106141106142106143106144106145106146106147106148106149106150106151106152106153106154106155106156106157106158106159106160106161106162106163106164106165106166106167106168106169106170106171106172106173106174106175106176106177106178106179106180106181106182106183106184106185106186106187106188106189106190106191106192106193106194106195106196106197106198106199106200106201106202106203106204106205106206106207106208106209106210106211106212106213106214106215106216106217106218106219106220106221106222106223106224106225106226106227106228106229106230106231106232106233106234106235106236106237106238106239106240106241106242106243106244106245106246106247106248106249106250106251106252106253106254106255106256106257106258106259106260106261106262106263106264106265106266106267106268106269106270106271106272106273106274106275106276106277106278106279106280106281106282106283106284106285106286106287106288106289106290106291106292106293106294106295106296106297106298106299106300106301106302106303106304106305106306106307106308106309106310106311106312106313106314106315106316106317106318106319106320106321106322106323106324106325106326106327106328106329106330106331106332106333106334106335106336106337106338106339106340106341106342106343106344106345106346106347106348106349106350106351106352106353106354106355106356106357106358106359106360106361106362106363106364106365106366106367106368106369106370106371106372106373106374106375106376106377106378106379106380106381106382106383106384106385106386106387106388106389106390106391106392106393106394106395106396106397106398106399106400106401106402106403106404106405106406106407106408106409106410106411106412106413106414106415106416106417106418106419106420106421106422106423106424106425106426106427106428106429106430106431106432106433106434106435106436106437106438106439106440106441106442106443106444106445106446106447106448106449106450106451106452106453106454106455106456106457106458106459106460106461106462106463106464106465106466106467106468106469106470106471106472106473106474106475106476106477106478106479106480106481106482106483106484106485106486106487106488106489106490106491106492106493106494106495106496106497106498106499106500106501106502106503106504106505106506106507106508106509106510106511106512106513106514106515106516106517106518106519106520106521106522106523106524106525106526106527106528106529106530106531106532106533106534106535106536106537106538106539106540106541106542106543106544106545106546106547106548106549106550106551106552106553106554106555106556106557106558106559106560106561106562106563106564106565106566106567106568106569106570106571106572106573106574106575106576106577106578106579106580106581106582106583106584106585106586106587106588106589106590106591106592106593106594106595106596106597106598106599106600106601106602106603106604106605106606106607106608106609106610106611106612106613106614106615106616106617106618106619106620106621106622106623106624106625106626106627106628106629106630106631106632106633106634106635106636106637106638106639106640106641106642106643106644106645106646106647106648106649106650106651106652106653106654106655106656106657106658106659106660106661106662106663106664106665106666106667106668106669106670106671106672106673106674106675106676106677106678106679106680106681106682106683106684106685106686106687106688106689106690106691106692106693106694106695106696106697106698106699106700106701106702106703106704106705106706106707106708106709106710106711106712106713106714106715106716106717106718106719106720106721106722106723106724106725106726106727106728106729106730106731106732106733106734106735106736106737106738106739106740106741106742106743106744106745106746106747106748106749106750106751106752106753106754106755106756106757106758106759106760106761106762106763106764106765106766106767106768106769106770106771106772106773106774106775106776106777106778106779106780106781106782106783106784106785106786106787106788106789106790106791106792106793106794106795106796106797106798106799106800106801106802106803106804106805106806106807106808106809106810106811106812106813106814106815106816106817106818106819106820106821106822106823106824106825106826106827106828106829106830106831106832106833106834106835106836106837106838106839106840106841106842106843106844106845106846106847106848106849106850106851106852106853106854106855106856106857106858106859106860106861106862106863106864106865106866106867106868106869106870106871106872106873106874106875106876106877106878106879106880106881106882106883106884106885106886106887106888106889106890106891106892106893106894106895106896106897106898106899106900106901106902106903106904106905106906106907106908106909106910106911106912106913106914106915106916106917106918106919106920106921106922106923106924106925106926106927106928106929106930106931106932106933106934106935106936106937106938106939106940106941106942106943106944106945106946106947106948106949106950106951106952106953106954106955106956106957106958106959106960106961106962106963106964106965106966106967106968106969106970106971106972106973106974106975106976106977106978106979106980106981106982106983106984106985106986106987106988106989106990106991106992106993106994106995106996106997106998106999107000107001107002107003107004107005107006107007107008107009107010107011107012107013107014107015107016107017107018107019107020107021107022107023107024107025107026107027107028107029107030107031107032107033107034107035107036107037107038107039107040107041107042107043107044107045107046107047107048107049107050107051107052107053107054107055107056107057107058107059107060107061107062107063107064107065107066107067107068107069107070107071107072107073107074107075107076107077107078107079107080107081107082107083107084107085107086107087107088107089107090107091107092107093107094107095107096107097107098107099107100107101107102107103107104107105107106107107107108107109107110107111107112107113107114107115107116107117107118107119107120107121107122107123107124107125107126107127107128107129107130107131107132107133107134107135107136107137107138107139107140107141107142107143107144107145107146107147107148107149107150107151107152107153107154107155107156107157107158107159107160107161107162107163107164107165107166107167107168107169107170107171107172107173107174107175107176107177107178107179107180107181107182107183107184107185107186107187107188107189107190107191107192107193107194107195107196107197107198107199107200107201107202107203107204107205107206107207107208107209107210107211107212107213107214107215107216107217107218107219107220107221107222107223107224107225107226107227107228107229107230107231107232107233107234107235107236107237107238107239107240107241107242107243107244107245107246107247107248107249107250107251107252107253107254107255107256107257107258107259107260107261107262107263107264107265107266107267107268107269107270107271107272107273107274107275107276107277107278107279107280107281107282107283107284107285107286107287107288107289107290107291107292107293107294107295107296107297107298107299107300107301107302107303107304107305107306107307107308107309107310107311107312107313107314107315107316107317107318107319107320107321107322107323107324107325107326107327107328107329107330107331107332107333107334107335107336107337107338107339107340107341107342107343107344107345107346107347107348107349107350107351107352107353107354107355107356107357107358107359107360107361107362107363107364107365107366107367107368107369107370107371107372107373107374107375107376107377107378107379107380107381107382107383107384107385107386107387107388107389107390107391107392107393107394107395107396107397107398107399107400107401107402107403107404107405107406107407107408107409107410107411107412107413107414107415107416107417107418107419107420107421107422107423107424107425107426107427107428107429107430107431107432107433107434107435107436107437107438107439107440107441107442107443107444107445107446107447107448107449107450107451107452107453107454107455107456107457107458107459107460107461107462107463107464107465107466107467107468107469107470107471107472107473107474107475107476107477107478107479107480107481107482107483107484107485107486107487107488107489107490107491107492107493107494107495107496107497107498107499107500107501107502107503107504107505107506107507107508107509107510107511107512107513107514107515107516107517107518107519107520107521107522107523107524107525107526107527107528107529107530107531107532107533107534107535107536107537107538107539107540107541107542107543107544107545107546107547107548107549107550107551107552107553107554107555107556107557107558107559107560107561107562107563107564107565107566107567107568107569107570107571107572107573107574107575107576107577107578107579107580107581107582107583107584107585107586107587107588107589107590107591107592107593107594107595107596107597107598107599107600107601107602107603107604107605107606107607107608107609107610107611107612107613107614107615107616107617107618107619107620107621107622107623107624107625107626107627107628107629107630107631107632107633107634107635107636107637107638107639107640107641107642107643107644107645107646107647107648107649107650107651107652107653107654107655107656107657107658107659107660107661107662107663107664107665107666107667107668107669107670107671107672107673107674107675107676107677107678107679107680107681107682107683107684107685107686107687107688107689107690107691107692107693107694107695107696107697107698107699107700107701107702107703107704107705107706107707107708107709107710107711107712107713107714107715107716107717107718107719107720107721107722107723107724107725107726107727107728107729107730107731107732107733107734107735107736107737107738107739107740107741107742107743107744107745107746107747107748107749107750107751107752107753107754107755107756107757107758107759107760107761107762107763107764107765107766107767107768107769107770107771107772107773107774107775107776107777107778107779107780107781107782107783107784107785107786107787107788107789107790107791107792107793107794107795107796107797107798107799107800107801107802107803107804107805107806107807107808107809107810107811107812107813107814107815107816107817107818107819107820107821107822107823107824107825107826107827107828107829107830107831107832107833107834107835107836107837107838107839107840107841107842107843107844107845107846107847107848107849107850107851107852107853107854107855107856107857107858107859107860107861107862107863107864107865107866107867107868107869107870107871107872107873107874107875107876107877107878107879107880107881107882107883107884107885107886107887107888107889107890107891107892107893107894107895107896107897107898107899107900107901107902107903107904107905107906107907107908107909107910107911107912107913107914107915107916107917107918107919107920107921107922107923107924107925107926107927107928107929107930107931107932107933107934107935107936107937107938107939107940107941107942107943107944107945107946107947107948107949107950107951107952107953107954107955107956107957107958107959107960107961107962107963107964107965107966107967107968107969107970107971107972107973107974107975107976107977107978107979107980107981107982107983107984107985107986107987107988107989107990107991107992107993107994107995107996107997107998107999108000108001108002108003108004108005108006108007108008108009108010108011108012108013108014108015108016108017108018108019108020108021108022108023108024108025108026108027108028108029108030108031108032108033108034108035108036108037108038108039108040108041108042108043108044108045108046108047108048108049108050108051108052108053108054108055108056108057108058108059108060108061108062108063108064108065108066108067108068108069108070108071108072108073108074108075108076108077108078108079108080108081108082108083108084108085108086108087108088108089108090108091108092108093108094108095108096108097108098108099108100108101108102108103108104108105108106108107108108108109108110108111108112108113108114108115108116108117108118108119108120108121108122108123108124108125108126108127108128108129108130108131108132108133108134108135108136108137108138108139108140108141108142108143108144108145108146108147108148108149108150108151108152108153108154108155108156108157108158108159108160108161108162108163108164108165108166108167108168108169108170108171108172108173108174108175108176108177108178108179108180108181108182108183108184108185108186108187108188108189108190108191108192108193108194108195108196108197108198108199108200108201108202108203108204108205108206108207108208108209108210108211108212108213108214108215108216108217108218108219108220108221108222108223108224108225108226108227108228108229108230108231108232108233108234108235108236108237108238108239108240108241108242108243108244108245108246108247108248108249108250108251108252108253108254108255108256108257108258108259108260108261108262108263108264108265108266108267108268108269108270108271108272108273108274108275108276108277108278108279108280108281108282108283108284108285108286108287108288108289108290108291108292108293108294108295108296108297108298108299108300108301108302108303108304108305108306108307108308108309108310108311108312108313108314108315108316108317108318108319108320108321108322108323108324108325108326108327108328108329108330108331108332108333108334108335108336108337108338108339108340108341108342108343108344108345108346108347108348108349108350108351108352108353108354108355108356108357108358108359108360108361108362108363108364108365108366108367108368108369108370108371108372108373108374108375108376108377108378108379108380108381108382108383108384108385108386108387108388108389108390108391108392108393108394108395108396108397108398108399108400108401108402108403108404108405108406108407108408108409108410108411108412108413108414108415108416108417108418108419108420108421108422108423108424108425108426108427108428108429108430108431108432108433108434108435108436108437108438108439108440108441108442108443108444108445108446108447108448108449108450108451108452108453108454108455108456108457108458108459108460108461108462108463108464108465108466108467108468108469108470108471108472108473108474108475108476108477108478108479108480108481108482108483108484108485108486108487108488108489108490108491108492108493108494108495108496108497108498108499108500108501108502108503108504108505108506108507108508108509108510108511108512108513108514108515108516108517108518108519108520108521108522108523108524108525108526108527108528108529108530108531108532108533108534108535108536108537108538108539108540108541108542108543108544108545108546108547108548108549108550108551108552108553108554108555108556108557108558108559108560108561108562108563108564108565108566108567108568108569108570108571108572108573108574108575108576108577108578108579108580108581108582108583108584108585108586108587108588108589108590108591108592108593108594108595108596108597108598108599108600108601108602108603108604108605108606108607108608108609108610108611108612108613108614108615108616108617108618108619108620108621108622108623108624108625108626108627108628108629108630108631108632108633108634108635108636108637108638108639108640108641108642108643108644108645108646108647108648108649108650108651108652108653108654108655108656108657108658108659108660108661108662108663108664108665108666108667108668108669108670108671108672108673108674108675108676108677108678108679108680108681108682108683108684108685108686108687108688108689108690108691108692108693108694108695108696108697108698108699108700108701108702108703108704108705108706108707108708108709108710108711108712108713108714108715108716108717108718108719108720108721108722108723108724108725108726108727108728108729108730108731108732108733108734108735108736108737108738108739108740108741108742108743108744108745108746108747108748108749108750108751108752108753108754108755108756108757108758108759108760108761108762108763108764108765108766108767108768108769108770108771108772108773108774108775108776108777108778108779108780108781108782108783108784108785108786108787108788108789108790108791108792108793108794108795108796108797108798108799108800108801108802108803108804108805108806108807108808108809108810108811108812108813108814108815108816108817108818108819108820108821108822108823108824108825108826108827108828108829108830108831108832108833108834108835108836108837108838108839108840108841108842108843108844108845108846108847108848108849108850108851108852108853108854108855108856108857108858108859108860108861108862108863108864108865108866108867108868108869108870108871108872108873108874108875108876108877108878108879108880108881108882108883108884108885108886108887108888108889108890108891108892108893108894108895108896108897108898108899108900108901108902108903108904108905108906108907108908108909108910108911108912108913108914108915108916108917108918108919108920108921108922108923108924108925108926108927108928108929108930108931108932108933108934108935108936108937108938108939108940108941108942108943108944108945108946108947108948108949108950108951108952108953108954108955108956108957108958108959108960108961108962108963108964108965108966108967108968108969108970108971108972108973108974108975108976108977108978108979108980108981108982108983108984108985108986108987108988108989108990108991108992108993108994108995108996108997108998108999109000109001109002109003109004109005109006109007109008109009109010109011109012109013109014109015109016109017109018109019109020109021109022109023109024109025109026109027109028109029109030109031109032109033109034109035109036109037109038109039109040109041109042109043109044109045109046109047109048109049109050109051109052109053109054109055109056109057109058109059109060109061109062109063109064109065109066109067109068109069109070109071109072109073109074109075109076109077109078109079109080109081109082109083109084109085109086109087109088109089109090109091109092109093109094109095109096109097109098109099109100109101109102109103109104109105109106109107109108109109109110109111109112109113109114109115109116109117109118109119109120109121109122109123109124109125109126109127109128109129109130109131109132109133109134109135109136109137109138109139109140109141109142109143109144109145109146109147109148109149109150109151109152109153109154109155109156109157109158109159109160109161109162109163109164109165109166109167109168109169109170109171109172109173109174109175109176109177109178109179109180109181109182109183109184109185109186109187109188109189109190109191109192109193109194109195109196109197109198109199109200109201109202109203109204109205109206109207109208109209109210109211109212109213109214109215109216109217109218109219109220109221109222109223109224109225109226109227109228109229109230109231109232109233109234109235109236109237109238109239109240109241109242109243109244109245109246109247109248109249109250109251109252109253109254109255109256109257109258109259109260109261109262109263109264109265109266109267109268109269109270109271109272109273109274109275109276109277109278109279109280109281109282109283109284109285109286109287109288109289109290109291109292109293109294109295109296109297109298109299109300109301109302109303109304109305109306109307109308109309109310109311109312109313109314109315109316109317109318109319109320109321109322109323109324109325109326109327109328109329109330109331109332109333109334109335109336109337109338109339109340109341109342109343109344109345109346109347109348109349109350109351109352109353109354109355109356109357109358109359109360109361109362109363109364109365109366109367109368109369109370109371109372109373109374109375109376109377109378109379109380109381109382109383109384109385109386109387109388109389109390109391109392109393109394109395109396109397109398109399109400109401109402109403109404109405109406109407109408109409109410109411109412109413109414109415109416109417109418109419109420109421109422109423109424109425109426109427109428109429109430109431109432109433109434109435109436109437109438109439109440109441109442109443109444109445109446109447109448109449109450109451109452109453109454109455109456109457109458109459109460109461109462109463109464109465109466109467109468109469109470109471109472109473109474109475109476109477109478109479109480109481109482109483109484109485109486109487109488109489109490109491109492109493109494109495109496109497109498109499109500109501109502109503109504109505109506109507109508109509109510109511109512109513109514109515109516109517109518109519109520109521109522109523109524109525109526109527109528109529109530109531109532109533109534109535109536109537109538109539109540109541109542109543109544109545109546109547109548109549109550109551109552109553109554109555109556109557109558109559109560109561109562109563109564109565109566109567109568109569109570109571109572109573109574109575109576109577109578109579109580109581109582109583109584109585109586109587109588109589109590109591109592109593109594109595109596109597109598109599109600109601109602109603109604109605109606109607109608109609109610109611109612109613109614109615109616109617109618109619109620109621109622109623109624109625109626109627109628109629109630109631109632109633109634109635109636109637109638109639109640109641109642109643109644109645109646109647109648109649109650109651109652109653109654109655109656109657109658109659109660109661109662109663109664109665109666109667109668109669109670109671109672109673109674109675109676109677109678109679109680109681109682109683109684109685109686109687109688109689109690109691109692109693109694109695109696109697109698109699109700109701109702109703109704109705109706109707109708109709109710109711109712109713109714109715109716109717109718109719109720109721109722109723109724109725109726109727109728109729109730109731109732109733109734109735109736109737109738109739109740109741109742109743109744109745109746109747109748109749109750109751109752109753109754109755109756109757109758109759109760109761109762109763109764109765109766109767109768109769109770109771109772109773109774109775109776109777109778109779109780109781109782109783109784109785109786109787109788109789109790109791109792109793109794109795109796109797109798109799109800109801109802109803109804109805109806109807109808109809109810109811109812109813109814109815109816109817109818109819109820109821109822109823109824109825109826109827109828109829109830109831109832109833109834109835109836109837109838109839109840109841109842109843109844109845109846109847109848109849109850109851109852109853109854109855109856109857109858109859109860109861109862109863109864109865109866109867109868109869109870109871109872109873109874109875109876109877109878109879109880109881109882109883109884109885109886109887109888109889109890109891109892109893109894109895109896109897109898109899109900109901109902109903109904109905109906109907109908109909109910109911109912109913109914109915109916109917109918109919109920109921109922109923109924109925109926109927109928109929109930109931109932109933109934109935109936109937109938109939109940109941109942109943109944109945109946109947109948109949109950109951109952109953109954109955109956109957109958109959109960109961109962109963109964109965109966109967109968109969109970109971109972109973109974109975109976109977109978109979109980109981109982109983109984109985109986109987109988109989109990109991109992109993109994109995109996109997109998109999110000110001110002110003110004110005110006110007110008110009110010110011110012110013110014110015110016110017110018110019110020110021110022110023110024110025110026110027110028110029110030110031110032110033110034110035110036110037110038110039110040110041110042110043110044110045110046110047110048110049110050110051110052110053110054110055110056110057110058110059110060110061110062110063110064110065110066110067110068110069110070110071110072110073110074110075110076110077110078110079110080110081110082110083110084110085110086110087110088110089110090110091110092110093110094110095110096110097110098110099110100110101110102110103110104110105110106110107110108110109110110110111110112110113110114110115110116110117110118110119110120110121110122110123110124110125110126110127110128110129110130110131110132110133110134110135110136110137110138110139110140110141110142110143110144110145110146110147110148110149110150110151110152110153110154110155110156110157110158110159110160110161110162110163110164110165110166110167110168110169110170110171110172110173110174110175110176110177110178110179110180110181110182110183110184110185110186110187110188110189110190110191110192110193110194110195110196110197110198110199110200110201110202110203110204110205110206110207110208110209110210110211110212110213110214110215110216110217110218110219110220110221110222110223110224110225110226110227110228110229110230110231110232110233110234110235110236110237110238110239110240110241110242110243110244110245110246110247110248110249110250110251110252110253110254110255110256110257110258110259110260110261110262110263110264110265110266110267110268110269110270110271110272110273110274110275110276110277110278110279110280110281110282110283110284110285110286110287110288110289110290110291110292110293110294110295110296110297110298110299110300110301110302110303110304110305110306110307110308110309110310110311110312110313110314110315110316110317110318110319110320110321110322110323110324110325110326110327110328110329110330110331110332110333110334110335110336110337110338110339110340110341110342110343110344110345110346110347110348110349110350110351110352110353110354110355110356110357110358110359110360110361110362110363110364110365110366110367110368110369110370110371110372110373110374110375110376110377110378110379110380110381110382110383110384110385110386110387110388110389110390110391110392110393110394110395110396110397110398110399110400110401110402110403110404110405110406110407110408110409110410110411110412110413110414110415110416110417110418110419110420110421110422110423110424110425110426110427110428110429110430110431110432110433110434110435110436110437110438110439110440110441110442110443110444110445110446110447110448110449110450110451110452110453110454110455110456110457110458110459110460110461110462110463110464110465110466110467110468110469110470110471110472110473110474110475110476110477110478110479110480110481110482110483110484110485110486110487110488110489110490110491110492110493110494110495110496110497110498110499110500110501110502110503110504110505110506110507110508110509110510110511110512110513110514110515110516110517110518110519110520110521110522110523110524110525110526110527110528110529110530110531110532110533110534110535110536110537110538110539110540110541110542110543110544110545110546110547110548110549110550110551110552110553110554110555110556110557110558110559110560110561110562110563110564110565110566110567110568110569110570110571110572110573110574110575110576110577110578110579110580110581110582110583110584110585110586110587110588110589110590110591110592110593110594110595110596110597110598110599110600110601110602110603110604110605110606110607110608110609110610110611110612110613110614110615110616110617110618110619110620110621110622110623110624110625110626110627110628110629110630110631110632110633110634110635110636110637110638110639110640110641110642110643110644110645110646110647110648110649110650110651110652110653110654110655110656110657110658110659110660110661110662110663110664110665110666110667110668110669110670110671110672110673110674110675110676110677110678110679110680110681110682110683110684110685110686110687110688110689110690110691110692110693110694110695110696110697110698110699110700110701110702110703110704110705110706110707110708110709110710110711110712110713110714110715110716110717110718110719110720110721110722110723110724110725110726110727110728110729110730110731110732110733110734110735110736110737110738110739110740110741110742110743110744110745110746110747110748110749110750110751110752110753110754110755110756110757110758110759110760110761110762110763110764110765110766110767110768110769110770110771110772110773110774110775110776110777110778110779110780110781110782110783110784110785110786110787110788110789110790110791110792110793110794110795110796110797110798110799110800110801110802110803110804110805110806110807110808110809110810110811110812110813110814110815110816110817110818110819110820110821110822110823110824110825110826110827110828110829110830110831110832110833110834110835110836110837110838110839110840110841110842110843110844110845110846110847110848110849110850110851110852110853110854110855110856110857110858110859110860110861110862110863110864110865110866110867110868110869110870110871110872110873110874110875110876110877110878110879110880110881110882110883110884110885110886110887110888110889110890110891110892110893110894110895110896110897110898110899110900110901110902110903110904110905110906110907110908110909110910110911110912110913110914110915110916110917110918110919110920110921110922110923110924110925110926110927110928110929110930110931110932110933110934110935110936110937110938110939110940110941110942110943110944110945110946110947110948110949110950110951110952110953110954110955110956110957110958110959110960110961110962110963110964110965110966110967110968110969110970110971110972110973110974110975110976110977110978110979110980110981110982110983110984110985110986110987110988110989110990110991110992110993110994110995110996110997110998110999111000111001111002111003111004111005111006111007111008111009111010111011111012111013111014111015111016111017111018111019111020111021111022111023111024111025111026111027111028111029111030111031111032111033111034111035111036111037111038111039111040111041111042111043111044111045111046111047111048111049111050111051111052111053111054111055111056111057111058111059111060111061111062111063111064111065111066111067111068111069111070111071111072111073111074111075111076111077111078111079111080111081111082111083111084111085111086111087111088111089111090111091111092111093111094111095111096111097111098111099111100111101111102111103111104111105111106111107111108111109111110111111111112111113111114111115111116111117111118111119111120111121111122111123111124111125111126111127111128111129111130111131111132111133111134111135111136111137111138111139111140111141111142111143111144111145111146111147111148111149111150111151111152111153111154111155111156111157111158111159111160111161111162111163111164111165111166111167111168111169111170111171111172111173111174111175111176111177111178111179111180111181111182111183111184111185111186111187111188111189111190111191111192111193111194111195111196111197111198111199111200111201111202111203111204111205111206111207111208111209111210111211111212111213111214111215111216111217111218111219111220111221111222111223111224111225111226111227111228111229111230111231111232111233111234111235111236111237111238111239111240111241111242111243111244111245111246111247111248111249111250111251111252111253111254111255111256111257111258111259111260111261111262111263111264111265111266111267111268111269111270111271111272111273111274111275111276111277111278111279111280111281111282111283111284111285111286111287111288111289111290111291111292111293111294111295111296111297111298111299111300111301111302111303111304111305111306111307111308111309111310111311111312111313111314111315111316111317111318111319111320111321111322111323111324111325111326111327111328111329111330111331111332111333111334111335111336111337111338111339111340111341111342111343111344111345111346111347111348111349111350111351111352111353111354111355111356111357111358111359111360111361111362111363111364111365111366111367111368111369111370111371111372111373111374111375111376111377111378111379111380111381111382111383111384111385111386111387111388111389111390111391111392111393111394111395111396111397111398111399111400111401111402111403111404111405111406111407111408111409111410111411111412111413111414111415111416111417111418111419111420111421111422111423111424111425111426111427111428111429111430111431111432111433111434111435111436111437111438111439111440111441111442111443111444111445111446111447111448111449111450111451111452111453111454111455111456111457111458111459111460111461111462111463111464111465111466111467111468111469111470111471111472111473111474111475111476111477111478111479111480111481111482111483111484111485111486111487111488111489111490111491111492111493111494111495111496111497111498111499111500111501111502111503111504111505111506111507111508111509111510111511111512111513111514111515111516111517111518111519111520111521111522111523111524111525111526111527111528111529111530111531111532111533111534111535111536111537111538111539111540111541111542111543111544111545111546111547111548111549111550111551111552111553111554111555111556111557111558111559111560111561111562111563111564111565111566111567111568111569111570111571111572111573111574111575111576111577111578111579111580111581111582111583111584111585111586111587111588111589111590111591111592111593111594111595111596111597111598111599111600111601111602111603111604111605111606111607111608111609111610111611111612111613111614111615111616111617111618111619111620111621111622111623111624111625111626111627111628111629111630111631111632111633111634111635111636111637111638111639111640111641111642111643111644111645111646111647111648111649111650111651111652111653111654111655111656111657111658111659111660111661111662111663111664111665111666111667111668111669111670111671111672111673111674111675111676111677111678111679111680111681111682111683111684111685111686111687111688111689111690111691111692111693111694111695111696111697111698111699111700111701111702111703111704111705111706111707111708111709111710111711111712111713111714111715111716111717111718111719111720111721111722111723111724111725111726111727111728111729111730111731111732111733111734111735111736111737111738111739111740111741111742111743111744111745111746111747111748111749111750111751111752111753111754111755111756111757111758111759111760111761111762111763111764111765111766111767111768111769111770111771111772111773111774111775111776111777111778111779111780111781111782111783111784111785111786111787111788111789111790111791111792111793111794111795111796111797111798111799111800111801111802111803111804111805111806111807111808111809111810111811111812111813111814111815111816111817111818111819111820111821111822111823111824111825111826111827111828111829111830111831111832111833111834111835111836111837111838111839111840111841111842111843111844111845111846111847111848111849111850111851111852111853111854111855111856111857111858111859111860111861111862111863111864111865111866111867111868111869111870111871111872111873111874111875111876111877111878111879111880111881111882111883111884111885111886111887111888111889111890111891111892111893111894111895111896111897111898111899111900111901111902111903111904111905111906111907111908111909111910111911111912111913111914111915111916111917111918111919111920111921111922111923111924111925111926111927111928111929111930111931111932111933111934111935111936111937111938111939111940111941111942111943111944111945111946111947111948111949111950111951111952111953111954111955111956111957111958111959111960111961111962111963111964111965111966111967111968111969111970111971111972111973111974111975111976111977111978111979111980111981111982111983111984111985111986111987111988111989111990111991111992111993111994111995111996111997111998111999112000112001112002112003112004112005112006112007112008112009112010112011112012112013112014112015112016112017112018112019112020112021112022112023112024112025112026112027112028112029112030112031112032112033112034112035112036112037112038112039112040112041112042112043112044112045112046112047112048112049112050112051112052112053112054112055112056112057112058112059112060112061112062112063112064112065112066112067112068112069112070112071112072112073112074112075112076112077112078112079112080112081112082112083112084112085112086112087112088112089112090112091112092112093112094112095112096112097112098112099112100112101112102112103112104112105112106112107112108112109112110112111112112112113112114112115112116112117112118112119112120112121112122112123112124112125112126112127112128112129112130112131112132112133112134112135112136112137112138112139112140112141112142112143112144112145112146112147112148112149112150112151112152112153112154112155112156112157112158112159112160112161112162112163112164112165112166112167112168112169112170112171112172112173112174112175112176112177112178112179112180112181112182112183112184112185112186112187112188112189112190112191112192112193112194112195112196112197112198112199112200112201112202112203112204112205112206112207112208112209112210112211112212112213112214112215112216112217112218112219112220112221112222112223112224112225112226112227112228112229112230112231112232112233112234112235112236112237112238112239112240112241112242112243112244112245112246112247112248112249112250112251112252112253112254112255112256112257112258112259112260112261112262112263112264112265112266112267112268112269112270112271112272112273112274112275112276112277112278112279112280112281112282112283112284112285112286112287112288112289112290112291112292112293112294112295112296112297112298112299112300112301112302112303112304112305112306112307112308112309112310112311112312112313112314112315112316112317112318112319112320112321112322112323112324112325112326112327112328112329112330112331112332112333112334112335112336112337112338112339112340112341112342112343112344112345112346112347112348112349112350112351112352112353112354112355112356112357112358112359112360112361112362112363112364112365112366112367112368112369112370112371112372112373112374112375112376112377112378112379112380112381112382112383112384112385112386112387112388112389112390112391112392112393112394112395112396112397112398112399112400112401112402112403112404112405112406112407112408112409112410112411112412112413112414112415112416112417112418112419112420112421112422112423112424112425112426112427112428112429112430112431112432112433112434112435112436112437112438112439112440112441112442112443112444112445112446112447112448112449112450112451112452112453112454112455112456112457112458112459112460112461112462112463112464112465112466112467112468112469112470112471112472112473112474112475112476112477112478112479112480112481112482112483112484112485112486112487112488112489112490112491112492112493112494112495112496112497112498112499112500112501112502112503112504112505112506112507112508112509112510112511112512112513112514112515112516112517112518112519112520112521112522112523112524112525112526112527112528112529112530112531112532112533112534112535112536112537112538112539112540112541112542112543112544112545112546112547112548112549112550112551112552112553112554112555112556112557112558112559112560112561112562112563112564112565112566112567112568112569112570112571112572112573112574112575112576112577112578112579112580112581112582112583112584112585112586112587112588112589112590112591112592112593112594112595112596112597112598112599112600112601112602112603112604112605112606112607112608112609112610112611112612112613112614112615112616112617112618112619112620112621112622112623112624112625112626112627112628112629112630112631112632112633112634112635112636112637112638112639112640112641112642112643112644112645112646112647112648112649112650112651112652112653112654112655112656112657112658112659112660112661112662112663112664112665112666112667112668112669112670112671112672112673112674112675112676112677112678112679112680112681112682112683112684112685112686112687112688112689112690112691112692112693112694112695112696112697112698112699112700112701112702112703112704112705112706112707112708112709112710112711112712112713112714112715112716112717112718112719112720112721112722112723112724112725112726112727112728112729112730112731112732112733112734112735112736112737112738112739112740112741112742112743112744112745112746112747112748112749112750112751112752112753112754112755112756112757112758112759112760112761112762112763112764112765112766112767112768112769112770112771112772112773112774112775112776112777112778112779112780112781112782112783112784112785112786112787112788112789112790112791112792112793112794112795112796112797112798112799112800112801112802112803112804112805112806112807112808112809112810112811112812112813112814112815112816112817112818112819112820112821112822112823112824112825112826112827112828112829112830112831112832112833112834112835112836112837112838112839112840112841112842112843112844112845112846112847112848112849112850112851112852112853112854112855112856112857112858112859112860112861112862112863112864112865112866112867112868112869112870112871112872112873112874112875112876112877112878112879112880112881112882112883112884112885112886112887112888112889112890112891112892112893112894112895112896112897112898112899112900112901112902112903112904112905112906112907112908112909112910112911112912112913112914112915112916112917112918112919112920112921112922112923112924112925112926112927112928112929112930112931112932112933112934112935112936112937112938112939112940112941112942112943112944112945112946112947112948112949112950112951112952112953112954112955112956112957112958112959112960112961112962112963112964112965112966112967112968112969112970112971112972112973112974112975112976112977112978112979112980112981112982112983112984112985112986112987112988112989112990112991112992112993112994112995112996112997112998112999113000113001113002113003113004113005113006113007113008113009113010113011113012113013113014113015113016113017113018113019113020113021113022113023113024113025113026113027113028113029113030113031113032113033113034113035113036113037113038113039113040113041113042113043113044113045113046113047113048113049113050113051113052113053113054113055113056113057113058113059113060113061113062113063113064113065113066113067113068113069113070113071113072113073113074113075113076113077113078113079113080113081113082113083113084113085113086113087113088113089113090113091113092113093113094113095113096113097113098113099113100113101113102113103113104113105113106113107113108113109113110113111113112113113113114113115113116113117113118113119113120113121113122113123113124113125113126113127113128113129113130113131113132113133113134113135113136113137113138113139113140113141113142113143113144113145113146113147113148113149113150113151113152113153113154113155113156113157113158113159113160113161113162113163113164113165113166113167113168113169113170113171113172113173113174113175113176113177113178113179113180113181113182113183113184113185113186113187113188113189113190113191113192113193113194113195113196113197113198113199113200113201113202113203113204113205113206113207113208113209113210113211113212113213113214113215113216113217113218113219113220113221113222113223113224113225113226113227113228113229113230113231113232113233113234113235113236113237113238113239113240113241113242113243113244113245113246113247113248113249113250113251113252113253113254113255113256113257113258113259113260113261113262113263113264113265113266113267113268113269113270113271113272113273113274113275113276113277113278113279113280113281113282113283113284113285113286113287113288113289113290113291113292113293113294113295113296113297113298113299113300113301113302113303113304113305113306113307113308113309113310113311113312113313113314113315113316113317113318113319113320113321113322113323113324113325113326113327113328113329113330113331113332113333113334113335113336113337113338113339113340113341113342113343113344113345113346113347113348113349113350113351113352113353113354113355113356113357113358113359113360113361113362113363113364113365113366113367113368113369113370113371113372113373113374113375113376113377113378113379113380113381113382113383113384113385113386113387113388113389113390113391113392113393113394113395113396113397113398113399113400113401113402113403113404113405113406113407113408113409113410113411113412113413113414113415113416113417113418113419113420113421113422113423113424113425113426113427113428113429113430113431113432113433113434113435113436113437113438113439113440113441113442113443113444113445113446113447113448113449113450113451113452113453113454113455113456113457113458113459113460113461113462113463113464113465113466113467113468113469113470113471113472113473113474113475113476113477113478113479113480113481113482113483113484113485113486113487113488113489113490113491113492113493113494113495113496113497113498113499113500113501113502113503113504113505113506113507113508113509113510113511113512113513113514113515113516113517113518113519113520113521113522113523113524113525113526113527113528113529113530113531113532113533113534113535113536113537113538113539113540113541113542113543113544113545113546113547113548113549113550113551113552113553113554113555113556113557113558113559113560113561113562113563113564113565113566113567113568113569113570113571113572113573113574113575113576113577113578113579113580113581113582113583113584113585113586113587113588113589113590113591113592113593113594113595113596113597113598113599113600113601113602113603113604113605113606113607113608113609113610113611113612113613113614113615113616113617113618113619113620113621113622113623113624113625113626113627113628113629113630113631113632113633113634113635113636113637113638113639113640113641113642113643113644113645113646113647113648113649113650113651113652113653113654113655113656113657113658113659113660113661113662113663113664113665113666113667113668113669113670113671113672113673113674113675113676113677113678113679113680113681113682113683113684113685113686113687113688113689113690113691113692113693113694113695113696113697113698113699113700113701113702113703113704113705113706113707113708113709113710113711113712113713113714113715113716113717113718113719113720113721113722113723113724113725113726113727113728113729113730113731113732113733113734113735113736113737113738113739113740113741113742113743113744113745113746113747113748113749113750113751113752113753113754113755113756113757113758113759113760113761113762113763113764113765113766113767113768113769113770113771113772113773113774113775113776113777113778113779113780113781113782113783113784113785113786113787113788113789113790113791113792113793113794113795113796113797113798113799113800113801113802113803113804113805113806113807113808113809113810113811113812113813113814113815113816113817113818113819113820113821113822113823113824113825113826113827113828113829113830113831113832113833113834113835113836113837113838113839113840113841113842113843113844113845113846113847113848113849113850113851113852113853113854113855113856113857113858113859113860113861113862113863113864113865113866113867113868113869113870113871113872113873113874113875113876113877113878113879113880113881113882113883113884113885113886113887113888113889113890113891113892113893113894113895113896113897113898113899113900113901113902113903113904113905113906113907113908113909113910113911113912113913113914113915113916113917113918113919113920113921113922113923113924113925113926113927113928113929113930113931113932113933113934113935113936113937113938113939113940113941113942113943113944113945113946113947113948113949113950113951113952113953113954113955113956113957113958113959113960113961113962113963113964113965113966113967113968113969113970113971113972113973113974113975113976113977113978113979113980113981113982113983113984113985113986113987113988113989113990113991113992113993113994113995113996113997113998113999114000114001114002114003114004114005114006114007114008114009114010114011114012114013114014114015114016114017114018114019114020114021114022114023114024114025114026114027114028114029114030114031114032114033114034114035114036114037114038114039114040114041114042114043114044114045114046114047114048114049114050114051114052114053114054114055114056114057114058114059114060114061114062114063114064114065114066114067114068114069114070114071114072114073114074114075114076114077114078114079114080114081114082114083114084114085114086114087114088114089114090114091114092114093114094114095114096114097114098114099114100114101114102114103114104114105114106114107114108114109114110114111114112114113114114114115114116114117114118114119114120114121114122114123114124114125114126114127114128114129114130114131114132114133114134114135114136114137114138114139114140114141114142114143114144114145114146114147114148114149114150114151114152114153114154114155114156114157114158114159114160114161114162114163114164114165114166114167114168114169114170114171114172114173114174114175114176114177114178114179114180114181114182114183114184114185114186114187114188114189114190114191114192114193114194114195114196114197114198114199114200114201114202114203114204114205114206114207114208114209114210114211114212114213114214114215114216114217114218114219114220114221114222114223114224114225114226114227114228114229114230114231114232114233114234114235114236114237114238114239114240114241114242114243114244114245114246114247114248114249114250114251114252114253114254114255114256114257114258114259114260114261114262114263114264114265114266114267114268114269114270114271114272114273114274114275114276114277114278114279114280114281114282114283114284114285114286114287114288114289114290114291114292114293114294114295114296114297114298114299114300114301114302114303114304114305114306114307114308114309114310114311114312114313114314114315114316114317114318114319114320114321114322114323114324114325114326114327114328114329114330114331114332114333114334114335114336114337114338114339114340114341114342114343114344114345114346114347114348114349114350114351114352114353114354114355114356114357114358114359114360114361114362114363114364114365114366114367114368114369114370114371114372114373114374114375114376114377114378114379114380114381114382114383114384114385114386114387114388114389114390114391114392114393114394114395114396114397114398114399114400114401114402114403114404114405114406114407114408114409114410114411114412114413114414114415114416114417114418114419114420114421114422114423114424114425114426114427114428114429114430114431114432114433114434114435114436114437114438114439114440114441114442114443114444114445114446114447114448114449114450114451114452114453114454114455114456114457114458114459114460114461114462114463114464114465114466114467114468114469114470114471114472114473114474114475114476114477114478114479114480114481114482114483114484114485114486114487114488114489114490114491114492114493114494114495114496114497114498114499114500114501114502114503114504114505114506114507114508114509114510114511114512114513114514114515114516114517114518114519114520114521114522114523114524114525114526114527114528114529114530114531114532114533114534114535114536114537114538114539114540114541114542114543114544114545114546114547114548114549114550114551114552114553114554114555114556114557114558114559114560114561114562114563114564114565114566114567114568114569114570114571114572114573114574114575114576114577114578114579114580114581114582114583114584114585114586114587114588114589114590114591114592114593114594114595114596114597114598114599114600114601114602114603114604114605114606114607114608114609114610114611114612114613114614114615114616114617114618114619114620114621114622114623114624114625114626114627114628114629114630114631114632114633114634114635114636114637114638114639114640114641114642114643114644114645114646114647114648114649114650114651114652114653114654114655114656114657114658114659114660114661114662114663114664114665114666114667114668114669114670114671114672114673114674114675114676114677114678114679114680114681114682114683114684114685114686114687114688114689114690114691114692114693114694114695114696114697114698114699114700114701114702114703114704114705114706114707114708114709114710114711114712114713114714114715114716114717114718114719114720114721114722114723114724114725114726114727114728114729114730114731114732114733114734114735114736114737114738114739114740114741114742114743114744114745114746114747114748114749114750114751114752114753114754114755114756114757114758114759114760114761114762114763114764114765114766114767114768114769114770114771114772114773114774114775114776114777114778114779114780114781114782114783114784114785114786114787114788114789114790114791114792114793114794114795114796114797114798114799114800114801114802114803114804114805114806114807114808114809114810114811114812114813114814114815114816114817114818114819114820114821114822114823114824114825114826114827114828114829114830114831114832114833114834114835114836114837114838114839114840114841114842114843114844114845114846114847114848114849114850114851114852114853114854114855114856114857114858114859114860114861114862114863114864114865114866114867114868114869114870114871114872114873114874114875114876114877114878114879114880114881114882114883114884114885114886114887114888114889114890114891114892114893114894114895114896114897114898114899114900114901114902114903114904114905114906114907114908114909114910114911114912114913114914114915114916114917114918114919114920114921114922114923114924114925114926114927114928114929114930114931114932114933114934114935114936114937114938114939114940114941114942114943114944114945114946114947114948114949114950114951114952114953114954114955114956114957114958114959114960114961114962114963114964114965114966114967114968114969114970114971114972114973114974114975114976114977114978114979114980114981114982114983114984114985114986114987114988114989114990114991114992114993114994114995114996114997114998114999115000115001115002115003115004115005115006115007115008115009115010115011115012115013115014115015115016115017115018115019115020115021115022115023115024115025115026115027115028115029115030115031115032115033115034115035115036115037115038115039115040115041115042115043115044115045115046115047115048115049115050115051115052115053115054115055115056115057115058115059115060115061115062115063115064115065115066115067115068115069115070115071115072115073115074115075115076115077115078115079115080115081115082115083115084115085115086115087115088115089115090115091115092115093115094115095115096115097115098115099115100115101115102115103115104115105115106115107115108115109115110115111115112115113115114115115115116115117115118115119115120115121115122115123115124115125115126115127115128115129115130115131115132115133115134115135115136115137115138115139115140115141115142115143115144115145115146115147115148115149115150115151115152115153115154115155115156115157115158115159115160115161115162115163115164115165115166115167115168115169115170115171115172115173115174115175115176115177115178115179115180115181115182115183115184115185115186115187115188115189115190115191115192115193115194115195115196115197115198115199115200115201115202115203115204115205115206115207115208115209115210115211115212115213115214115215115216115217115218115219115220115221115222115223115224115225115226115227115228115229115230115231115232115233115234115235115236115237115238115239115240115241115242115243115244115245115246115247115248115249115250115251115252115253115254115255115256115257115258115259115260115261115262115263115264115265115266115267115268115269115270115271115272115273115274115275115276115277115278115279115280115281115282115283115284115285115286115287115288115289115290115291115292115293115294115295115296115297115298115299115300115301115302115303115304115305115306115307115308115309115310115311115312115313115314115315115316115317115318115319115320115321115322115323115324115325115326115327115328115329115330115331115332115333115334115335115336115337115338115339115340115341115342115343115344115345115346115347115348115349115350115351115352115353115354115355115356115357115358115359115360115361115362115363115364115365115366115367115368115369115370115371115372115373115374115375115376115377115378115379115380115381115382115383115384115385115386115387115388115389115390115391115392115393115394115395115396115397115398115399115400115401115402115403115404115405115406115407115408115409115410115411115412115413115414115415115416115417115418115419115420115421115422115423115424115425115426115427115428115429115430115431115432115433115434115435115436115437115438115439115440115441115442115443115444115445115446115447115448115449115450115451115452115453115454115455115456115457115458115459115460115461115462115463115464115465115466115467115468115469115470115471115472115473115474115475115476115477115478115479115480115481115482115483115484115485115486115487115488115489115490115491115492115493115494115495115496115497115498115499115500115501115502115503115504115505115506115507115508115509115510115511115512115513115514115515115516115517115518115519115520115521115522115523115524115525115526115527115528115529115530115531115532115533115534115535115536115537115538115539115540115541115542115543115544115545115546115547115548115549115550115551115552115553115554115555115556115557115558115559115560115561115562115563115564115565115566115567115568115569115570115571115572115573115574115575115576115577115578115579115580115581115582115583115584115585115586115587115588115589115590115591115592115593115594115595115596115597115598115599115600115601115602115603115604115605115606115607115608115609115610115611115612115613115614115615115616115617115618115619115620115621115622115623115624115625115626115627115628115629115630115631115632115633115634115635115636115637115638115639115640115641115642115643115644115645115646115647115648115649115650115651115652115653115654115655115656115657115658115659115660115661115662115663115664115665115666115667115668115669115670115671115672115673115674115675115676115677115678115679115680115681115682115683115684115685115686115687115688115689115690115691115692115693115694115695115696115697115698115699115700115701115702115703115704115705115706115707115708115709115710115711115712115713115714115715115716115717115718115719115720115721115722115723115724115725115726115727115728115729115730115731115732115733115734115735115736115737115738115739115740115741115742115743115744115745115746115747115748115749115750115751115752115753115754115755115756115757115758115759115760115761115762115763115764115765115766115767115768115769115770115771115772115773115774115775115776115777115778115779115780115781115782115783115784115785115786115787115788115789115790115791115792115793115794115795115796115797115798115799115800115801115802115803115804115805115806115807115808115809115810115811115812115813115814115815115816115817115818115819115820115821115822115823115824115825115826115827115828115829115830115831115832115833115834115835115836115837115838115839115840115841115842115843115844115845115846115847115848115849115850115851115852115853115854115855115856115857115858115859115860115861115862115863115864115865115866115867115868115869115870115871115872115873115874115875115876115877115878115879115880115881115882115883115884115885115886115887115888115889115890115891115892115893115894115895115896115897115898115899115900115901115902115903115904115905115906115907115908115909115910115911115912115913115914115915115916115917115918115919115920115921115922115923115924115925115926115927115928115929115930115931115932115933115934115935115936115937115938115939115940115941115942115943115944115945115946115947115948115949115950115951115952115953115954115955115956115957115958115959115960115961115962115963115964115965115966115967115968115969115970115971115972115973115974115975115976115977115978115979115980115981115982115983115984115985115986115987115988115989115990115991115992115993115994115995115996115997115998115999116000116001116002116003116004116005116006116007116008116009116010116011116012116013116014116015116016116017116018116019116020116021116022116023116024116025116026116027116028116029116030116031116032116033116034116035116036116037116038116039116040116041116042116043116044116045116046116047116048116049116050116051116052116053116054116055116056116057116058116059116060116061116062116063116064116065116066116067116068116069116070116071116072116073116074116075116076116077116078116079116080116081116082116083116084116085116086116087116088116089116090116091116092116093116094116095116096116097116098116099116100116101116102116103116104116105116106116107116108116109116110116111116112116113116114116115116116116117116118116119116120116121116122116123116124116125116126116127116128116129116130116131116132116133116134116135116136116137116138116139116140116141116142116143116144116145116146116147116148116149116150116151116152116153116154116155116156116157116158116159116160116161116162116163116164116165116166116167116168116169116170116171116172116173116174116175116176116177116178116179116180116181116182116183116184116185116186116187116188116189116190116191116192116193116194116195116196116197116198116199116200116201116202116203116204116205116206116207116208116209116210116211116212116213116214116215116216116217116218116219116220116221116222116223116224116225116226116227116228116229116230116231116232116233116234116235116236116237116238116239116240116241116242116243116244116245116246116247116248116249116250116251116252116253116254116255116256116257116258116259116260116261116262116263116264116265116266116267116268116269116270116271116272116273116274116275116276116277116278116279116280116281116282116283116284116285116286116287116288116289116290116291116292116293116294116295116296116297116298116299116300116301116302116303116304116305116306116307116308116309116310116311116312116313116314116315116316116317116318116319116320116321116322116323116324116325116326116327116328116329116330116331116332116333116334116335116336116337116338116339116340116341116342116343116344116345116346116347116348116349116350116351116352116353116354116355116356116357116358116359116360116361116362116363116364116365116366116367116368116369116370116371116372116373116374116375116376116377116378116379116380116381116382116383116384116385116386116387116388116389116390116391116392116393116394116395116396116397116398116399116400116401116402116403116404116405116406116407116408116409116410116411116412116413116414116415116416116417116418116419116420116421116422116423116424116425116426116427116428116429116430116431116432116433116434116435116436116437116438116439116440116441116442116443116444116445116446116447116448116449116450116451116452116453116454116455116456116457116458116459116460116461116462116463116464116465116466116467116468116469116470116471116472116473116474116475116476116477116478116479116480116481116482116483116484116485116486116487116488116489116490116491116492116493116494116495116496116497116498116499116500116501116502116503116504116505116506116507116508116509116510116511116512116513116514116515116516116517116518116519116520116521116522116523116524116525116526116527116528116529116530116531116532116533116534116535116536116537116538116539116540116541116542116543116544116545116546116547116548116549116550116551116552116553116554116555116556116557116558116559116560116561116562116563116564116565116566116567116568116569116570116571116572116573116574116575116576116577116578116579116580116581116582116583116584116585116586116587116588116589116590116591116592116593116594116595116596116597116598116599116600116601116602116603116604116605116606116607116608116609116610116611116612116613116614116615116616116617116618116619116620116621116622116623116624116625116626116627116628116629116630116631116632116633116634116635116636116637116638116639116640116641116642116643116644116645116646116647116648116649116650116651116652116653116654116655116656116657116658116659116660116661116662116663116664116665116666116667116668116669116670116671116672116673116674116675116676116677116678116679116680116681116682116683116684116685116686116687116688116689116690116691116692116693116694116695116696116697116698116699116700116701116702116703116704116705116706116707116708116709116710116711116712116713116714116715116716116717116718116719116720116721116722116723116724116725116726116727116728116729116730116731116732116733116734116735116736116737116738116739116740116741116742116743116744116745116746116747116748116749116750116751116752116753116754116755116756116757116758116759116760116761116762116763116764116765116766116767116768116769116770116771116772116773116774116775116776116777116778116779116780116781116782116783116784116785116786116787116788116789116790116791116792116793116794116795116796116797116798116799116800116801116802116803116804116805116806116807116808116809116810116811116812116813116814116815116816116817116818116819116820116821116822116823116824116825116826116827116828116829116830116831116832116833116834116835116836116837116838116839116840116841116842116843116844116845116846116847116848116849116850116851116852116853116854116855116856116857116858116859116860116861116862116863116864116865116866116867116868116869116870116871116872116873116874116875116876116877116878116879116880116881116882116883116884116885116886116887116888116889116890116891116892116893116894116895116896116897116898116899116900116901116902116903116904116905116906116907116908116909116910116911116912116913116914116915116916116917116918116919116920116921116922116923116924116925116926116927116928116929116930116931116932116933116934116935116936116937116938116939116940116941116942116943116944116945116946116947116948116949116950116951116952116953116954116955116956116957116958116959116960116961116962116963116964116965116966116967116968116969116970116971116972116973116974116975116976116977116978116979116980116981116982116983116984116985116986116987116988116989116990116991116992116993116994116995116996116997116998116999117000117001117002117003117004117005117006117007117008117009117010117011117012117013117014117015117016117017117018117019117020117021117022117023117024117025117026117027117028117029117030117031117032117033117034117035117036117037117038117039117040117041117042117043117044117045117046117047117048117049117050117051117052117053117054117055117056117057117058117059117060117061117062117063117064117065117066117067117068117069117070117071117072117073117074117075117076117077117078117079117080117081117082117083117084117085117086117087117088117089117090117091117092117093117094117095117096117097117098117099117100117101117102117103117104117105117106117107117108117109117110117111117112117113117114117115117116117117117118117119117120117121117122117123117124117125117126117127117128117129117130117131117132117133117134117135117136117137117138117139117140117141117142117143117144117145117146117147117148117149117150117151117152117153117154117155117156117157117158117159117160117161117162117163117164117165117166117167117168117169117170117171117172117173117174117175117176117177117178117179117180117181117182117183117184117185117186117187117188117189117190117191117192117193117194117195117196117197117198117199117200117201117202117203117204117205117206117207117208117209117210117211117212117213117214117215117216117217117218117219117220117221117222117223117224117225117226117227117228117229117230117231117232117233117234117235117236117237117238117239117240117241117242117243117244117245117246117247117248117249117250117251117252117253117254117255117256117257117258117259117260117261117262117263117264117265117266117267117268117269117270117271117272117273117274117275117276117277117278117279117280117281117282117283117284117285117286117287117288117289117290117291117292117293117294117295117296117297117298117299117300117301117302117303117304117305117306117307117308117309117310117311117312117313117314117315117316117317117318117319117320117321117322117323117324117325117326117327117328117329117330117331117332117333117334117335117336117337117338117339117340117341117342117343117344117345117346117347117348117349117350117351117352117353117354117355117356117357117358117359117360117361117362117363117364117365117366117367117368117369117370117371117372117373117374117375117376117377117378117379117380117381117382117383117384117385117386117387117388117389117390117391117392117393117394117395117396117397117398117399117400117401117402117403117404117405117406117407117408117409117410117411117412117413117414117415117416117417117418117419117420117421117422117423117424117425117426117427117428117429117430117431117432117433117434117435117436117437117438117439117440117441117442117443117444117445117446117447117448117449117450117451117452117453117454117455117456117457117458117459117460117461117462117463117464117465117466117467117468117469117470117471117472117473117474117475117476117477117478117479117480117481117482117483117484117485117486117487117488117489117490117491117492117493117494117495117496117497117498117499117500117501117502117503117504117505117506117507117508117509117510117511117512117513117514117515117516117517117518117519117520117521117522117523117524117525117526117527117528117529117530117531117532117533117534117535117536117537117538117539117540117541117542117543117544117545117546117547117548117549117550117551117552117553117554117555117556117557117558117559117560117561117562117563117564117565117566117567117568117569117570117571117572117573117574117575117576117577117578117579117580117581117582117583117584117585117586117587117588117589117590117591117592117593117594117595117596117597117598117599117600117601117602117603117604117605117606117607117608117609117610117611117612117613117614117615117616117617117618117619117620117621117622117623117624117625117626117627117628117629117630117631117632117633117634117635117636117637117638117639117640117641117642117643117644117645117646117647117648117649117650117651117652117653117654117655117656117657117658117659117660117661117662117663117664117665117666117667117668117669117670117671117672117673117674117675117676117677117678117679117680117681117682117683117684117685117686117687117688117689117690117691117692117693117694117695117696117697117698117699117700117701117702117703117704117705117706117707117708117709117710117711117712117713117714117715117716117717117718117719117720117721117722117723117724117725117726117727117728117729117730117731117732117733117734117735117736117737117738117739117740117741117742117743117744117745117746117747117748117749117750117751117752117753117754117755117756117757117758117759117760117761117762117763117764117765117766117767117768117769117770117771117772117773117774117775117776117777117778117779117780117781117782117783117784117785117786117787117788117789117790117791117792117793117794117795117796117797117798117799117800117801117802117803117804117805117806117807117808117809117810117811117812117813117814117815117816117817117818117819117820117821117822117823117824117825117826117827117828117829117830117831117832117833117834117835117836117837117838117839117840117841117842117843117844117845117846117847117848117849117850117851117852117853117854117855117856117857117858117859117860117861117862117863117864117865117866117867117868117869117870117871117872117873117874117875117876117877117878117879117880117881117882117883117884117885117886117887117888117889117890117891117892117893117894117895117896117897117898117899117900117901117902117903117904117905117906117907117908117909117910117911117912117913117914117915117916117917117918117919117920117921117922117923117924117925117926117927117928117929117930117931117932117933117934117935117936117937117938117939117940117941117942117943117944117945117946117947117948117949117950117951117952117953117954117955117956117957117958117959117960117961117962117963117964117965117966117967117968117969117970117971117972117973117974117975117976117977117978117979117980117981117982117983117984117985117986117987117988117989117990117991117992117993117994117995117996117997117998117999118000118001118002118003118004118005118006118007118008118009118010118011118012118013118014118015118016118017118018118019118020118021118022118023118024118025118026118027118028118029118030118031118032118033118034118035118036118037118038118039118040118041118042118043118044118045118046118047118048118049118050118051118052118053118054118055118056118057118058118059118060118061118062118063118064118065118066118067118068118069118070118071118072118073118074118075118076118077118078118079118080118081118082118083118084118085118086118087118088118089118090118091118092118093118094118095118096118097118098118099118100118101118102118103118104118105118106118107118108118109118110118111118112118113118114118115118116118117118118118119118120118121118122118123118124118125118126118127118128118129118130118131118132118133118134118135118136118137118138118139118140118141118142118143118144118145118146118147118148118149118150118151118152118153118154118155118156118157118158118159118160118161118162118163118164118165118166118167118168118169118170118171118172118173118174118175118176118177118178118179118180118181118182118183118184118185118186118187118188118189118190118191118192118193118194118195118196118197118198118199118200118201118202118203118204118205118206118207118208118209118210118211118212118213118214118215118216118217118218118219118220118221118222118223118224118225118226118227118228118229118230118231118232118233118234118235118236118237118238118239118240118241118242118243118244118245118246118247118248118249118250118251118252118253118254118255118256118257118258118259118260118261118262118263118264118265118266118267118268118269118270118271118272118273118274118275118276118277118278118279118280118281118282118283118284118285118286118287118288118289118290118291118292118293118294118295118296118297118298118299118300118301118302118303118304118305118306118307118308118309118310118311118312118313118314118315118316118317118318118319118320118321118322118323118324118325118326118327118328118329118330118331118332118333118334118335118336118337118338118339118340118341118342118343118344118345118346118347118348118349118350118351118352118353118354118355118356118357118358118359118360118361118362118363118364118365118366118367118368118369118370118371118372118373118374118375118376118377118378118379118380118381118382118383118384118385118386118387118388118389118390118391118392118393118394118395118396118397118398118399118400118401118402118403118404118405118406118407118408118409118410118411118412118413118414118415118416118417118418118419118420118421118422118423118424118425118426118427118428118429118430118431118432118433118434118435118436118437118438118439118440118441118442118443118444118445118446118447118448118449118450118451118452118453118454118455118456118457118458118459118460118461118462118463118464118465118466118467118468118469118470118471118472118473118474118475118476118477118478118479118480118481118482118483118484118485118486118487118488118489118490118491118492118493118494118495118496118497118498118499118500118501118502118503118504118505118506118507118508118509118510118511118512118513118514118515118516118517118518118519118520118521118522118523118524118525118526118527118528118529118530118531118532118533118534118535118536118537118538118539118540118541118542118543118544118545118546118547118548118549118550118551118552118553118554118555118556118557118558118559118560118561118562118563118564118565118566118567118568118569118570118571118572118573118574118575118576118577118578118579118580118581118582118583118584118585118586118587118588118589118590118591118592118593118594118595118596118597118598118599118600118601118602118603118604118605118606118607118608118609118610118611118612118613118614118615118616118617118618118619118620118621118622118623118624118625118626118627118628118629118630118631118632118633118634118635118636118637118638118639118640118641118642118643118644118645118646118647118648118649118650118651118652118653118654118655118656118657118658118659118660118661118662118663118664118665118666118667118668118669118670118671118672118673118674118675118676118677118678118679118680118681118682118683118684118685118686118687118688118689118690118691118692118693118694118695118696118697118698118699118700118701118702118703118704118705118706118707118708118709118710118711118712118713118714118715118716118717118718118719118720118721118722118723118724118725118726118727118728118729118730118731118732118733118734118735118736118737118738118739118740118741118742118743118744118745118746118747118748118749118750118751118752118753118754118755118756118757118758118759118760118761118762118763118764118765118766118767118768118769118770118771118772118773118774118775118776118777118778118779118780118781118782118783118784118785118786118787118788118789118790118791118792118793118794118795118796118797118798118799118800118801118802118803118804118805118806118807118808118809118810118811118812118813118814118815118816118817118818118819118820118821118822118823118824118825118826118827118828118829118830118831118832118833118834118835118836118837118838118839118840118841118842118843118844118845118846118847118848118849118850118851118852118853118854118855118856118857118858118859118860118861118862118863118864118865118866118867118868118869118870118871118872118873118874118875118876118877118878118879118880118881118882118883118884118885118886118887118888118889118890118891118892118893118894118895118896118897118898118899118900118901118902118903118904118905118906118907118908118909118910118911118912118913118914118915118916118917118918118919118920118921118922118923118924118925118926118927118928118929118930118931118932118933118934118935118936118937118938118939118940118941118942118943118944118945118946118947118948118949118950118951118952118953118954118955118956118957118958118959118960118961118962118963118964118965118966118967118968118969118970118971118972118973118974118975118976118977118978118979118980118981118982118983118984118985118986118987118988118989118990118991118992118993118994118995118996118997118998118999119000119001119002119003119004119005119006119007119008119009119010119011119012119013119014119015119016119017119018119019119020119021119022119023119024119025119026119027119028119029119030119031119032119033119034119035119036119037119038119039119040119041119042119043119044119045119046119047119048119049119050119051119052119053119054119055119056119057119058119059119060119061119062119063119064119065119066119067119068119069119070119071119072119073119074119075119076119077119078119079119080119081119082119083119084119085119086119087119088119089119090119091119092119093119094119095119096119097119098119099119100119101119102119103119104119105119106119107119108119109119110119111119112119113119114119115119116119117119118119119119120119121119122119123119124119125119126119127119128119129119130119131119132119133119134119135119136119137119138119139119140119141119142119143119144119145119146119147119148119149119150119151119152119153119154119155119156119157119158119159119160119161119162119163119164119165119166119167119168119169119170119171119172119173119174119175119176119177119178119179119180119181119182119183119184119185119186119187119188119189119190119191119192119193119194119195119196119197119198119199119200119201119202119203119204119205119206119207119208119209119210119211119212119213119214119215119216119217119218119219119220119221119222119223119224119225119226119227119228119229119230119231119232119233119234119235119236119237119238119239119240119241119242119243119244119245119246119247119248119249119250119251119252119253119254119255119256119257119258119259119260119261119262119263119264119265119266119267119268119269119270119271119272119273119274119275119276119277119278119279119280119281119282119283119284119285119286119287119288119289119290119291119292119293119294119295119296119297119298119299119300119301119302119303119304119305119306119307119308119309119310119311119312119313119314119315119316119317119318119319119320119321119322119323119324119325119326119327119328119329119330119331119332119333119334119335119336119337119338119339119340119341119342119343119344119345119346119347119348119349119350119351119352119353119354119355119356119357119358119359119360119361119362119363119364119365119366119367119368119369119370119371119372119373119374119375119376119377119378119379119380119381119382119383119384119385119386119387119388119389119390119391119392119393119394119395119396119397119398119399119400119401119402119403119404119405119406119407119408119409119410119411119412119413119414119415119416119417119418119419119420119421119422119423119424119425119426119427119428119429119430119431119432119433119434119435119436119437119438119439119440119441119442119443119444119445119446119447119448119449119450119451119452119453119454119455119456119457119458119459119460119461119462119463119464119465119466119467119468119469119470119471119472119473119474119475119476119477119478119479119480119481119482119483119484119485119486119487119488119489119490119491119492119493119494119495119496119497119498119499119500119501119502119503119504119505119506119507119508119509119510119511119512119513119514119515119516119517119518119519119520119521119522119523119524119525119526119527119528119529119530119531119532119533119534119535119536119537119538119539119540119541119542119543119544119545119546119547119548119549119550119551119552119553119554119555119556119557119558119559119560119561119562119563119564119565119566119567119568119569119570119571119572119573119574119575119576119577119578119579119580119581119582119583119584119585119586119587119588119589119590119591119592119593119594119595119596119597119598119599119600119601119602119603119604119605119606119607119608119609119610119611119612119613119614119615119616119617119618119619119620119621119622119623119624119625119626119627119628119629119630119631119632119633119634119635119636119637119638119639119640119641119642119643119644119645119646119647119648119649119650119651119652119653119654119655119656119657119658119659119660119661119662119663119664119665119666119667119668119669119670119671119672119673119674119675119676119677119678119679119680119681119682119683119684119685119686119687119688119689119690119691119692119693119694119695119696119697119698119699119700119701119702119703119704119705119706119707119708119709119710119711119712119713119714119715119716119717119718119719119720119721119722119723119724119725119726119727119728119729119730119731119732119733119734119735119736119737119738119739119740119741119742119743119744119745119746119747119748119749119750119751119752119753119754119755119756119757119758119759119760119761119762119763119764119765119766119767119768119769119770119771119772119773119774119775119776119777119778119779119780119781119782119783119784119785119786119787119788119789119790119791119792119793119794119795119796119797119798119799119800119801119802119803119804119805119806119807119808119809119810119811119812119813119814119815119816119817119818119819119820119821119822119823119824119825119826119827119828119829119830119831119832119833119834119835119836119837119838119839119840119841119842119843119844119845119846119847119848119849119850119851119852119853119854119855119856119857119858119859119860119861119862119863119864119865119866119867119868119869119870119871119872119873119874119875119876119877119878119879119880119881119882119883119884119885119886119887119888119889119890119891119892119893119894119895119896119897119898119899119900119901119902119903119904119905119906119907119908119909119910119911119912119913119914119915119916119917119918119919119920119921119922119923119924119925119926119927119928119929119930119931119932119933119934119935119936119937119938119939119940119941119942119943119944119945119946119947119948119949119950119951119952119953119954119955119956119957119958119959119960119961119962119963119964119965119966119967119968119969119970119971119972119973119974119975119976119977119978119979119980119981119982119983119984119985119986119987119988119989119990119991119992119993119994119995119996119997119998119999120000120001120002120003120004120005120006120007120008120009120010120011120012120013120014120015120016120017120018120019120020120021120022120023120024120025120026120027120028120029120030120031120032120033120034120035120036120037120038120039120040120041120042120043120044120045120046120047120048120049120050120051120052120053120054120055120056120057120058120059120060120061120062120063120064120065120066120067120068120069120070120071120072120073120074120075120076120077120078120079120080120081120082120083120084120085120086120087120088120089120090120091120092120093120094120095120096120097120098120099120100120101120102120103120104120105120106120107120108120109120110120111120112120113120114120115120116120117120118120119120120120121120122120123120124120125120126120127120128120129120130120131120132120133120134120135120136120137120138120139120140120141120142120143120144120145120146120147120148120149120150120151120152120153120154120155120156120157120158120159120160120161120162120163120164120165120166120167120168120169120170120171120172120173120174120175120176120177120178120179120180120181120182120183120184120185120186120187120188120189120190120191120192120193120194120195120196120197120198120199120200120201120202120203120204120205120206120207120208120209120210120211120212120213120214120215120216120217120218120219120220120221120222120223120224120225120226120227120228120229120230120231120232120233120234120235120236120237120238120239120240120241120242120243120244120245120246120247120248120249120250120251120252120253120254120255120256120257120258120259120260120261120262120263120264120265120266120267120268120269120270120271120272120273120274120275120276120277120278120279120280120281120282120283120284120285120286120287120288120289120290120291120292120293120294120295120296120297120298120299120300120301120302120303120304120305120306120307120308120309120310120311120312120313120314120315120316120317120318120319120320120321120322120323120324120325120326120327120328120329120330120331120332120333120334120335120336120337120338120339120340120341120342120343120344120345120346120347120348120349120350120351120352120353120354120355120356120357120358120359120360120361120362120363120364120365120366120367120368120369120370120371120372120373120374120375120376120377120378120379120380120381120382120383120384120385120386120387120388120389120390120391120392120393120394120395120396120397120398120399120400120401120402120403120404120405120406120407120408120409120410120411120412120413120414120415120416120417120418120419120420120421120422120423120424120425120426120427120428120429120430120431120432120433120434120435120436120437120438120439120440120441120442120443120444120445120446120447120448120449120450120451120452120453120454120455120456120457120458120459120460120461120462120463120464120465120466120467120468120469120470120471120472120473120474120475120476120477120478120479120480120481120482120483120484120485120486120487120488120489120490120491120492120493120494120495120496120497120498120499120500120501120502120503120504120505120506120507120508120509120510120511120512120513120514120515120516120517120518120519120520120521120522120523120524120525120526120527120528120529120530120531120532120533120534120535120536120537120538120539120540120541120542120543120544120545120546120547120548120549120550120551120552120553120554120555120556120557120558120559120560120561120562120563120564120565120566120567120568120569120570120571120572120573120574120575120576120577120578120579120580120581120582120583120584120585120586120587120588120589120590120591120592120593120594120595120596120597120598120599120600120601120602120603120604120605120606120607120608120609120610120611120612120613120614120615120616120617120618120619120620120621120622120623120624120625120626120627120628120629120630120631120632120633120634120635120636120637120638120639120640120641120642120643120644120645120646120647120648120649120650120651120652120653120654120655120656120657120658120659120660120661120662120663120664120665120666120667120668120669120670120671120672120673120674120675120676120677120678120679120680120681120682120683120684120685120686120687120688120689120690120691120692120693120694120695120696120697120698120699120700120701120702120703120704120705120706120707120708120709120710120711120712120713120714120715120716120717120718120719120720120721120722120723120724120725120726120727120728120729120730120731120732120733120734120735120736120737120738120739120740120741120742120743120744120745120746120747120748120749120750120751120752120753120754120755120756120757120758120759120760120761120762120763120764120765120766120767120768120769120770120771120772120773120774120775120776120777120778120779120780120781120782120783120784120785120786120787120788120789120790120791120792120793120794120795120796120797120798120799120800120801120802120803120804120805120806120807120808120809120810120811120812120813120814120815120816120817120818120819120820120821120822120823120824120825120826120827120828120829120830120831120832120833120834120835120836120837120838120839120840120841120842120843120844120845120846120847120848120849120850120851120852120853120854120855120856120857120858120859120860120861120862120863120864120865120866120867120868120869120870120871120872120873120874120875120876120877120878120879120880120881120882120883120884120885120886120887120888120889120890120891120892120893120894120895120896120897120898120899120900120901120902120903120904120905120906120907120908120909120910120911120912120913120914120915120916120917120918120919120920120921120922120923120924120925120926120927120928120929120930120931120932120933120934120935120936120937120938120939120940120941120942120943120944120945120946120947120948120949120950120951120952120953120954120955120956120957120958120959120960120961120962120963120964120965120966120967120968120969120970120971120972120973120974120975120976120977120978120979120980120981120982120983120984120985120986120987120988120989120990120991120992120993120994120995120996120997120998120999121000121001121002121003121004121005121006121007121008121009121010121011121012121013121014121015121016121017121018121019121020121021121022121023121024121025121026121027121028121029121030121031121032121033121034121035121036121037121038121039121040121041121042121043121044121045121046121047121048121049121050121051121052121053121054121055121056121057121058121059121060121061121062121063121064121065121066121067121068121069121070121071121072121073121074121075121076121077121078121079121080121081121082121083121084121085121086121087121088121089121090121091121092121093121094121095121096121097121098121099121100121101121102121103121104121105121106121107121108121109121110121111121112121113121114121115121116121117121118121119121120121121121122121123121124121125121126121127121128121129121130121131121132121133121134121135121136121137121138121139121140121141121142121143121144121145121146121147121148121149121150121151121152121153121154121155121156121157121158121159121160121161121162121163121164121165121166121167121168121169121170121171121172121173121174121175121176121177121178121179121180121181121182121183121184121185121186121187121188121189121190121191121192121193121194121195121196121197121198121199121200121201121202121203121204121205121206121207121208121209121210121211121212121213121214121215121216121217121218121219121220121221121222121223121224121225121226121227121228121229121230121231121232121233121234121235121236121237121238121239121240121241121242121243121244121245121246121247121248121249121250121251121252121253121254121255121256121257121258121259121260121261121262121263121264121265121266121267121268121269121270121271121272121273121274121275121276121277121278121279121280121281121282121283121284121285121286121287121288121289121290121291121292121293121294121295121296121297121298121299121300121301121302121303121304121305121306121307121308121309121310121311121312121313121314121315121316121317121318121319121320121321121322121323121324121325121326121327121328121329121330121331121332121333121334121335121336121337121338121339121340121341121342121343121344121345121346121347121348121349121350121351121352121353121354121355121356121357121358121359121360121361121362121363121364121365121366121367121368121369121370121371121372121373121374121375121376121377121378121379121380121381121382121383121384121385121386121387121388121389121390121391121392121393121394121395121396121397121398121399121400121401121402121403121404121405121406121407121408121409121410121411121412121413121414121415121416121417121418121419121420121421121422121423121424121425121426121427121428121429121430121431121432121433121434121435121436121437121438121439121440121441121442121443121444121445121446121447121448121449121450121451121452121453121454121455121456121457121458121459121460121461121462121463121464121465121466121467121468121469121470121471121472121473121474121475121476121477121478121479121480121481121482121483121484121485121486121487121488121489121490121491121492121493121494121495121496121497121498121499121500121501121502121503121504121505121506121507121508121509121510121511121512121513121514121515121516121517121518121519121520121521121522121523121524121525121526121527121528121529121530121531121532121533121534121535121536121537121538121539121540121541121542121543121544121545121546121547121548121549121550121551121552121553121554121555121556121557121558121559121560121561121562121563121564121565121566121567121568121569121570121571121572121573121574121575121576121577121578121579121580121581121582121583121584121585121586121587121588121589121590121591121592121593121594121595121596121597121598121599121600121601121602121603121604121605121606121607121608121609121610121611121612121613121614121615121616121617121618121619121620121621121622121623121624121625121626121627121628121629121630121631121632121633121634121635121636121637121638121639121640121641121642121643121644121645121646121647121648121649121650121651121652121653121654121655121656121657121658121659121660121661121662121663121664121665121666121667121668121669121670121671121672121673121674121675121676121677121678121679121680121681121682121683121684121685121686121687121688121689121690121691121692121693121694121695121696121697121698121699121700121701121702121703121704121705121706121707121708121709121710121711121712121713121714121715121716121717121718121719121720121721121722121723121724121725121726121727121728121729121730121731121732121733121734121735121736121737121738121739121740121741121742121743121744121745121746121747121748121749121750121751121752121753121754121755121756121757121758121759121760121761121762121763121764121765121766121767121768121769121770121771121772121773121774121775121776121777121778121779121780121781121782121783121784121785121786121787121788121789121790121791121792121793121794121795121796121797121798121799121800121801121802121803121804121805121806121807121808121809121810121811121812121813121814121815121816121817121818121819121820121821121822121823121824121825121826121827121828121829121830121831121832121833121834121835121836121837121838121839121840121841121842121843121844121845121846121847121848121849121850121851121852121853121854121855121856121857121858121859121860121861121862121863121864121865121866121867121868121869121870121871121872121873121874121875121876121877121878121879121880121881121882121883121884121885121886121887121888121889121890121891121892121893121894121895121896121897121898121899121900121901121902121903121904121905121906121907121908121909121910121911121912121913121914121915121916121917121918121919121920121921121922121923121924121925121926121927121928121929121930121931121932121933121934121935121936121937121938121939121940121941121942121943121944121945121946121947121948121949121950121951121952121953121954121955121956121957121958121959121960121961121962121963121964121965121966121967121968121969121970121971121972121973121974121975121976121977121978121979121980121981121982121983121984121985121986121987121988121989121990121991121992121993121994121995121996121997121998121999122000122001122002122003122004122005122006122007122008122009122010122011122012122013122014122015122016122017122018122019122020122021122022122023122024122025122026122027122028122029122030122031122032122033122034122035122036122037122038122039122040122041122042122043122044122045122046122047122048122049122050122051122052122053122054122055122056122057122058122059122060122061122062122063122064122065122066122067122068122069122070122071122072122073122074122075122076122077122078122079122080122081122082122083122084122085122086122087122088122089122090122091122092122093122094122095122096122097122098122099122100122101122102122103122104122105122106122107122108122109122110122111122112122113122114122115122116122117122118122119122120122121122122122123122124122125122126122127122128122129122130122131122132122133122134122135122136122137122138122139122140122141122142122143122144122145122146122147122148122149122150122151122152122153122154122155122156122157122158122159122160122161122162122163122164122165122166122167122168122169122170122171122172122173122174122175122176122177122178122179122180122181122182122183122184122185122186122187122188122189122190122191122192122193122194122195122196122197122198122199122200122201122202122203122204122205122206122207122208122209122210122211122212122213122214122215122216122217122218122219122220122221122222122223122224122225122226122227122228122229122230122231122232122233122234122235122236122237122238122239122240122241122242122243122244122245122246122247122248122249122250122251122252122253122254122255122256122257122258122259122260122261122262122263122264122265122266122267122268122269122270122271122272122273122274122275122276122277122278122279122280122281122282122283122284122285122286122287122288122289122290122291122292122293122294122295122296122297122298122299122300122301122302122303122304122305122306122307122308122309122310122311122312122313122314122315122316122317122318122319122320122321122322122323122324122325122326122327122328122329122330122331122332122333122334122335122336122337122338122339122340122341122342122343122344122345122346122347122348122349122350122351122352122353122354122355122356122357122358122359122360122361122362122363122364122365122366122367122368122369122370122371122372122373122374122375122376122377122378122379122380122381122382122383122384122385122386122387122388122389122390122391122392122393122394122395122396122397122398122399122400122401122402122403122404122405122406122407122408122409122410122411122412122413122414122415122416122417122418122419122420122421122422122423122424122425122426122427122428122429122430122431122432122433122434122435122436122437122438122439122440122441122442122443122444122445122446122447122448122449122450122451122452122453122454122455122456122457122458122459122460122461122462122463122464122465122466122467122468122469122470122471122472122473122474122475122476122477122478122479122480122481122482122483122484122485122486122487122488122489122490122491122492122493122494122495122496122497122498122499122500122501122502122503122504122505122506122507122508122509122510122511122512122513122514122515122516122517122518122519122520122521122522122523122524122525122526122527122528122529122530122531122532122533122534122535122536122537122538122539122540122541122542122543122544122545122546122547122548122549122550122551122552122553122554122555122556122557122558122559122560122561122562122563122564122565122566122567122568122569122570122571122572122573122574122575122576122577122578122579122580122581122582122583122584122585122586122587122588122589122590122591122592122593122594122595122596122597122598122599122600122601122602122603122604122605122606122607122608122609122610122611122612122613122614122615122616122617122618122619122620122621122622122623122624122625122626122627122628122629122630122631122632122633122634122635122636122637122638122639122640122641122642122643122644122645122646122647122648122649122650122651122652122653122654122655122656122657122658122659122660122661122662122663122664122665122666122667122668122669122670122671122672122673122674122675122676122677122678122679122680122681122682122683122684122685122686122687122688122689122690122691122692122693122694122695122696122697122698122699122700122701122702122703122704122705122706122707122708122709122710122711122712122713122714122715122716122717122718122719122720122721122722122723122724122725122726122727122728122729122730122731122732122733122734122735122736122737122738122739122740122741122742122743122744122745122746122747122748122749122750122751122752122753122754122755122756122757122758122759122760122761122762122763122764122765122766122767122768122769122770122771122772122773122774122775122776122777122778122779122780122781122782122783122784122785122786122787122788122789122790122791122792122793122794122795122796122797122798122799122800122801122802122803122804122805122806122807122808122809122810122811122812122813122814122815122816122817122818122819122820122821122822122823122824122825122826122827122828122829122830122831122832122833122834122835122836122837122838122839122840122841122842122843122844122845122846122847122848122849122850122851122852122853122854122855122856122857122858122859122860122861122862122863122864122865122866122867122868122869122870122871122872122873122874122875122876122877122878122879122880122881122882122883122884122885122886122887122888122889122890122891122892122893122894122895122896122897122898122899122900122901122902122903122904122905122906122907122908122909122910122911122912122913122914122915122916122917122918122919122920122921122922122923122924122925122926122927122928122929122930122931122932122933122934122935122936122937122938122939122940122941122942122943122944122945122946122947122948122949122950122951122952122953122954122955122956122957122958122959122960122961122962122963122964122965122966122967122968122969122970122971122972122973122974122975122976122977122978122979122980122981122982122983122984122985122986122987122988122989122990122991122992122993122994122995122996122997122998122999123000123001123002123003123004123005123006123007123008123009123010123011123012123013123014123015123016123017123018123019123020123021123022123023123024123025123026123027123028123029123030123031123032123033123034123035123036123037123038123039123040123041123042123043123044123045123046123047123048123049123050123051123052123053123054123055123056123057123058123059123060123061123062123063123064123065123066123067123068123069123070123071123072123073123074123075123076123077123078123079123080123081123082123083123084123085123086123087123088123089123090123091123092123093123094123095123096123097123098123099123100123101123102123103123104123105123106123107123108123109123110123111123112123113123114123115123116123117123118123119123120123121123122123123123124123125123126123127123128123129123130123131123132123133123134123135123136123137123138123139123140123141123142123143123144123145123146123147123148123149123150123151123152123153123154123155123156123157123158123159123160123161123162123163123164123165123166123167123168123169123170123171123172123173123174123175123176123177123178123179123180123181123182123183123184123185123186123187123188123189123190123191123192123193123194123195123196123197123198123199123200123201123202123203123204123205123206123207123208123209123210123211123212123213123214123215123216123217123218123219123220123221123222123223123224123225123226123227123228123229123230123231123232123233123234123235123236123237123238123239123240123241123242123243123244123245123246123247123248123249123250123251123252123253123254123255123256123257123258123259123260123261123262123263123264123265123266123267123268123269123270123271123272123273123274123275123276123277123278123279123280123281123282123283123284123285123286123287123288123289123290123291123292123293123294123295123296123297123298123299123300123301123302123303123304123305123306123307123308123309123310123311123312123313123314123315123316123317123318123319123320123321123322123323123324123325123326123327123328123329123330123331123332123333123334123335123336123337123338123339123340123341123342123343123344123345123346123347123348123349123350123351123352123353123354123355123356123357123358123359123360123361123362123363123364123365123366123367123368123369123370123371123372123373123374123375123376123377123378123379123380123381123382123383123384123385123386123387123388123389123390123391123392123393123394123395123396123397123398123399123400123401123402123403123404123405123406123407123408123409123410123411123412123413123414123415123416123417123418123419123420123421123422123423123424123425123426123427123428123429123430123431123432123433123434123435123436123437123438123439123440123441123442123443123444123445123446123447123448123449123450123451123452123453123454123455123456123457123458123459123460123461123462123463123464123465123466123467123468123469123470123471123472123473123474123475123476123477123478123479123480123481123482123483123484123485123486123487123488123489123490123491123492123493123494123495123496123497123498123499123500123501123502123503123504123505123506123507123508123509123510123511123512123513123514123515123516123517123518123519123520123521123522123523123524123525123526123527123528123529123530123531123532123533123534123535123536123537123538123539123540123541123542123543123544123545123546123547123548123549123550123551123552123553123554123555123556123557123558123559123560123561123562123563123564123565123566123567123568123569123570123571123572123573123574123575123576123577123578123579123580123581123582123583123584123585123586123587123588123589123590123591123592123593123594123595123596123597123598123599123600123601123602123603123604123605123606123607123608123609123610123611123612123613123614123615123616123617123618123619123620123621123622123623123624123625123626123627123628123629123630123631123632123633123634123635123636123637123638123639123640123641123642123643123644123645123646123647123648123649123650123651123652123653123654123655123656123657123658123659123660123661123662123663123664123665123666123667123668123669123670123671123672123673123674123675123676123677123678123679123680123681123682123683123684123685123686123687123688123689123690123691123692123693123694123695123696123697123698123699123700123701123702123703123704123705123706123707123708123709123710123711123712123713123714123715123716123717123718123719123720123721123722123723123724123725123726123727123728123729123730123731123732123733123734123735123736123737123738123739123740123741123742123743123744123745123746123747123748123749123750123751123752123753123754123755123756123757123758123759123760123761123762123763123764123765123766123767123768123769123770123771123772123773123774123775123776123777123778123779123780123781123782123783123784123785123786123787123788123789123790123791123792123793123794123795123796123797123798123799123800123801123802123803123804123805123806123807123808123809123810123811123812123813123814123815123816123817123818123819123820123821123822123823123824123825123826123827123828123829123830123831123832123833123834123835123836123837123838123839123840123841123842123843123844123845123846123847123848123849123850123851123852123853123854123855123856123857123858123859123860123861123862123863123864123865123866123867123868123869123870123871123872123873123874123875123876123877123878123879123880123881123882123883123884123885123886123887123888123889123890123891123892123893123894123895123896123897123898123899123900123901123902123903123904123905123906123907123908123909123910123911123912123913123914123915123916123917123918123919123920123921123922123923123924123925123926123927123928123929123930123931123932123933123934123935123936123937123938123939123940123941123942123943123944123945123946123947123948123949123950123951123952123953123954123955123956123957123958123959123960123961123962123963123964123965123966123967123968123969123970123971123972123973123974123975123976123977123978123979123980123981123982123983123984123985123986123987123988123989123990123991123992123993123994123995123996123997123998123999124000124001124002124003124004124005124006124007124008124009124010124011124012124013124014124015124016124017124018124019124020124021124022124023124024124025124026124027124028124029124030124031124032124033124034124035124036124037124038124039124040124041124042124043124044124045124046124047124048124049124050124051124052124053124054124055124056124057124058124059124060124061124062124063124064124065124066124067124068124069124070124071124072124073124074124075124076124077124078124079124080124081124082124083124084124085124086124087124088124089124090124091124092124093124094124095124096124097124098124099124100124101124102124103124104124105124106124107124108124109124110124111124112124113124114124115124116124117124118124119124120124121124122124123124124124125124126124127124128124129124130124131124132124133124134124135124136124137124138124139124140124141124142124143124144124145124146124147124148124149124150124151124152124153124154124155124156124157124158124159124160124161124162124163124164124165124166124167124168124169124170124171124172124173124174124175124176124177124178124179124180124181124182124183124184124185124186124187124188124189124190124191124192124193124194124195124196124197124198124199124200124201124202124203124204124205124206124207124208124209124210124211124212124213124214124215124216124217124218124219124220124221124222124223124224124225124226124227124228124229124230124231124232124233124234124235124236124237124238124239124240124241124242124243124244124245124246124247124248124249124250124251124252124253124254124255124256124257124258124259124260124261124262124263124264124265124266124267124268124269124270124271124272124273124274124275124276124277124278124279124280124281124282124283124284124285124286124287124288124289124290124291124292124293124294124295124296124297124298124299124300124301124302124303124304124305124306124307124308124309124310124311124312124313124314124315124316124317124318124319124320124321124322124323124324124325124326124327124328124329124330124331124332124333124334124335124336124337124338124339124340124341124342124343124344124345124346124347124348124349124350124351124352124353124354124355124356124357124358124359124360124361124362124363124364124365124366124367124368124369124370124371124372124373124374124375124376124377124378124379124380124381124382124383124384124385124386124387124388124389124390124391124392124393124394124395124396124397124398124399124400124401124402124403124404124405124406124407124408124409124410124411124412124413124414124415124416124417124418124419124420124421124422124423124424124425124426124427124428124429124430124431124432124433124434124435124436124437124438124439124440124441124442124443124444124445124446124447124448124449124450124451124452124453124454124455124456124457124458124459124460124461124462124463124464124465124466124467124468124469124470124471124472124473124474124475124476124477124478124479124480124481124482124483124484124485124486124487124488124489124490124491124492124493124494124495124496124497124498124499124500124501124502124503124504124505124506124507124508124509124510124511124512124513124514124515124516124517124518124519124520124521124522124523124524124525124526124527124528124529124530124531124532124533124534124535124536124537124538124539124540124541124542124543124544124545124546124547124548124549124550124551124552124553124554124555124556124557124558124559124560124561124562124563124564124565124566124567124568124569124570124571124572124573124574124575124576124577124578124579124580124581124582124583124584124585124586124587124588124589124590124591124592124593124594124595124596124597124598124599124600124601124602124603124604124605124606124607124608124609124610124611124612124613124614124615124616124617124618124619124620124621124622124623124624124625124626124627124628124629124630124631124632124633124634124635124636124637124638124639124640124641124642124643124644124645124646124647124648124649124650124651124652124653124654124655124656124657124658124659124660124661124662124663124664124665124666124667124668124669124670124671124672124673124674124675124676124677124678124679124680124681124682124683124684124685124686124687124688124689124690124691124692124693124694124695124696124697124698124699124700124701124702124703124704124705124706124707124708124709124710124711124712124713124714124715124716124717124718124719124720124721124722124723124724124725124726124727124728124729124730124731124732124733124734124735124736124737124738124739124740124741124742124743124744124745124746124747124748124749124750124751124752124753124754124755124756124757124758124759124760124761124762124763124764124765124766124767124768124769124770124771124772124773124774124775124776124777124778124779124780124781124782124783124784124785124786124787124788124789124790124791124792124793124794124795124796124797124798124799124800124801124802124803124804124805124806124807124808124809124810124811124812124813124814124815124816124817124818124819124820124821124822124823124824124825124826124827124828124829124830124831124832124833124834124835124836124837124838124839124840124841124842124843124844124845124846124847124848124849124850124851124852124853124854124855124856124857124858124859124860124861124862124863124864124865124866124867124868124869124870124871124872124873124874124875124876124877124878124879124880124881124882124883124884124885124886124887124888124889124890124891124892124893124894124895124896124897124898124899124900124901124902124903124904124905124906124907124908124909124910124911124912124913124914124915124916124917124918124919124920124921124922124923124924124925124926124927124928124929124930124931124932124933124934124935124936124937124938124939124940124941124942124943124944124945124946124947124948124949124950124951124952124953124954124955124956124957124958124959124960124961124962124963124964124965124966124967124968124969124970124971124972124973124974124975124976124977124978124979124980124981124982124983124984124985124986124987124988124989124990124991124992124993124994124995124996124997124998124999125000125001125002125003125004125005125006125007125008125009125010125011125012125013125014125015125016125017125018125019125020125021125022125023125024125025125026125027125028125029125030125031125032125033125034125035125036125037125038125039125040125041125042125043125044125045125046125047125048125049125050125051125052125053125054125055125056125057125058125059125060125061125062125063125064125065125066125067125068125069125070125071125072125073125074125075125076125077125078125079125080125081125082125083125084125085125086125087125088125089125090125091125092125093125094125095125096125097125098125099125100125101125102125103125104125105125106125107125108125109125110125111125112125113125114125115125116125117125118125119125120125121125122125123125124125125125126125127125128125129125130125131125132125133125134125135125136125137125138125139125140125141125142125143125144125145125146125147125148125149125150125151125152125153125154125155125156125157125158125159125160125161125162125163125164125165125166125167125168125169125170125171125172125173125174125175125176125177125178125179125180125181125182125183125184125185125186125187125188125189125190125191125192125193125194125195125196125197125198125199125200125201125202125203125204125205125206125207125208125209125210125211125212125213125214125215125216125217125218125219125220125221125222125223125224125225125226125227125228125229125230125231125232125233125234125235125236125237125238125239125240125241125242125243125244125245125246125247125248125249125250125251125252125253125254125255125256125257125258125259125260125261125262125263125264125265125266125267125268125269125270125271125272125273125274125275125276125277125278125279125280125281125282125283125284125285125286125287125288125289125290125291125292125293125294125295125296125297125298125299125300125301125302125303125304125305125306125307125308125309125310125311125312125313125314125315125316125317125318125319125320125321125322125323125324125325125326125327125328125329125330125331125332125333125334125335125336125337125338125339125340125341125342125343125344125345125346125347125348125349125350125351125352125353125354125355125356125357125358125359125360125361125362125363125364125365125366125367125368125369125370125371125372125373125374125375125376125377125378125379125380125381125382125383125384125385125386125387125388125389125390125391125392125393125394125395125396125397125398125399125400125401125402125403125404125405125406125407125408125409125410125411125412125413125414125415125416125417125418125419125420125421125422125423125424125425125426125427125428125429125430125431125432125433125434125435125436125437125438125439125440125441125442125443125444125445125446125447125448125449125450125451125452125453125454125455125456125457125458125459125460125461125462125463125464125465125466125467125468125469125470125471125472125473125474125475125476125477125478125479125480125481125482125483125484125485125486125487125488125489125490125491125492125493125494125495125496125497125498125499125500125501125502125503125504125505125506125507125508125509125510125511125512125513125514125515125516125517125518125519125520125521125522125523125524125525125526125527125528125529125530125531125532125533125534125535125536125537125538125539125540125541125542125543125544125545125546125547125548125549125550125551125552125553125554125555125556125557125558125559125560125561125562125563125564125565125566125567125568125569125570125571125572125573125574125575125576125577125578125579125580125581125582125583125584125585125586125587125588125589125590125591125592125593125594125595125596125597125598125599125600125601125602125603125604125605125606125607125608125609125610125611125612125613125614125615125616125617125618125619125620125621125622125623125624125625125626125627125628125629125630125631125632125633125634125635125636125637125638125639125640125641125642125643125644125645125646125647125648125649125650125651125652125653125654125655125656125657125658125659125660125661125662125663125664125665125666125667125668125669125670125671125672125673125674125675125676125677125678125679125680125681125682125683125684125685125686125687125688125689125690125691125692125693125694125695125696125697125698125699125700125701125702125703125704125705125706125707125708125709125710125711125712125713125714125715125716125717125718125719125720125721125722125723125724125725125726125727125728125729125730125731125732125733125734125735125736125737125738125739125740125741125742125743125744125745125746125747125748125749125750125751125752125753125754125755125756125757125758125759125760125761125762125763125764125765125766125767125768125769125770125771125772125773125774125775125776125777125778125779125780125781125782125783125784125785125786125787125788125789125790125791125792125793125794125795125796125797125798125799125800125801125802125803125804125805125806125807125808125809125810125811125812125813125814125815125816125817125818125819125820125821125822125823125824125825125826125827125828125829125830125831125832125833125834125835125836125837125838125839125840125841125842125843125844125845125846125847125848125849125850125851125852125853125854125855125856125857125858125859125860125861125862125863125864125865125866125867125868125869125870125871125872125873125874125875125876125877125878125879125880125881125882125883125884125885125886125887125888125889125890125891125892125893125894125895125896125897125898125899125900125901125902125903125904125905125906125907125908125909125910125911125912125913125914125915125916125917125918125919125920125921125922125923125924125925125926125927125928125929125930125931125932125933125934125935125936125937125938125939125940125941125942125943125944125945125946125947125948125949125950125951125952125953125954125955125956125957125958125959125960125961125962125963125964125965125966125967125968125969125970125971125972125973125974125975125976125977125978125979125980125981125982125983125984125985125986125987125988125989125990125991125992125993125994125995125996125997125998125999126000126001126002126003126004126005126006126007126008126009126010126011126012126013126014126015126016126017126018126019126020126021126022126023126024126025126026126027126028126029126030126031126032126033126034126035126036126037126038126039126040126041126042126043126044126045126046126047126048126049126050126051126052126053126054126055126056126057126058126059126060126061126062126063126064126065126066126067126068126069126070126071126072126073126074126075126076126077126078126079126080126081126082126083126084126085126086126087126088126089126090126091126092126093126094126095126096126097126098126099126100126101126102126103126104126105126106126107126108126109126110126111126112126113126114126115126116126117126118126119126120126121126122126123126124126125126126126127126128126129126130126131126132126133126134126135126136126137126138126139126140126141126142126143126144126145126146126147126148126149126150126151126152126153126154126155126156126157126158126159126160126161126162126163126164126165126166126167126168126169126170126171126172126173126174126175126176126177126178126179126180126181126182126183126184126185126186126187126188126189126190126191126192126193126194126195126196126197126198126199126200126201126202126203126204126205126206126207126208126209126210126211126212126213126214126215126216126217126218126219126220126221126222126223126224126225126226126227126228126229126230126231126232126233126234126235126236126237126238126239126240126241126242126243126244126245126246126247126248126249126250126251126252126253126254126255126256126257126258126259126260126261126262126263126264126265126266126267126268126269126270126271126272126273126274126275126276126277126278126279126280126281126282126283126284126285126286126287126288126289126290126291126292126293126294126295126296126297126298126299126300126301126302126303126304126305126306126307126308126309126310126311126312126313126314126315126316126317126318126319126320126321126322126323126324126325126326126327126328126329126330126331126332126333126334126335126336126337126338126339126340126341126342126343126344126345126346126347126348126349126350126351126352126353126354126355126356126357126358126359126360126361126362126363126364126365126366126367126368126369126370126371126372126373126374126375126376126377126378126379126380126381126382126383126384126385126386126387126388126389126390126391126392126393126394126395126396126397126398126399126400126401126402126403126404126405126406126407126408126409126410126411126412126413126414126415126416126417126418126419126420126421126422126423126424126425126426126427126428126429126430126431126432126433126434126435126436126437126438126439126440126441126442126443126444126445126446126447126448126449126450126451126452126453126454126455126456126457126458126459126460126461126462126463126464126465126466126467126468126469126470126471126472126473126474126475126476126477126478126479126480126481126482126483126484126485126486126487126488126489126490126491126492126493126494126495126496126497126498126499126500126501126502126503126504126505126506126507126508126509126510126511126512126513126514126515126516126517126518126519126520126521126522126523126524126525126526126527126528126529126530126531126532126533126534126535126536126537126538126539126540126541126542126543126544126545126546126547126548126549126550126551126552126553126554126555126556126557126558126559126560126561126562126563126564126565126566126567126568126569126570126571126572126573126574126575126576126577126578126579126580126581126582126583126584126585126586126587126588126589126590126591126592126593126594126595126596126597126598126599126600126601126602126603126604126605126606126607126608126609126610126611126612126613126614126615126616126617126618126619126620126621126622126623126624126625126626126627126628126629126630126631126632126633126634126635126636126637126638126639126640126641126642126643126644126645126646126647126648126649126650126651126652126653126654126655126656126657126658126659126660126661126662126663126664126665126666126667126668126669126670126671126672126673126674126675126676126677126678126679126680126681126682126683126684126685126686126687126688126689126690126691126692126693126694126695126696126697126698126699126700126701126702126703126704126705126706126707126708126709126710126711126712126713126714126715126716126717126718126719126720126721126722126723126724126725126726126727126728126729126730126731126732126733126734126735126736126737126738126739126740126741126742126743126744126745126746126747126748126749126750126751126752126753126754126755126756126757126758126759126760126761126762126763126764126765126766126767126768126769126770126771126772126773126774126775126776126777126778126779126780126781126782126783126784126785126786126787126788126789126790126791126792126793126794126795126796126797126798126799126800126801126802126803126804126805126806126807126808126809126810126811126812126813126814126815126816126817126818126819126820126821126822126823126824126825126826126827126828126829126830126831126832126833126834126835126836126837126838126839126840126841126842126843126844126845126846126847126848126849126850126851126852126853126854126855126856126857126858126859126860126861126862126863126864126865126866126867126868126869126870126871126872126873126874126875126876126877126878126879126880126881126882126883126884126885126886126887126888126889126890126891126892126893126894126895126896126897126898126899126900126901126902126903126904126905126906126907126908126909126910126911126912126913126914126915126916126917126918126919126920126921126922126923126924126925126926126927126928126929126930126931126932126933126934126935126936126937126938126939126940126941126942126943126944126945126946126947126948126949126950126951126952126953126954126955126956126957126958126959126960126961126962126963126964126965126966126967126968126969126970126971126972126973126974126975126976126977126978126979126980126981126982126983126984126985126986126987126988126989126990126991126992126993126994126995126996126997126998126999127000127001127002127003127004127005127006127007127008127009127010127011127012127013127014127015127016127017127018127019127020127021127022127023127024127025127026127027127028127029127030127031127032127033127034127035127036127037127038127039127040127041127042127043127044127045127046127047127048127049127050127051127052127053127054127055127056127057127058127059127060127061127062127063127064127065127066127067127068127069127070127071127072127073127074127075127076127077127078127079127080127081127082127083127084127085127086127087127088127089127090127091127092127093127094127095127096127097127098127099127100127101127102127103127104127105127106127107127108127109127110127111127112127113127114127115127116127117127118127119127120127121127122127123127124127125127126127127127128127129127130127131127132127133127134127135127136127137127138127139127140127141127142127143127144127145127146127147127148127149127150127151127152127153127154127155127156127157127158127159127160127161127162127163127164127165127166127167127168127169127170127171127172127173127174127175127176127177127178127179127180127181127182127183127184127185127186127187127188127189127190127191127192127193127194127195127196127197127198127199127200127201127202127203127204127205127206127207127208127209127210127211127212127213127214127215127216127217127218127219127220127221127222127223127224127225127226127227127228127229127230127231127232127233127234127235127236127237127238127239127240127241127242127243127244127245127246127247127248127249127250127251127252127253127254127255127256127257127258127259127260127261127262127263127264127265127266127267127268127269127270127271127272127273127274127275127276127277127278127279127280127281127282127283127284127285127286127287127288127289127290127291127292127293127294127295127296127297127298127299127300127301127302127303127304127305127306127307127308127309127310127311127312127313127314127315127316127317127318127319127320127321127322127323127324127325127326127327127328127329127330127331127332127333127334127335127336127337127338127339127340127341127342127343127344127345127346127347127348127349127350127351127352127353127354127355127356127357127358127359127360127361127362127363127364127365127366127367127368127369127370127371127372127373127374127375127376127377127378127379127380127381127382127383127384127385127386127387127388127389127390127391127392127393127394127395127396127397127398127399127400127401127402127403127404127405127406127407127408127409127410127411127412127413127414127415127416127417127418127419127420127421127422127423127424127425127426127427127428127429127430127431127432127433127434127435127436127437127438127439127440127441127442127443127444127445127446127447127448127449127450127451127452127453127454127455127456127457127458127459127460127461127462127463127464127465127466127467127468127469127470127471127472127473127474127475127476127477127478127479127480127481127482127483127484127485127486127487127488127489127490127491127492127493127494127495127496127497127498127499127500127501127502127503127504127505127506127507127508127509127510127511127512127513127514127515127516127517127518127519127520127521127522127523127524127525127526127527127528127529127530127531127532127533127534127535127536127537127538127539127540127541127542127543127544127545127546127547127548127549127550127551127552127553127554127555127556127557127558127559127560127561127562127563127564127565127566127567127568127569127570127571127572127573127574127575127576127577127578127579127580127581127582127583127584127585127586127587127588127589127590127591127592127593127594127595127596127597127598127599127600127601127602127603127604127605127606127607127608127609127610127611127612127613127614127615127616127617127618127619127620127621127622127623127624127625127626127627127628127629127630127631127632127633127634127635127636127637127638127639127640127641127642127643127644127645127646127647127648127649127650127651127652127653127654127655127656127657127658127659127660127661127662127663127664127665127666127667127668127669127670127671127672127673127674127675127676127677127678127679127680127681127682127683127684127685127686127687127688127689127690127691127692127693127694127695127696127697127698127699127700127701127702127703127704127705127706127707127708127709127710127711127712127713127714127715127716127717127718127719127720127721127722127723127724127725127726127727127728127729127730127731127732127733127734127735127736127737127738127739127740127741127742127743127744127745127746127747127748127749127750127751127752127753127754127755127756127757127758127759127760127761127762127763127764127765127766127767127768127769127770127771127772127773127774127775127776127777127778127779127780127781127782127783127784127785127786127787127788127789127790127791127792127793127794127795127796127797127798127799127800127801127802127803127804127805127806127807127808127809127810127811127812127813127814127815127816127817127818127819127820127821127822127823127824127825127826127827127828127829127830127831127832127833127834127835127836127837127838127839127840127841127842127843127844127845127846127847127848127849127850127851127852127853127854127855127856127857127858127859127860127861127862127863127864127865127866127867127868127869127870127871127872127873127874127875127876127877127878127879127880127881127882127883127884127885127886127887127888127889127890127891127892127893127894127895127896127897127898127899127900127901127902127903127904127905127906127907127908127909127910127911127912127913127914127915127916127917127918127919127920127921127922127923127924127925127926127927127928127929127930127931127932127933127934127935127936127937127938127939127940127941127942127943127944127945127946127947127948127949127950127951127952127953127954127955127956127957127958127959127960127961127962127963127964127965127966127967127968127969127970127971127972127973127974127975127976127977127978127979127980127981127982127983127984127985127986127987127988127989127990127991127992127993127994127995127996127997127998127999128000128001128002128003128004128005128006128007128008128009128010128011128012128013128014128015128016128017128018128019128020128021128022128023128024128025128026128027128028128029128030128031128032128033128034128035128036128037128038128039128040128041128042128043128044128045128046128047128048128049128050128051128052128053128054128055128056128057128058128059128060128061128062128063128064128065128066128067128068128069128070128071128072128073128074128075128076128077128078128079128080128081128082128083128084128085128086128087128088128089128090128091128092128093128094128095128096128097128098128099128100128101128102128103128104128105128106128107128108128109128110128111128112128113128114128115128116128117128118128119128120128121128122128123128124128125128126128127128128128129128130128131128132128133128134128135128136128137128138128139128140128141128142128143128144128145128146128147128148128149128150128151128152128153128154128155128156128157128158128159128160128161128162128163128164128165128166128167128168128169128170128171128172128173128174128175128176128177128178128179128180128181128182128183128184128185128186128187128188128189128190128191128192128193128194128195128196128197128198128199128200128201128202128203128204128205128206128207128208128209128210128211128212128213128214128215128216128217128218128219128220128221128222128223128224128225128226128227128228128229128230128231128232
  1. declare module "babylonjs/types" {
  2. /** Alias type for value that can be null */
  3. export type Nullable<T> = T | null;
  4. /**
  5. * Alias type for number that are floats
  6. * @ignorenaming
  7. */
  8. export type float = number;
  9. /**
  10. * Alias type for number that are doubles.
  11. * @ignorenaming
  12. */
  13. export type double = number;
  14. /**
  15. * Alias type for number that are integer
  16. * @ignorenaming
  17. */
  18. export type int = number;
  19. /** Alias type for number array or Float32Array */
  20. export type FloatArray = number[] | Float32Array;
  21. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  22. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  23. /**
  24. * Alias for types that can be used by a Buffer or VertexBuffer.
  25. */
  26. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  27. /**
  28. * Alias type for primitive types
  29. * @ignorenaming
  30. */
  31. type Primitive = undefined | null | boolean | string | number | Function;
  32. /**
  33. * Type modifier to make all the properties of an object Readonly
  34. */
  35. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  36. /**
  37. * Type modifier to make all the properties of an object Readonly recursively
  38. */
  39. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  40. /** @hidden */
  41. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  42. }
  43. /** @hidden */
  44. /** @hidden */
  45. type DeepImmutableObject<T> = {
  46. readonly [K in keyof T]: DeepImmutable<T[K]>;
  47. };
  48. }
  49. declare module "babylonjs/Misc/observable" {
  50. import { Nullable } from "babylonjs/types";
  51. /**
  52. * A class serves as a medium between the observable and its observers
  53. */
  54. export class EventState {
  55. /**
  56. * Create a new EventState
  57. * @param mask defines the mask associated with this state
  58. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  59. * @param target defines the original target of the state
  60. * @param currentTarget defines the current target of the state
  61. */
  62. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  63. /**
  64. * Initialize the current event state
  65. * @param mask defines the mask associated with this state
  66. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  67. * @param target defines the original target of the state
  68. * @param currentTarget defines the current target of the state
  69. * @returns the current event state
  70. */
  71. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  72. /**
  73. * An Observer can set this property to true to prevent subsequent observers of being notified
  74. */
  75. skipNextObservers: boolean;
  76. /**
  77. * Get the mask value that were used to trigger the event corresponding to this EventState object
  78. */
  79. mask: number;
  80. /**
  81. * The object that originally notified the event
  82. */
  83. target?: any;
  84. /**
  85. * The current object in the bubbling phase
  86. */
  87. currentTarget?: any;
  88. /**
  89. * This will be populated with the return value of the last function that was executed.
  90. * If it is the first function in the callback chain it will be the event data.
  91. */
  92. lastReturnValue?: any;
  93. }
  94. /**
  95. * Represent an Observer registered to a given Observable object.
  96. */
  97. export class Observer<T> {
  98. /**
  99. * Defines the callback to call when the observer is notified
  100. */
  101. callback: (eventData: T, eventState: EventState) => void;
  102. /**
  103. * Defines the mask of the observer (used to filter notifications)
  104. */
  105. mask: number;
  106. /**
  107. * Defines the current scope used to restore the JS context
  108. */
  109. scope: any;
  110. /** @hidden */
  111. _willBeUnregistered: boolean;
  112. /**
  113. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  114. */
  115. unregisterOnNextCall: boolean;
  116. /**
  117. * Creates a new observer
  118. * @param callback defines the callback to call when the observer is notified
  119. * @param mask defines the mask of the observer (used to filter notifications)
  120. * @param scope defines the current scope used to restore the JS context
  121. */
  122. constructor(
  123. /**
  124. * Defines the callback to call when the observer is notified
  125. */
  126. callback: (eventData: T, eventState: EventState) => void,
  127. /**
  128. * Defines the mask of the observer (used to filter notifications)
  129. */
  130. mask: number,
  131. /**
  132. * Defines the current scope used to restore the JS context
  133. */
  134. scope?: any);
  135. }
  136. /**
  137. * Represent a list of observers registered to multiple Observables object.
  138. */
  139. export class MultiObserver<T> {
  140. private _observers;
  141. private _observables;
  142. /**
  143. * Release associated resources
  144. */
  145. dispose(): void;
  146. /**
  147. * Raise a callback when one of the observable will notify
  148. * @param observables defines a list of observables to watch
  149. * @param callback defines the callback to call on notification
  150. * @param mask defines the mask used to filter notifications
  151. * @param scope defines the current scope used to restore the JS context
  152. * @returns the new MultiObserver
  153. */
  154. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  155. }
  156. /**
  157. * The Observable class is a simple implementation of the Observable pattern.
  158. *
  159. * There's one slight particularity though: a given Observable can notify its observer using a particular mask value, only the Observers registered with this mask value will be notified.
  160. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  161. * For instance you may have a given Observable that have four different types of notifications: Move (mask = 0x01), Stop (mask = 0x02), Turn Right (mask = 0X04), Turn Left (mask = 0X08).
  162. * A given observer can register itself with only Move and Stop (mask = 0x03), then it will only be notified when one of these two occurs and will never be for Turn Left/Right.
  163. */
  164. export class Observable<T> {
  165. private _observers;
  166. private _eventState;
  167. private _onObserverAdded;
  168. /**
  169. * Gets the list of observers
  170. */
  171. readonly observers: Array<Observer<T>>;
  172. /**
  173. * Creates a new observable
  174. * @param onObserverAdded defines a callback to call when a new observer is added
  175. */
  176. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  177. /**
  178. * Create a new Observer with the specified callback
  179. * @param callback the callback that will be executed for that Observer
  180. * @param mask the mask used to filter observers
  181. * @param insertFirst if true the callback will be inserted at the first position, hence executed before the others ones. If false (default behavior) the callback will be inserted at the last position, executed after all the others already present.
  182. * @param scope optional scope for the callback to be called from
  183. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  184. * @returns the new observer created for the callback
  185. */
  186. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  187. /**
  188. * Create a new Observer with the specified callback and unregisters after the next notification
  189. * @param callback the callback that will be executed for that Observer
  190. * @returns the new observer created for the callback
  191. */
  192. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  193. /**
  194. * Remove an Observer from the Observable object
  195. * @param observer the instance of the Observer to remove
  196. * @returns false if it doesn't belong to this Observable
  197. */
  198. remove(observer: Nullable<Observer<T>>): boolean;
  199. /**
  200. * Remove a callback from the Observable object
  201. * @param callback the callback to remove
  202. * @param scope optional scope. If used only the callbacks with this scope will be removed
  203. * @returns false if it doesn't belong to this Observable
  204. */
  205. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  206. private _deferUnregister;
  207. private _remove;
  208. /**
  209. * Moves the observable to the top of the observer list making it get called first when notified
  210. * @param observer the observer to move
  211. */
  212. makeObserverTopPriority(observer: Observer<T>): void;
  213. /**
  214. * Moves the observable to the bottom of the observer list making it get called last when notified
  215. * @param observer the observer to move
  216. */
  217. makeObserverBottomPriority(observer: Observer<T>): void;
  218. /**
  219. * Notify all Observers by calling their respective callback with the given data
  220. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  221. * @param eventData defines the data to send to all observers
  222. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  223. * @param target defines the original target of the state
  224. * @param currentTarget defines the current target of the state
  225. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  226. */
  227. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  228. /**
  229. * Calling this will execute each callback, expecting it to be a promise or return a value.
  230. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  231. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  232. * and it is crucial that all callbacks will be executed.
  233. * The order of the callbacks is kept, callbacks are not executed parallel.
  234. *
  235. * @param eventData The data to be sent to each callback
  236. * @param mask is used to filter observers defaults to -1
  237. * @param target defines the callback target (see EventState)
  238. * @param currentTarget defines he current object in the bubbling phase
  239. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  240. */
  241. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  242. /**
  243. * Notify a specific observer
  244. * @param observer defines the observer to notify
  245. * @param eventData defines the data to be sent to each callback
  246. * @param mask is used to filter observers defaults to -1
  247. */
  248. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  249. /**
  250. * Gets a boolean indicating if the observable has at least one observer
  251. * @returns true is the Observable has at least one Observer registered
  252. */
  253. hasObservers(): boolean;
  254. /**
  255. * Clear the list of observers
  256. */
  257. clear(): void;
  258. /**
  259. * Clone the current observable
  260. * @returns a new observable
  261. */
  262. clone(): Observable<T>;
  263. /**
  264. * Does this observable handles observer registered with a given mask
  265. * @param mask defines the mask to be tested
  266. * @return whether or not one observer registered with the given mask is handeled
  267. **/
  268. hasSpecificMask(mask?: number): boolean;
  269. }
  270. }
  271. declare module "babylonjs/Misc/domManagement" {
  272. /**
  273. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  274. * Babylon.js
  275. */
  276. export class DomManagement {
  277. /**
  278. * Checks if the window object exists
  279. * @returns true if the window object exists
  280. */
  281. static IsWindowObjectExist(): boolean;
  282. /**
  283. * Checks if the navigator object exists
  284. * @returns true if the navigator object exists
  285. */
  286. static IsNavigatorAvailable(): boolean;
  287. /**
  288. * Extracts text content from a DOM element hierarchy
  289. * @param element defines the root element
  290. * @returns a string
  291. */
  292. static GetDOMTextContent(element: HTMLElement): string;
  293. }
  294. }
  295. declare module "babylonjs/Misc/logger" {
  296. /**
  297. * Logger used througouht the application to allow configuration of
  298. * the log level required for the messages.
  299. */
  300. export class Logger {
  301. /**
  302. * No log
  303. */
  304. static readonly NoneLogLevel: number;
  305. /**
  306. * Only message logs
  307. */
  308. static readonly MessageLogLevel: number;
  309. /**
  310. * Only warning logs
  311. */
  312. static readonly WarningLogLevel: number;
  313. /**
  314. * Only error logs
  315. */
  316. static readonly ErrorLogLevel: number;
  317. /**
  318. * All logs
  319. */
  320. static readonly AllLogLevel: number;
  321. private static _LogCache;
  322. /**
  323. * Gets a value indicating the number of loading errors
  324. * @ignorenaming
  325. */
  326. static errorsCount: number;
  327. /**
  328. * Callback called when a new log is added
  329. */
  330. static OnNewCacheEntry: (entry: string) => void;
  331. private static _AddLogEntry;
  332. private static _FormatMessage;
  333. private static _LogDisabled;
  334. private static _LogEnabled;
  335. private static _WarnDisabled;
  336. private static _WarnEnabled;
  337. private static _ErrorDisabled;
  338. private static _ErrorEnabled;
  339. /**
  340. * Log a message to the console
  341. */
  342. static Log: (message: string) => void;
  343. /**
  344. * Write a warning message to the console
  345. */
  346. static Warn: (message: string) => void;
  347. /**
  348. * Write an error message to the console
  349. */
  350. static Error: (message: string) => void;
  351. /**
  352. * Gets current log cache (list of logs)
  353. */
  354. static readonly LogCache: string;
  355. /**
  356. * Clears the log cache
  357. */
  358. static ClearLogCache(): void;
  359. /**
  360. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  361. */
  362. static LogLevels: number;
  363. }
  364. }
  365. declare module "babylonjs/Misc/typeStore" {
  366. /** @hidden */
  367. export class _TypeStore {
  368. /** @hidden */
  369. static RegisteredTypes: {
  370. [key: string]: Object;
  371. };
  372. /** @hidden */
  373. static GetClass(fqdn: string): any;
  374. }
  375. }
  376. declare module "babylonjs/Misc/deepCopier" {
  377. /**
  378. * Class containing a set of static utilities functions for deep copy.
  379. */
  380. export class DeepCopier {
  381. /**
  382. * Tries to copy an object by duplicating every property
  383. * @param source defines the source object
  384. * @param destination defines the target object
  385. * @param doNotCopyList defines a list of properties to avoid
  386. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  387. */
  388. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  389. }
  390. }
  391. declare module "babylonjs/Misc/precisionDate" {
  392. /**
  393. * Class containing a set of static utilities functions for precision date
  394. */
  395. export class PrecisionDate {
  396. /**
  397. * Gets either window.performance.now() if supported or Date.now() else
  398. */
  399. static readonly Now: number;
  400. }
  401. }
  402. declare module "babylonjs/Misc/devTools" {
  403. /** @hidden */
  404. export class _DevTools {
  405. static WarnImport(name: string): string;
  406. }
  407. }
  408. declare module "babylonjs/Misc/webRequest" {
  409. /**
  410. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  411. */
  412. export class WebRequest {
  413. private _xhr;
  414. /**
  415. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  416. * i.e. when loading files, where the server/service expects an Authorization header
  417. */
  418. static CustomRequestHeaders: {
  419. [key: string]: string;
  420. };
  421. /**
  422. * Add callback functions in this array to update all the requests before they get sent to the network
  423. */
  424. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  425. private _injectCustomRequestHeaders;
  426. /**
  427. * Gets or sets a function to be called when loading progress changes
  428. */
  429. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  430. /**
  431. * Returns client's state
  432. */
  433. readonly readyState: number;
  434. /**
  435. * Returns client's status
  436. */
  437. readonly status: number;
  438. /**
  439. * Returns client's status as a text
  440. */
  441. readonly statusText: string;
  442. /**
  443. * Returns client's response
  444. */
  445. readonly response: any;
  446. /**
  447. * Returns client's response url
  448. */
  449. readonly responseURL: string;
  450. /**
  451. * Returns client's response as text
  452. */
  453. readonly responseText: string;
  454. /**
  455. * Gets or sets the expected response type
  456. */
  457. responseType: XMLHttpRequestResponseType;
  458. /** @hidden */
  459. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  460. /** @hidden */
  461. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  462. /**
  463. * Cancels any network activity
  464. */
  465. abort(): void;
  466. /**
  467. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  468. * @param body defines an optional request body
  469. */
  470. send(body?: Document | BodyInit | null): void;
  471. /**
  472. * Sets the request method, request URL
  473. * @param method defines the method to use (GET, POST, etc..)
  474. * @param url defines the url to connect with
  475. */
  476. open(method: string, url: string): void;
  477. }
  478. }
  479. declare module "babylonjs/Misc/fileRequest" {
  480. import { Observable } from "babylonjs/Misc/observable";
  481. /**
  482. * File request interface
  483. */
  484. export interface IFileRequest {
  485. /**
  486. * Raised when the request is complete (success or error).
  487. */
  488. onCompleteObservable: Observable<IFileRequest>;
  489. /**
  490. * Aborts the request for a file.
  491. */
  492. abort: () => void;
  493. }
  494. }
  495. declare module "babylonjs/Misc/performanceMonitor" {
  496. /**
  497. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  498. */
  499. export class PerformanceMonitor {
  500. private _enabled;
  501. private _rollingFrameTime;
  502. private _lastFrameTimeMs;
  503. /**
  504. * constructor
  505. * @param frameSampleSize The number of samples required to saturate the sliding window
  506. */
  507. constructor(frameSampleSize?: number);
  508. /**
  509. * Samples current frame
  510. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  511. */
  512. sampleFrame(timeMs?: number): void;
  513. /**
  514. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  515. */
  516. readonly averageFrameTime: number;
  517. /**
  518. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  519. */
  520. readonly averageFrameTimeVariance: number;
  521. /**
  522. * Returns the frame time of the most recent frame
  523. */
  524. readonly instantaneousFrameTime: number;
  525. /**
  526. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  527. */
  528. readonly averageFPS: number;
  529. /**
  530. * Returns the average framerate in frames per second using the most recent frame time
  531. */
  532. readonly instantaneousFPS: number;
  533. /**
  534. * Returns true if enough samples have been taken to completely fill the sliding window
  535. */
  536. readonly isSaturated: boolean;
  537. /**
  538. * Enables contributions to the sliding window sample set
  539. */
  540. enable(): void;
  541. /**
  542. * Disables contributions to the sliding window sample set
  543. * Samples will not be interpolated over the disabled period
  544. */
  545. disable(): void;
  546. /**
  547. * Returns true if sampling is enabled
  548. */
  549. readonly isEnabled: boolean;
  550. /**
  551. * Resets performance monitor
  552. */
  553. reset(): void;
  554. }
  555. /**
  556. * RollingAverage
  557. *
  558. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  559. */
  560. export class RollingAverage {
  561. /**
  562. * Current average
  563. */
  564. average: number;
  565. /**
  566. * Current variance
  567. */
  568. variance: number;
  569. protected _samples: Array<number>;
  570. protected _sampleCount: number;
  571. protected _pos: number;
  572. protected _m2: number;
  573. /**
  574. * constructor
  575. * @param length The number of samples required to saturate the sliding window
  576. */
  577. constructor(length: number);
  578. /**
  579. * Adds a sample to the sample set
  580. * @param v The sample value
  581. */
  582. add(v: number): void;
  583. /**
  584. * Returns previously added values or null if outside of history or outside the sliding window domain
  585. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  586. * @return Value previously recorded with add() or null if outside of range
  587. */
  588. history(i: number): number;
  589. /**
  590. * Returns true if enough samples have been taken to completely fill the sliding window
  591. * @return true if sample-set saturated
  592. */
  593. isSaturated(): boolean;
  594. /**
  595. * Resets the rolling average (equivalent to 0 samples taken so far)
  596. */
  597. reset(): void;
  598. /**
  599. * Wraps a value around the sample range boundaries
  600. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  601. * @return Wrapped position in sample range
  602. */
  603. protected _wrapPosition(i: number): number;
  604. }
  605. }
  606. declare module "babylonjs/Misc/stringDictionary" {
  607. import { Nullable } from "babylonjs/types";
  608. /**
  609. * This class implement a typical dictionary using a string as key and the generic type T as value.
  610. * The underlying implementation relies on an associative array to ensure the best performances.
  611. * The value can be anything including 'null' but except 'undefined'
  612. */
  613. export class StringDictionary<T> {
  614. /**
  615. * This will clear this dictionary and copy the content from the 'source' one.
  616. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  617. * @param source the dictionary to take the content from and copy to this dictionary
  618. */
  619. copyFrom(source: StringDictionary<T>): void;
  620. /**
  621. * Get a value based from its key
  622. * @param key the given key to get the matching value from
  623. * @return the value if found, otherwise undefined is returned
  624. */
  625. get(key: string): T | undefined;
  626. /**
  627. * Get a value from its key or add it if it doesn't exist.
  628. * This method will ensure you that a given key/data will be present in the dictionary.
  629. * @param key the given key to get the matching value from
  630. * @param factory the factory that will create the value if the key is not present in the dictionary.
  631. * The factory will only be invoked if there's no data for the given key.
  632. * @return the value corresponding to the key.
  633. */
  634. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  635. /**
  636. * Get a value from its key if present in the dictionary otherwise add it
  637. * @param key the key to get the value from
  638. * @param val if there's no such key/value pair in the dictionary add it with this value
  639. * @return the value corresponding to the key
  640. */
  641. getOrAdd(key: string, val: T): T;
  642. /**
  643. * Check if there's a given key in the dictionary
  644. * @param key the key to check for
  645. * @return true if the key is present, false otherwise
  646. */
  647. contains(key: string): boolean;
  648. /**
  649. * Add a new key and its corresponding value
  650. * @param key the key to add
  651. * @param value the value corresponding to the key
  652. * @return true if the operation completed successfully, false if we couldn't insert the key/value because there was already this key in the dictionary
  653. */
  654. add(key: string, value: T): boolean;
  655. /**
  656. * Update a specific value associated to a key
  657. * @param key defines the key to use
  658. * @param value defines the value to store
  659. * @returns true if the value was updated (or false if the key was not found)
  660. */
  661. set(key: string, value: T): boolean;
  662. /**
  663. * Get the element of the given key and remove it from the dictionary
  664. * @param key defines the key to search
  665. * @returns the value associated with the key or null if not found
  666. */
  667. getAndRemove(key: string): Nullable<T>;
  668. /**
  669. * Remove a key/value from the dictionary.
  670. * @param key the key to remove
  671. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  672. */
  673. remove(key: string): boolean;
  674. /**
  675. * Clear the whole content of the dictionary
  676. */
  677. clear(): void;
  678. /**
  679. * Gets the current count
  680. */
  681. readonly count: number;
  682. /**
  683. * Execute a callback on each key/val of the dictionary.
  684. * Note that you can remove any element in this dictionary in the callback implementation
  685. * @param callback the callback to execute on a given key/value pair
  686. */
  687. forEach(callback: (key: string, val: T) => void): void;
  688. /**
  689. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  690. * If the callback returns null or undefined the method will iterate to the next key/value pair
  691. * Note that you can remove any element in this dictionary in the callback implementation
  692. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  693. * @returns the first item
  694. */
  695. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  696. private _count;
  697. private _data;
  698. }
  699. }
  700. declare module "babylonjs/Meshes/dataBuffer" {
  701. /**
  702. * Class used to store gfx data (like WebGLBuffer)
  703. */
  704. export class DataBuffer {
  705. /**
  706. * Gets or sets the number of objects referencing this buffer
  707. */
  708. references: number;
  709. /** Gets or sets the size of the underlying buffer */
  710. capacity: number;
  711. /**
  712. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  713. */
  714. is32Bits: boolean;
  715. /**
  716. * Gets the underlying buffer
  717. */
  718. readonly underlyingResource: any;
  719. }
  720. }
  721. declare module "babylonjs/Meshes/buffer" {
  722. import { Nullable, DataArray } from "babylonjs/types";
  723. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  724. /**
  725. * Class used to store data that will be store in GPU memory
  726. */
  727. export class Buffer {
  728. private _engine;
  729. private _buffer;
  730. /** @hidden */
  731. _data: Nullable<DataArray>;
  732. private _updatable;
  733. private _instanced;
  734. /**
  735. * Gets the byte stride.
  736. */
  737. readonly byteStride: number;
  738. /**
  739. * Constructor
  740. * @param engine the engine
  741. * @param data the data to use for this buffer
  742. * @param updatable whether the data is updatable
  743. * @param stride the stride (optional)
  744. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  745. * @param instanced whether the buffer is instanced (optional)
  746. * @param useBytes set to true if the stride in in bytes (optional)
  747. */
  748. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean);
  749. /**
  750. * Create a new VertexBuffer based on the current buffer
  751. * @param kind defines the vertex buffer kind (position, normal, etc.)
  752. * @param offset defines offset in the buffer (0 by default)
  753. * @param size defines the size in floats of attributes (position is 3 for instance)
  754. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  755. * @param instanced defines if the vertex buffer contains indexed data
  756. * @param useBytes defines if the offset and stride are in bytes
  757. * @returns the new vertex buffer
  758. */
  759. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean): VertexBuffer;
  760. /**
  761. * Gets a boolean indicating if the Buffer is updatable?
  762. * @returns true if the buffer is updatable
  763. */
  764. isUpdatable(): boolean;
  765. /**
  766. * Gets current buffer's data
  767. * @returns a DataArray or null
  768. */
  769. getData(): Nullable<DataArray>;
  770. /**
  771. * Gets underlying native buffer
  772. * @returns underlying native buffer
  773. */
  774. getBuffer(): Nullable<DataBuffer>;
  775. /**
  776. * Gets the stride in float32 units (i.e. byte stride / 4).
  777. * May not be an integer if the byte stride is not divisible by 4.
  778. * DEPRECATED. Use byteStride instead.
  779. * @returns the stride in float32 units
  780. */
  781. getStrideSize(): number;
  782. /**
  783. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  784. * @param data defines the data to store
  785. */
  786. create(data?: Nullable<DataArray>): void;
  787. /** @hidden */
  788. _rebuild(): void;
  789. /**
  790. * Update current buffer data
  791. * @param data defines the data to store
  792. */
  793. update(data: DataArray): void;
  794. /**
  795. * Updates the data directly.
  796. * @param data the new data
  797. * @param offset the new offset
  798. * @param vertexCount the vertex count (optional)
  799. * @param useBytes set to true if the offset is in bytes
  800. */
  801. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  802. /**
  803. * Release all resources
  804. */
  805. dispose(): void;
  806. }
  807. /**
  808. * Specialized buffer used to store vertex data
  809. */
  810. export class VertexBuffer {
  811. /** @hidden */
  812. _buffer: Buffer;
  813. private _kind;
  814. private _size;
  815. private _ownsBuffer;
  816. private _instanced;
  817. private _instanceDivisor;
  818. /**
  819. * The byte type.
  820. */
  821. static readonly BYTE: number;
  822. /**
  823. * The unsigned byte type.
  824. */
  825. static readonly UNSIGNED_BYTE: number;
  826. /**
  827. * The short type.
  828. */
  829. static readonly SHORT: number;
  830. /**
  831. * The unsigned short type.
  832. */
  833. static readonly UNSIGNED_SHORT: number;
  834. /**
  835. * The integer type.
  836. */
  837. static readonly INT: number;
  838. /**
  839. * The unsigned integer type.
  840. */
  841. static readonly UNSIGNED_INT: number;
  842. /**
  843. * The float type.
  844. */
  845. static readonly FLOAT: number;
  846. /**
  847. * Gets or sets the instance divisor when in instanced mode
  848. */
  849. instanceDivisor: number;
  850. /**
  851. * Gets the byte stride.
  852. */
  853. readonly byteStride: number;
  854. /**
  855. * Gets the byte offset.
  856. */
  857. readonly byteOffset: number;
  858. /**
  859. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  860. */
  861. readonly normalized: boolean;
  862. /**
  863. * Gets the data type of each component in the array.
  864. */
  865. readonly type: number;
  866. /**
  867. * Constructor
  868. * @param engine the engine
  869. * @param data the data to use for this vertex buffer
  870. * @param kind the vertex buffer kind
  871. * @param updatable whether the data is updatable
  872. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  873. * @param stride the stride (optional)
  874. * @param instanced whether the buffer is instanced (optional)
  875. * @param offset the offset of the data (optional)
  876. * @param size the number of components (optional)
  877. * @param type the type of the component (optional)
  878. * @param normalized whether the data contains normalized data (optional)
  879. * @param useBytes set to true if stride and offset are in bytes (optional)
  880. */
  881. constructor(engine: any, data: DataArray | Buffer, kind: string, updatable: boolean, postponeInternalCreation?: boolean, stride?: number, instanced?: boolean, offset?: number, size?: number, type?: number, normalized?: boolean, useBytes?: boolean);
  882. /** @hidden */
  883. _rebuild(): void;
  884. /**
  885. * Returns the kind of the VertexBuffer (string)
  886. * @returns a string
  887. */
  888. getKind(): string;
  889. /**
  890. * Gets a boolean indicating if the VertexBuffer is updatable?
  891. * @returns true if the buffer is updatable
  892. */
  893. isUpdatable(): boolean;
  894. /**
  895. * Gets current buffer's data
  896. * @returns a DataArray or null
  897. */
  898. getData(): Nullable<DataArray>;
  899. /**
  900. * Gets underlying native buffer
  901. * @returns underlying native buffer
  902. */
  903. getBuffer(): Nullable<DataBuffer>;
  904. /**
  905. * Gets the stride in float32 units (i.e. byte stride / 4).
  906. * May not be an integer if the byte stride is not divisible by 4.
  907. * DEPRECATED. Use byteStride instead.
  908. * @returns the stride in float32 units
  909. */
  910. getStrideSize(): number;
  911. /**
  912. * Returns the offset as a multiple of the type byte length.
  913. * DEPRECATED. Use byteOffset instead.
  914. * @returns the offset in bytes
  915. */
  916. getOffset(): number;
  917. /**
  918. * Returns the number of components per vertex attribute (integer)
  919. * @returns the size in float
  920. */
  921. getSize(): number;
  922. /**
  923. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  924. * @returns true if this buffer is instanced
  925. */
  926. getIsInstanced(): boolean;
  927. /**
  928. * Returns the instancing divisor, zero for non-instanced (integer).
  929. * @returns a number
  930. */
  931. getInstanceDivisor(): number;
  932. /**
  933. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  934. * @param data defines the data to store
  935. */
  936. create(data?: DataArray): void;
  937. /**
  938. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  939. * This function will create a new buffer if the current one is not updatable
  940. * @param data defines the data to store
  941. */
  942. update(data: DataArray): void;
  943. /**
  944. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  945. * Returns the directly updated WebGLBuffer.
  946. * @param data the new data
  947. * @param offset the new offset
  948. * @param useBytes set to true if the offset is in bytes
  949. */
  950. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  951. /**
  952. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  953. */
  954. dispose(): void;
  955. /**
  956. * Enumerates each value of this vertex buffer as numbers.
  957. * @param count the number of values to enumerate
  958. * @param callback the callback function called for each value
  959. */
  960. forEach(count: number, callback: (value: number, index: number) => void): void;
  961. /**
  962. * Positions
  963. */
  964. static readonly PositionKind: string;
  965. /**
  966. * Normals
  967. */
  968. static readonly NormalKind: string;
  969. /**
  970. * Tangents
  971. */
  972. static readonly TangentKind: string;
  973. /**
  974. * Texture coordinates
  975. */
  976. static readonly UVKind: string;
  977. /**
  978. * Texture coordinates 2
  979. */
  980. static readonly UV2Kind: string;
  981. /**
  982. * Texture coordinates 3
  983. */
  984. static readonly UV3Kind: string;
  985. /**
  986. * Texture coordinates 4
  987. */
  988. static readonly UV4Kind: string;
  989. /**
  990. * Texture coordinates 5
  991. */
  992. static readonly UV5Kind: string;
  993. /**
  994. * Texture coordinates 6
  995. */
  996. static readonly UV6Kind: string;
  997. /**
  998. * Colors
  999. */
  1000. static readonly ColorKind: string;
  1001. /**
  1002. * Matrix indices (for bones)
  1003. */
  1004. static readonly MatricesIndicesKind: string;
  1005. /**
  1006. * Matrix weights (for bones)
  1007. */
  1008. static readonly MatricesWeightsKind: string;
  1009. /**
  1010. * Additional matrix indices (for bones)
  1011. */
  1012. static readonly MatricesIndicesExtraKind: string;
  1013. /**
  1014. * Additional matrix weights (for bones)
  1015. */
  1016. static readonly MatricesWeightsExtraKind: string;
  1017. /**
  1018. * Deduces the stride given a kind.
  1019. * @param kind The kind string to deduce
  1020. * @returns The deduced stride
  1021. */
  1022. static DeduceStride(kind: string): number;
  1023. /**
  1024. * Gets the byte length of the given type.
  1025. * @param type the type
  1026. * @returns the number of bytes
  1027. */
  1028. static GetTypeByteLength(type: number): number;
  1029. /**
  1030. * Enumerates each value of the given parameters as numbers.
  1031. * @param data the data to enumerate
  1032. * @param byteOffset the byte offset of the data
  1033. * @param byteStride the byte stride of the data
  1034. * @param componentCount the number of components per element
  1035. * @param componentType the type of the component
  1036. * @param count the number of values to enumerate
  1037. * @param normalized whether the data is normalized
  1038. * @param callback the callback function called for each value
  1039. */
  1040. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  1041. private static _GetFloatValue;
  1042. }
  1043. }
  1044. declare module "babylonjs/Maths/math.scalar" {
  1045. /**
  1046. * Scalar computation library
  1047. */
  1048. export class Scalar {
  1049. /**
  1050. * Two pi constants convenient for computation.
  1051. */
  1052. static TwoPi: number;
  1053. /**
  1054. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  1055. * @param a number
  1056. * @param b number
  1057. * @param epsilon (default = 1.401298E-45)
  1058. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  1059. */
  1060. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  1061. /**
  1062. * Returns a string : the upper case translation of the number i to hexadecimal.
  1063. * @param i number
  1064. * @returns the upper case translation of the number i to hexadecimal.
  1065. */
  1066. static ToHex(i: number): string;
  1067. /**
  1068. * Returns -1 if value is negative and +1 is value is positive.
  1069. * @param value the value
  1070. * @returns the value itself if it's equal to zero.
  1071. */
  1072. static Sign(value: number): number;
  1073. /**
  1074. * Returns the value itself if it's between min and max.
  1075. * Returns min if the value is lower than min.
  1076. * Returns max if the value is greater than max.
  1077. * @param value the value to clmap
  1078. * @param min the min value to clamp to (default: 0)
  1079. * @param max the max value to clamp to (default: 1)
  1080. * @returns the clamped value
  1081. */
  1082. static Clamp(value: number, min?: number, max?: number): number;
  1083. /**
  1084. * the log2 of value.
  1085. * @param value the value to compute log2 of
  1086. * @returns the log2 of value.
  1087. */
  1088. static Log2(value: number): number;
  1089. /**
  1090. * Loops the value, so that it is never larger than length and never smaller than 0.
  1091. *
  1092. * This is similar to the modulo operator but it works with floating point numbers.
  1093. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  1094. * With t = 5 and length = 2.5, the result would be 0.0.
  1095. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  1096. * @param value the value
  1097. * @param length the length
  1098. * @returns the looped value
  1099. */
  1100. static Repeat(value: number, length: number): number;
  1101. /**
  1102. * Normalize the value between 0.0 and 1.0 using min and max values
  1103. * @param value value to normalize
  1104. * @param min max to normalize between
  1105. * @param max min to normalize between
  1106. * @returns the normalized value
  1107. */
  1108. static Normalize(value: number, min: number, max: number): number;
  1109. /**
  1110. * Denormalize the value from 0.0 and 1.0 using min and max values
  1111. * @param normalized value to denormalize
  1112. * @param min max to denormalize between
  1113. * @param max min to denormalize between
  1114. * @returns the denormalized value
  1115. */
  1116. static Denormalize(normalized: number, min: number, max: number): number;
  1117. /**
  1118. * Calculates the shortest difference between two given angles given in degrees.
  1119. * @param current current angle in degrees
  1120. * @param target target angle in degrees
  1121. * @returns the delta
  1122. */
  1123. static DeltaAngle(current: number, target: number): number;
  1124. /**
  1125. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  1126. * @param tx value
  1127. * @param length length
  1128. * @returns The returned value will move back and forth between 0 and length
  1129. */
  1130. static PingPong(tx: number, length: number): number;
  1131. /**
  1132. * Interpolates between min and max with smoothing at the limits.
  1133. *
  1134. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  1135. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  1136. * @param from from
  1137. * @param to to
  1138. * @param tx value
  1139. * @returns the smooth stepped value
  1140. */
  1141. static SmoothStep(from: number, to: number, tx: number): number;
  1142. /**
  1143. * Moves a value current towards target.
  1144. *
  1145. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  1146. * Negative values of maxDelta pushes the value away from target.
  1147. * @param current current value
  1148. * @param target target value
  1149. * @param maxDelta max distance to move
  1150. * @returns resulting value
  1151. */
  1152. static MoveTowards(current: number, target: number, maxDelta: number): number;
  1153. /**
  1154. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  1155. *
  1156. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  1157. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  1158. * @param current current value
  1159. * @param target target value
  1160. * @param maxDelta max distance to move
  1161. * @returns resulting angle
  1162. */
  1163. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  1164. /**
  1165. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  1166. * @param start start value
  1167. * @param end target value
  1168. * @param amount amount to lerp between
  1169. * @returns the lerped value
  1170. */
  1171. static Lerp(start: number, end: number, amount: number): number;
  1172. /**
  1173. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  1174. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  1175. * @param start start value
  1176. * @param end target value
  1177. * @param amount amount to lerp between
  1178. * @returns the lerped value
  1179. */
  1180. static LerpAngle(start: number, end: number, amount: number): number;
  1181. /**
  1182. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  1183. * @param a start value
  1184. * @param b target value
  1185. * @param value value between a and b
  1186. * @returns the inverseLerp value
  1187. */
  1188. static InverseLerp(a: number, b: number, value: number): number;
  1189. /**
  1190. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  1191. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  1192. * @param value1 spline value
  1193. * @param tangent1 spline value
  1194. * @param value2 spline value
  1195. * @param tangent2 spline value
  1196. * @param amount input value
  1197. * @returns hermite result
  1198. */
  1199. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  1200. /**
  1201. * Returns a random float number between and min and max values
  1202. * @param min min value of random
  1203. * @param max max value of random
  1204. * @returns random value
  1205. */
  1206. static RandomRange(min: number, max: number): number;
  1207. /**
  1208. * This function returns percentage of a number in a given range.
  1209. *
  1210. * RangeToPercent(40,20,60) will return 0.5 (50%)
  1211. * RangeToPercent(34,0,100) will return 0.34 (34%)
  1212. * @param number to convert to percentage
  1213. * @param min min range
  1214. * @param max max range
  1215. * @returns the percentage
  1216. */
  1217. static RangeToPercent(number: number, min: number, max: number): number;
  1218. /**
  1219. * This function returns number that corresponds to the percentage in a given range.
  1220. *
  1221. * PercentToRange(0.34,0,100) will return 34.
  1222. * @param percent to convert to number
  1223. * @param min min range
  1224. * @param max max range
  1225. * @returns the number
  1226. */
  1227. static PercentToRange(percent: number, min: number, max: number): number;
  1228. /**
  1229. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  1230. * @param angle The angle to normalize in radian.
  1231. * @return The converted angle.
  1232. */
  1233. static NormalizeRadians(angle: number): number;
  1234. }
  1235. }
  1236. declare module "babylonjs/Maths/math.constants" {
  1237. /**
  1238. * Constant used to convert a value to gamma space
  1239. * @ignorenaming
  1240. */
  1241. export const ToGammaSpace: number;
  1242. /**
  1243. * Constant used to convert a value to linear space
  1244. * @ignorenaming
  1245. */
  1246. export const ToLinearSpace = 2.2;
  1247. /**
  1248. * Constant used to define the minimal number value in Babylon.js
  1249. * @ignorenaming
  1250. */
  1251. let Epsilon: number;
  1252. export { Epsilon };
  1253. }
  1254. declare module "babylonjs/Maths/math.viewport" {
  1255. /**
  1256. * Class used to represent a viewport on screen
  1257. */
  1258. export class Viewport {
  1259. /** viewport left coordinate */
  1260. x: number;
  1261. /** viewport top coordinate */
  1262. y: number;
  1263. /**viewport width */
  1264. width: number;
  1265. /** viewport height */
  1266. height: number;
  1267. /**
  1268. * Creates a Viewport object located at (x, y) and sized (width, height)
  1269. * @param x defines viewport left coordinate
  1270. * @param y defines viewport top coordinate
  1271. * @param width defines the viewport width
  1272. * @param height defines the viewport height
  1273. */
  1274. constructor(
  1275. /** viewport left coordinate */
  1276. x: number,
  1277. /** viewport top coordinate */
  1278. y: number,
  1279. /**viewport width */
  1280. width: number,
  1281. /** viewport height */
  1282. height: number);
  1283. /**
  1284. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  1285. * @param renderWidth defines the rendering width
  1286. * @param renderHeight defines the rendering height
  1287. * @returns a new Viewport
  1288. */
  1289. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  1290. /**
  1291. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  1292. * @param renderWidth defines the rendering width
  1293. * @param renderHeight defines the rendering height
  1294. * @param ref defines the target viewport
  1295. * @returns the current viewport
  1296. */
  1297. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  1298. /**
  1299. * Returns a new Viewport copied from the current one
  1300. * @returns a new Viewport
  1301. */
  1302. clone(): Viewport;
  1303. }
  1304. }
  1305. declare module "babylonjs/Misc/arrayTools" {
  1306. /**
  1307. * Class containing a set of static utilities functions for arrays.
  1308. */
  1309. export class ArrayTools {
  1310. /**
  1311. * Returns an array of the given size filled with element built from the given constructor and the paramters
  1312. * @param size the number of element to construct and put in the array
  1313. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  1314. * @returns a new array filled with new objects
  1315. */
  1316. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  1317. }
  1318. }
  1319. declare module "babylonjs/Maths/math.like" {
  1320. import { float, int, DeepImmutable } from "babylonjs/types";
  1321. /**
  1322. * @hidden
  1323. */
  1324. export interface IColor4Like {
  1325. r: float;
  1326. g: float;
  1327. b: float;
  1328. a: float;
  1329. }
  1330. /**
  1331. * @hidden
  1332. */
  1333. export interface IColor3Like {
  1334. r: float;
  1335. g: float;
  1336. b: float;
  1337. }
  1338. /**
  1339. * @hidden
  1340. */
  1341. export interface IVector4Like {
  1342. x: float;
  1343. y: float;
  1344. z: float;
  1345. w: float;
  1346. }
  1347. /**
  1348. * @hidden
  1349. */
  1350. export interface IVector3Like {
  1351. x: float;
  1352. y: float;
  1353. z: float;
  1354. }
  1355. /**
  1356. * @hidden
  1357. */
  1358. export interface IVector2Like {
  1359. x: float;
  1360. y: float;
  1361. }
  1362. /**
  1363. * @hidden
  1364. */
  1365. export interface IMatrixLike {
  1366. toArray(): DeepImmutable<Float32Array>;
  1367. updateFlag: int;
  1368. }
  1369. /**
  1370. * @hidden
  1371. */
  1372. export interface IViewportLike {
  1373. x: float;
  1374. y: float;
  1375. width: float;
  1376. height: float;
  1377. }
  1378. /**
  1379. * @hidden
  1380. */
  1381. export interface IPlaneLike {
  1382. normal: IVector3Like;
  1383. d: float;
  1384. normalize(): void;
  1385. }
  1386. }
  1387. declare module "babylonjs/Maths/math.vector" {
  1388. import { Viewport } from "babylonjs/Maths/math.viewport";
  1389. import { DeepImmutable, Nullable, FloatArray, float } from "babylonjs/types";
  1390. import { IPlaneLike } from "babylonjs/Maths/math.like";
  1391. /**
  1392. * Class representing a vector containing 2 coordinates
  1393. */
  1394. export class Vector2 {
  1395. /** defines the first coordinate */
  1396. x: number;
  1397. /** defines the second coordinate */
  1398. y: number;
  1399. /**
  1400. * Creates a new Vector2 from the given x and y coordinates
  1401. * @param x defines the first coordinate
  1402. * @param y defines the second coordinate
  1403. */
  1404. constructor(
  1405. /** defines the first coordinate */
  1406. x?: number,
  1407. /** defines the second coordinate */
  1408. y?: number);
  1409. /**
  1410. * Gets a string with the Vector2 coordinates
  1411. * @returns a string with the Vector2 coordinates
  1412. */
  1413. toString(): string;
  1414. /**
  1415. * Gets class name
  1416. * @returns the string "Vector2"
  1417. */
  1418. getClassName(): string;
  1419. /**
  1420. * Gets current vector hash code
  1421. * @returns the Vector2 hash code as a number
  1422. */
  1423. getHashCode(): number;
  1424. /**
  1425. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  1426. * @param array defines the source array
  1427. * @param index defines the offset in source array
  1428. * @returns the current Vector2
  1429. */
  1430. toArray(array: FloatArray, index?: number): Vector2;
  1431. /**
  1432. * Copy the current vector to an array
  1433. * @returns a new array with 2 elements: the Vector2 coordinates.
  1434. */
  1435. asArray(): number[];
  1436. /**
  1437. * Sets the Vector2 coordinates with the given Vector2 coordinates
  1438. * @param source defines the source Vector2
  1439. * @returns the current updated Vector2
  1440. */
  1441. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  1442. /**
  1443. * Sets the Vector2 coordinates with the given floats
  1444. * @param x defines the first coordinate
  1445. * @param y defines the second coordinate
  1446. * @returns the current updated Vector2
  1447. */
  1448. copyFromFloats(x: number, y: number): Vector2;
  1449. /**
  1450. * Sets the Vector2 coordinates with the given floats
  1451. * @param x defines the first coordinate
  1452. * @param y defines the second coordinate
  1453. * @returns the current updated Vector2
  1454. */
  1455. set(x: number, y: number): Vector2;
  1456. /**
  1457. * Add another vector with the current one
  1458. * @param otherVector defines the other vector
  1459. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  1460. */
  1461. add(otherVector: DeepImmutable<Vector2>): Vector2;
  1462. /**
  1463. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  1464. * @param otherVector defines the other vector
  1465. * @param result defines the target vector
  1466. * @returns the unmodified current Vector2
  1467. */
  1468. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1469. /**
  1470. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  1471. * @param otherVector defines the other vector
  1472. * @returns the current updated Vector2
  1473. */
  1474. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1475. /**
  1476. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  1477. * @param otherVector defines the other vector
  1478. * @returns a new Vector2
  1479. */
  1480. addVector3(otherVector: Vector3): Vector2;
  1481. /**
  1482. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  1483. * @param otherVector defines the other vector
  1484. * @returns a new Vector2
  1485. */
  1486. subtract(otherVector: Vector2): Vector2;
  1487. /**
  1488. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  1489. * @param otherVector defines the other vector
  1490. * @param result defines the target vector
  1491. * @returns the unmodified current Vector2
  1492. */
  1493. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1494. /**
  1495. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  1496. * @param otherVector defines the other vector
  1497. * @returns the current updated Vector2
  1498. */
  1499. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1500. /**
  1501. * Multiplies in place the current Vector2 coordinates by the given ones
  1502. * @param otherVector defines the other vector
  1503. * @returns the current updated Vector2
  1504. */
  1505. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1506. /**
  1507. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  1508. * @param otherVector defines the other vector
  1509. * @returns a new Vector2
  1510. */
  1511. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  1512. /**
  1513. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  1514. * @param otherVector defines the other vector
  1515. * @param result defines the target vector
  1516. * @returns the unmodified current Vector2
  1517. */
  1518. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1519. /**
  1520. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  1521. * @param x defines the first coordinate
  1522. * @param y defines the second coordinate
  1523. * @returns a new Vector2
  1524. */
  1525. multiplyByFloats(x: number, y: number): Vector2;
  1526. /**
  1527. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  1528. * @param otherVector defines the other vector
  1529. * @returns a new Vector2
  1530. */
  1531. divide(otherVector: Vector2): Vector2;
  1532. /**
  1533. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  1534. * @param otherVector defines the other vector
  1535. * @param result defines the target vector
  1536. * @returns the unmodified current Vector2
  1537. */
  1538. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1539. /**
  1540. * Divides the current Vector2 coordinates by the given ones
  1541. * @param otherVector defines the other vector
  1542. * @returns the current updated Vector2
  1543. */
  1544. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1545. /**
  1546. * Gets a new Vector2 with current Vector2 negated coordinates
  1547. * @returns a new Vector2
  1548. */
  1549. negate(): Vector2;
  1550. /**
  1551. * Multiply the Vector2 coordinates by scale
  1552. * @param scale defines the scaling factor
  1553. * @returns the current updated Vector2
  1554. */
  1555. scaleInPlace(scale: number): Vector2;
  1556. /**
  1557. * Returns a new Vector2 scaled by "scale" from the current Vector2
  1558. * @param scale defines the scaling factor
  1559. * @returns a new Vector2
  1560. */
  1561. scale(scale: number): Vector2;
  1562. /**
  1563. * Scale the current Vector2 values by a factor to a given Vector2
  1564. * @param scale defines the scale factor
  1565. * @param result defines the Vector2 object where to store the result
  1566. * @returns the unmodified current Vector2
  1567. */
  1568. scaleToRef(scale: number, result: Vector2): Vector2;
  1569. /**
  1570. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  1571. * @param scale defines the scale factor
  1572. * @param result defines the Vector2 object where to store the result
  1573. * @returns the unmodified current Vector2
  1574. */
  1575. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  1576. /**
  1577. * Gets a boolean if two vectors are equals
  1578. * @param otherVector defines the other vector
  1579. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  1580. */
  1581. equals(otherVector: DeepImmutable<Vector2>): boolean;
  1582. /**
  1583. * Gets a boolean if two vectors are equals (using an epsilon value)
  1584. * @param otherVector defines the other vector
  1585. * @param epsilon defines the minimal distance to consider equality
  1586. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  1587. */
  1588. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  1589. /**
  1590. * Gets a new Vector2 from current Vector2 floored values
  1591. * @returns a new Vector2
  1592. */
  1593. floor(): Vector2;
  1594. /**
  1595. * Gets a new Vector2 from current Vector2 floored values
  1596. * @returns a new Vector2
  1597. */
  1598. fract(): Vector2;
  1599. /**
  1600. * Gets the length of the vector
  1601. * @returns the vector length (float)
  1602. */
  1603. length(): number;
  1604. /**
  1605. * Gets the vector squared length
  1606. * @returns the vector squared length (float)
  1607. */
  1608. lengthSquared(): number;
  1609. /**
  1610. * Normalize the vector
  1611. * @returns the current updated Vector2
  1612. */
  1613. normalize(): Vector2;
  1614. /**
  1615. * Gets a new Vector2 copied from the Vector2
  1616. * @returns a new Vector2
  1617. */
  1618. clone(): Vector2;
  1619. /**
  1620. * Gets a new Vector2(0, 0)
  1621. * @returns a new Vector2
  1622. */
  1623. static Zero(): Vector2;
  1624. /**
  1625. * Gets a new Vector2(1, 1)
  1626. * @returns a new Vector2
  1627. */
  1628. static One(): Vector2;
  1629. /**
  1630. * Gets a new Vector2 set from the given index element of the given array
  1631. * @param array defines the data source
  1632. * @param offset defines the offset in the data source
  1633. * @returns a new Vector2
  1634. */
  1635. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  1636. /**
  1637. * Sets "result" from the given index element of the given array
  1638. * @param array defines the data source
  1639. * @param offset defines the offset in the data source
  1640. * @param result defines the target vector
  1641. */
  1642. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  1643. /**
  1644. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  1645. * @param value1 defines 1st point of control
  1646. * @param value2 defines 2nd point of control
  1647. * @param value3 defines 3rd point of control
  1648. * @param value4 defines 4th point of control
  1649. * @param amount defines the interpolation factor
  1650. * @returns a new Vector2
  1651. */
  1652. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  1653. /**
  1654. * Returns a new Vector2 set with same the coordinates than "value" ones if the vector "value" is in the square defined by "min" and "max".
  1655. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  1656. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  1657. * @param value defines the value to clamp
  1658. * @param min defines the lower limit
  1659. * @param max defines the upper limit
  1660. * @returns a new Vector2
  1661. */
  1662. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  1663. /**
  1664. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  1665. * @param value1 defines the 1st control point
  1666. * @param tangent1 defines the outgoing tangent
  1667. * @param value2 defines the 2nd control point
  1668. * @param tangent2 defines the incoming tangent
  1669. * @param amount defines the interpolation factor
  1670. * @returns a new Vector2
  1671. */
  1672. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  1673. /**
  1674. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  1675. * @param start defines the start vector
  1676. * @param end defines the end vector
  1677. * @param amount defines the interpolation factor
  1678. * @returns a new Vector2
  1679. */
  1680. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  1681. /**
  1682. * Gets the dot product of the vector "left" and the vector "right"
  1683. * @param left defines first vector
  1684. * @param right defines second vector
  1685. * @returns the dot product (float)
  1686. */
  1687. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  1688. /**
  1689. * Returns a new Vector2 equal to the normalized given vector
  1690. * @param vector defines the vector to normalize
  1691. * @returns a new Vector2
  1692. */
  1693. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  1694. /**
  1695. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  1696. * @param left defines 1st vector
  1697. * @param right defines 2nd vector
  1698. * @returns a new Vector2
  1699. */
  1700. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  1701. /**
  1702. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  1703. * @param left defines 1st vector
  1704. * @param right defines 2nd vector
  1705. * @returns a new Vector2
  1706. */
  1707. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  1708. /**
  1709. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  1710. * @param vector defines the vector to transform
  1711. * @param transformation defines the matrix to apply
  1712. * @returns a new Vector2
  1713. */
  1714. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  1715. /**
  1716. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  1717. * @param vector defines the vector to transform
  1718. * @param transformation defines the matrix to apply
  1719. * @param result defines the target vector
  1720. */
  1721. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  1722. /**
  1723. * Determines if a given vector is included in a triangle
  1724. * @param p defines the vector to test
  1725. * @param p0 defines 1st triangle point
  1726. * @param p1 defines 2nd triangle point
  1727. * @param p2 defines 3rd triangle point
  1728. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  1729. */
  1730. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  1731. /**
  1732. * Gets the distance between the vectors "value1" and "value2"
  1733. * @param value1 defines first vector
  1734. * @param value2 defines second vector
  1735. * @returns the distance between vectors
  1736. */
  1737. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  1738. /**
  1739. * Returns the squared distance between the vectors "value1" and "value2"
  1740. * @param value1 defines first vector
  1741. * @param value2 defines second vector
  1742. * @returns the squared distance between vectors
  1743. */
  1744. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  1745. /**
  1746. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  1747. * @param value1 defines first vector
  1748. * @param value2 defines second vector
  1749. * @returns a new Vector2
  1750. */
  1751. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  1752. /**
  1753. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  1754. * @param p defines the middle point
  1755. * @param segA defines one point of the segment
  1756. * @param segB defines the other point of the segment
  1757. * @returns the shortest distance
  1758. */
  1759. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  1760. }
  1761. /**
  1762. * Classed used to store (x,y,z) vector representation
  1763. * A Vector3 is the main object used in 3D geometry
  1764. * It can represent etiher the coordinates of a point the space, either a direction
  1765. * Reminder: js uses a left handed forward facing system
  1766. */
  1767. export class Vector3 {
  1768. /**
  1769. * Defines the first coordinates (on X axis)
  1770. */
  1771. x: number;
  1772. /**
  1773. * Defines the second coordinates (on Y axis)
  1774. */
  1775. y: number;
  1776. /**
  1777. * Defines the third coordinates (on Z axis)
  1778. */
  1779. z: number;
  1780. private static _UpReadOnly;
  1781. private static _ZeroReadOnly;
  1782. /**
  1783. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  1784. * @param x defines the first coordinates (on X axis)
  1785. * @param y defines the second coordinates (on Y axis)
  1786. * @param z defines the third coordinates (on Z axis)
  1787. */
  1788. constructor(
  1789. /**
  1790. * Defines the first coordinates (on X axis)
  1791. */
  1792. x?: number,
  1793. /**
  1794. * Defines the second coordinates (on Y axis)
  1795. */
  1796. y?: number,
  1797. /**
  1798. * Defines the third coordinates (on Z axis)
  1799. */
  1800. z?: number);
  1801. /**
  1802. * Creates a string representation of the Vector3
  1803. * @returns a string with the Vector3 coordinates.
  1804. */
  1805. toString(): string;
  1806. /**
  1807. * Gets the class name
  1808. * @returns the string "Vector3"
  1809. */
  1810. getClassName(): string;
  1811. /**
  1812. * Creates the Vector3 hash code
  1813. * @returns a number which tends to be unique between Vector3 instances
  1814. */
  1815. getHashCode(): number;
  1816. /**
  1817. * Creates an array containing three elements : the coordinates of the Vector3
  1818. * @returns a new array of numbers
  1819. */
  1820. asArray(): number[];
  1821. /**
  1822. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  1823. * @param array defines the destination array
  1824. * @param index defines the offset in the destination array
  1825. * @returns the current Vector3
  1826. */
  1827. toArray(array: FloatArray, index?: number): Vector3;
  1828. /**
  1829. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  1830. * @returns a new Quaternion object, computed from the Vector3 coordinates
  1831. */
  1832. toQuaternion(): Quaternion;
  1833. /**
  1834. * Adds the given vector to the current Vector3
  1835. * @param otherVector defines the second operand
  1836. * @returns the current updated Vector3
  1837. */
  1838. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  1839. /**
  1840. * Adds the given coordinates to the current Vector3
  1841. * @param x defines the x coordinate of the operand
  1842. * @param y defines the y coordinate of the operand
  1843. * @param z defines the z coordinate of the operand
  1844. * @returns the current updated Vector3
  1845. */
  1846. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  1847. /**
  1848. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  1849. * @param otherVector defines the second operand
  1850. * @returns the resulting Vector3
  1851. */
  1852. add(otherVector: DeepImmutable<Vector3>): Vector3;
  1853. /**
  1854. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  1855. * @param otherVector defines the second operand
  1856. * @param result defines the Vector3 object where to store the result
  1857. * @returns the current Vector3
  1858. */
  1859. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1860. /**
  1861. * Subtract the given vector from the current Vector3
  1862. * @param otherVector defines the second operand
  1863. * @returns the current updated Vector3
  1864. */
  1865. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  1866. /**
  1867. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  1868. * @param otherVector defines the second operand
  1869. * @returns the resulting Vector3
  1870. */
  1871. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  1872. /**
  1873. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  1874. * @param otherVector defines the second operand
  1875. * @param result defines the Vector3 object where to store the result
  1876. * @returns the current Vector3
  1877. */
  1878. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1879. /**
  1880. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  1881. * @param x defines the x coordinate of the operand
  1882. * @param y defines the y coordinate of the operand
  1883. * @param z defines the z coordinate of the operand
  1884. * @returns the resulting Vector3
  1885. */
  1886. subtractFromFloats(x: number, y: number, z: number): Vector3;
  1887. /**
  1888. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  1889. * @param x defines the x coordinate of the operand
  1890. * @param y defines the y coordinate of the operand
  1891. * @param z defines the z coordinate of the operand
  1892. * @param result defines the Vector3 object where to store the result
  1893. * @returns the current Vector3
  1894. */
  1895. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  1896. /**
  1897. * Gets a new Vector3 set with the current Vector3 negated coordinates
  1898. * @returns a new Vector3
  1899. */
  1900. negate(): Vector3;
  1901. /**
  1902. * Multiplies the Vector3 coordinates by the float "scale"
  1903. * @param scale defines the multiplier factor
  1904. * @returns the current updated Vector3
  1905. */
  1906. scaleInPlace(scale: number): Vector3;
  1907. /**
  1908. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  1909. * @param scale defines the multiplier factor
  1910. * @returns a new Vector3
  1911. */
  1912. scale(scale: number): Vector3;
  1913. /**
  1914. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  1915. * @param scale defines the multiplier factor
  1916. * @param result defines the Vector3 object where to store the result
  1917. * @returns the current Vector3
  1918. */
  1919. scaleToRef(scale: number, result: Vector3): Vector3;
  1920. /**
  1921. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  1922. * @param scale defines the scale factor
  1923. * @param result defines the Vector3 object where to store the result
  1924. * @returns the unmodified current Vector3
  1925. */
  1926. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  1927. /**
  1928. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  1929. * @param otherVector defines the second operand
  1930. * @returns true if both vectors are equals
  1931. */
  1932. equals(otherVector: DeepImmutable<Vector3>): boolean;
  1933. /**
  1934. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  1935. * @param otherVector defines the second operand
  1936. * @param epsilon defines the minimal distance to define values as equals
  1937. * @returns true if both vectors are distant less than epsilon
  1938. */
  1939. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  1940. /**
  1941. * Returns true if the current Vector3 coordinates equals the given floats
  1942. * @param x defines the x coordinate of the operand
  1943. * @param y defines the y coordinate of the operand
  1944. * @param z defines the z coordinate of the operand
  1945. * @returns true if both vectors are equals
  1946. */
  1947. equalsToFloats(x: number, y: number, z: number): boolean;
  1948. /**
  1949. * Multiplies the current Vector3 coordinates by the given ones
  1950. * @param otherVector defines the second operand
  1951. * @returns the current updated Vector3
  1952. */
  1953. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  1954. /**
  1955. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  1956. * @param otherVector defines the second operand
  1957. * @returns the new Vector3
  1958. */
  1959. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  1960. /**
  1961. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  1962. * @param otherVector defines the second operand
  1963. * @param result defines the Vector3 object where to store the result
  1964. * @returns the current Vector3
  1965. */
  1966. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1967. /**
  1968. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  1969. * @param x defines the x coordinate of the operand
  1970. * @param y defines the y coordinate of the operand
  1971. * @param z defines the z coordinate of the operand
  1972. * @returns the new Vector3
  1973. */
  1974. multiplyByFloats(x: number, y: number, z: number): Vector3;
  1975. /**
  1976. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  1977. * @param otherVector defines the second operand
  1978. * @returns the new Vector3
  1979. */
  1980. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  1981. /**
  1982. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  1983. * @param otherVector defines the second operand
  1984. * @param result defines the Vector3 object where to store the result
  1985. * @returns the current Vector3
  1986. */
  1987. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1988. /**
  1989. * Divides the current Vector3 coordinates by the given ones.
  1990. * @param otherVector defines the second operand
  1991. * @returns the current updated Vector3
  1992. */
  1993. divideInPlace(otherVector: Vector3): Vector3;
  1994. /**
  1995. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  1996. * @param other defines the second operand
  1997. * @returns the current updated Vector3
  1998. */
  1999. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  2000. /**
  2001. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  2002. * @param other defines the second operand
  2003. * @returns the current updated Vector3
  2004. */
  2005. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  2006. /**
  2007. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  2008. * @param x defines the x coordinate of the operand
  2009. * @param y defines the y coordinate of the operand
  2010. * @param z defines the z coordinate of the operand
  2011. * @returns the current updated Vector3
  2012. */
  2013. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2014. /**
  2015. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  2016. * @param x defines the x coordinate of the operand
  2017. * @param y defines the y coordinate of the operand
  2018. * @param z defines the z coordinate of the operand
  2019. * @returns the current updated Vector3
  2020. */
  2021. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2022. /**
  2023. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  2024. * Check if is non uniform within a certain amount of decimal places to account for this
  2025. * @param epsilon the amount the values can differ
  2026. * @returns if the the vector is non uniform to a certain number of decimal places
  2027. */
  2028. isNonUniformWithinEpsilon(epsilon: number): boolean;
  2029. /**
  2030. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  2031. */
  2032. readonly isNonUniform: boolean;
  2033. /**
  2034. * Gets a new Vector3 from current Vector3 floored values
  2035. * @returns a new Vector3
  2036. */
  2037. floor(): Vector3;
  2038. /**
  2039. * Gets a new Vector3 from current Vector3 floored values
  2040. * @returns a new Vector3
  2041. */
  2042. fract(): Vector3;
  2043. /**
  2044. * Gets the length of the Vector3
  2045. * @returns the length of the Vector3
  2046. */
  2047. length(): number;
  2048. /**
  2049. * Gets the squared length of the Vector3
  2050. * @returns squared length of the Vector3
  2051. */
  2052. lengthSquared(): number;
  2053. /**
  2054. * Normalize the current Vector3.
  2055. * Please note that this is an in place operation.
  2056. * @returns the current updated Vector3
  2057. */
  2058. normalize(): Vector3;
  2059. /**
  2060. * Reorders the x y z properties of the vector in place
  2061. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  2062. * @returns the current updated vector
  2063. */
  2064. reorderInPlace(order: string): this;
  2065. /**
  2066. * Rotates the vector around 0,0,0 by a quaternion
  2067. * @param quaternion the rotation quaternion
  2068. * @param result vector to store the result
  2069. * @returns the resulting vector
  2070. */
  2071. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  2072. /**
  2073. * Rotates a vector around a given point
  2074. * @param quaternion the rotation quaternion
  2075. * @param point the point to rotate around
  2076. * @param result vector to store the result
  2077. * @returns the resulting vector
  2078. */
  2079. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  2080. /**
  2081. * Normalize the current Vector3 with the given input length.
  2082. * Please note that this is an in place operation.
  2083. * @param len the length of the vector
  2084. * @returns the current updated Vector3
  2085. */
  2086. normalizeFromLength(len: number): Vector3;
  2087. /**
  2088. * Normalize the current Vector3 to a new vector
  2089. * @returns the new Vector3
  2090. */
  2091. normalizeToNew(): Vector3;
  2092. /**
  2093. * Normalize the current Vector3 to the reference
  2094. * @param reference define the Vector3 to update
  2095. * @returns the updated Vector3
  2096. */
  2097. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  2098. /**
  2099. * Creates a new Vector3 copied from the current Vector3
  2100. * @returns the new Vector3
  2101. */
  2102. clone(): Vector3;
  2103. /**
  2104. * Copies the given vector coordinates to the current Vector3 ones
  2105. * @param source defines the source Vector3
  2106. * @returns the current updated Vector3
  2107. */
  2108. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  2109. /**
  2110. * Copies the given floats to the current Vector3 coordinates
  2111. * @param x defines the x coordinate of the operand
  2112. * @param y defines the y coordinate of the operand
  2113. * @param z defines the z coordinate of the operand
  2114. * @returns the current updated Vector3
  2115. */
  2116. copyFromFloats(x: number, y: number, z: number): Vector3;
  2117. /**
  2118. * Copies the given floats to the current Vector3 coordinates
  2119. * @param x defines the x coordinate of the operand
  2120. * @param y defines the y coordinate of the operand
  2121. * @param z defines the z coordinate of the operand
  2122. * @returns the current updated Vector3
  2123. */
  2124. set(x: number, y: number, z: number): Vector3;
  2125. /**
  2126. * Copies the given float to the current Vector3 coordinates
  2127. * @param v defines the x, y and z coordinates of the operand
  2128. * @returns the current updated Vector3
  2129. */
  2130. setAll(v: number): Vector3;
  2131. /**
  2132. * Get the clip factor between two vectors
  2133. * @param vector0 defines the first operand
  2134. * @param vector1 defines the second operand
  2135. * @param axis defines the axis to use
  2136. * @param size defines the size along the axis
  2137. * @returns the clip factor
  2138. */
  2139. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  2140. /**
  2141. * Get angle between two vectors
  2142. * @param vector0 angle between vector0 and vector1
  2143. * @param vector1 angle between vector0 and vector1
  2144. * @param normal direction of the normal
  2145. * @return the angle between vector0 and vector1
  2146. */
  2147. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  2148. /**
  2149. * Returns a new Vector3 set from the index "offset" of the given array
  2150. * @param array defines the source array
  2151. * @param offset defines the offset in the source array
  2152. * @returns the new Vector3
  2153. */
  2154. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  2155. /**
  2156. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  2157. * This function is deprecated. Use FromArray instead
  2158. * @param array defines the source array
  2159. * @param offset defines the offset in the source array
  2160. * @returns the new Vector3
  2161. */
  2162. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  2163. /**
  2164. * Sets the given vector "result" with the element values from the index "offset" of the given array
  2165. * @param array defines the source array
  2166. * @param offset defines the offset in the source array
  2167. * @param result defines the Vector3 where to store the result
  2168. */
  2169. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  2170. /**
  2171. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  2172. * This function is deprecated. Use FromArrayToRef instead.
  2173. * @param array defines the source array
  2174. * @param offset defines the offset in the source array
  2175. * @param result defines the Vector3 where to store the result
  2176. */
  2177. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  2178. /**
  2179. * Sets the given vector "result" with the given floats.
  2180. * @param x defines the x coordinate of the source
  2181. * @param y defines the y coordinate of the source
  2182. * @param z defines the z coordinate of the source
  2183. * @param result defines the Vector3 where to store the result
  2184. */
  2185. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  2186. /**
  2187. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  2188. * @returns a new empty Vector3
  2189. */
  2190. static Zero(): Vector3;
  2191. /**
  2192. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  2193. * @returns a new unit Vector3
  2194. */
  2195. static One(): Vector3;
  2196. /**
  2197. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  2198. * @returns a new up Vector3
  2199. */
  2200. static Up(): Vector3;
  2201. /**
  2202. * Gets a up Vector3 that must not be updated
  2203. */
  2204. static readonly UpReadOnly: DeepImmutable<Vector3>;
  2205. /**
  2206. * Gets a zero Vector3 that must not be updated
  2207. */
  2208. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  2209. /**
  2210. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  2211. * @returns a new down Vector3
  2212. */
  2213. static Down(): Vector3;
  2214. /**
  2215. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  2216. * @returns a new forward Vector3
  2217. */
  2218. static Forward(): Vector3;
  2219. /**
  2220. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  2221. * @returns a new forward Vector3
  2222. */
  2223. static Backward(): Vector3;
  2224. /**
  2225. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  2226. * @returns a new right Vector3
  2227. */
  2228. static Right(): Vector3;
  2229. /**
  2230. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  2231. * @returns a new left Vector3
  2232. */
  2233. static Left(): Vector3;
  2234. /**
  2235. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  2236. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  2237. * @param vector defines the Vector3 to transform
  2238. * @param transformation defines the transformation matrix
  2239. * @returns the transformed Vector3
  2240. */
  2241. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  2242. /**
  2243. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  2244. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  2245. * @param vector defines the Vector3 to transform
  2246. * @param transformation defines the transformation matrix
  2247. * @param result defines the Vector3 where to store the result
  2248. */
  2249. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2250. /**
  2251. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  2252. * This method computes tranformed coordinates only, not transformed direction vectors
  2253. * @param x define the x coordinate of the source vector
  2254. * @param y define the y coordinate of the source vector
  2255. * @param z define the z coordinate of the source vector
  2256. * @param transformation defines the transformation matrix
  2257. * @param result defines the Vector3 where to store the result
  2258. */
  2259. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2260. /**
  2261. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  2262. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2263. * @param vector defines the Vector3 to transform
  2264. * @param transformation defines the transformation matrix
  2265. * @returns the new Vector3
  2266. */
  2267. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  2268. /**
  2269. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  2270. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2271. * @param vector defines the Vector3 to transform
  2272. * @param transformation defines the transformation matrix
  2273. * @param result defines the Vector3 where to store the result
  2274. */
  2275. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2276. /**
  2277. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  2278. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2279. * @param x define the x coordinate of the source vector
  2280. * @param y define the y coordinate of the source vector
  2281. * @param z define the z coordinate of the source vector
  2282. * @param transformation defines the transformation matrix
  2283. * @param result defines the Vector3 where to store the result
  2284. */
  2285. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2286. /**
  2287. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  2288. * @param value1 defines the first control point
  2289. * @param value2 defines the second control point
  2290. * @param value3 defines the third control point
  2291. * @param value4 defines the fourth control point
  2292. * @param amount defines the amount on the spline to use
  2293. * @returns the new Vector3
  2294. */
  2295. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  2296. /**
  2297. * Returns a new Vector3 set with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  2298. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  2299. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  2300. * @param value defines the current value
  2301. * @param min defines the lower range value
  2302. * @param max defines the upper range value
  2303. * @returns the new Vector3
  2304. */
  2305. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  2306. /**
  2307. * Sets the given vector "result" with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  2308. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  2309. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  2310. * @param value defines the current value
  2311. * @param min defines the lower range value
  2312. * @param max defines the upper range value
  2313. * @param result defines the Vector3 where to store the result
  2314. */
  2315. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  2316. /**
  2317. * Checks if a given vector is inside a specific range
  2318. * @param v defines the vector to test
  2319. * @param min defines the minimum range
  2320. * @param max defines the maximum range
  2321. */
  2322. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  2323. /**
  2324. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  2325. * @param value1 defines the first control point
  2326. * @param tangent1 defines the first tangent vector
  2327. * @param value2 defines the second control point
  2328. * @param tangent2 defines the second tangent vector
  2329. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  2330. * @returns the new Vector3
  2331. */
  2332. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  2333. /**
  2334. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  2335. * @param start defines the start value
  2336. * @param end defines the end value
  2337. * @param amount max defines amount between both (between 0 and 1)
  2338. * @returns the new Vector3
  2339. */
  2340. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  2341. /**
  2342. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  2343. * @param start defines the start value
  2344. * @param end defines the end value
  2345. * @param amount max defines amount between both (between 0 and 1)
  2346. * @param result defines the Vector3 where to store the result
  2347. */
  2348. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  2349. /**
  2350. * Returns the dot product (float) between the vectors "left" and "right"
  2351. * @param left defines the left operand
  2352. * @param right defines the right operand
  2353. * @returns the dot product
  2354. */
  2355. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  2356. /**
  2357. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  2358. * The cross product is then orthogonal to both "left" and "right"
  2359. * @param left defines the left operand
  2360. * @param right defines the right operand
  2361. * @returns the cross product
  2362. */
  2363. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2364. /**
  2365. * Sets the given vector "result" with the cross product of "left" and "right"
  2366. * The cross product is then orthogonal to both "left" and "right"
  2367. * @param left defines the left operand
  2368. * @param right defines the right operand
  2369. * @param result defines the Vector3 where to store the result
  2370. */
  2371. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  2372. /**
  2373. * Returns a new Vector3 as the normalization of the given vector
  2374. * @param vector defines the Vector3 to normalize
  2375. * @returns the new Vector3
  2376. */
  2377. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  2378. /**
  2379. * Sets the given vector "result" with the normalization of the given first vector
  2380. * @param vector defines the Vector3 to normalize
  2381. * @param result defines the Vector3 where to store the result
  2382. */
  2383. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  2384. /**
  2385. * Project a Vector3 onto screen space
  2386. * @param vector defines the Vector3 to project
  2387. * @param world defines the world matrix to use
  2388. * @param transform defines the transform (view x projection) matrix to use
  2389. * @param viewport defines the screen viewport to use
  2390. * @returns the new Vector3
  2391. */
  2392. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  2393. /** @hidden */
  2394. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  2395. /**
  2396. * Unproject from screen space to object space
  2397. * @param source defines the screen space Vector3 to use
  2398. * @param viewportWidth defines the current width of the viewport
  2399. * @param viewportHeight defines the current height of the viewport
  2400. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2401. * @param transform defines the transform (view x projection) matrix to use
  2402. * @returns the new Vector3
  2403. */
  2404. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  2405. /**
  2406. * Unproject from screen space to object space
  2407. * @param source defines the screen space Vector3 to use
  2408. * @param viewportWidth defines the current width of the viewport
  2409. * @param viewportHeight defines the current height of the viewport
  2410. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2411. * @param view defines the view matrix to use
  2412. * @param projection defines the projection matrix to use
  2413. * @returns the new Vector3
  2414. */
  2415. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  2416. /**
  2417. * Unproject from screen space to object space
  2418. * @param source defines the screen space Vector3 to use
  2419. * @param viewportWidth defines the current width of the viewport
  2420. * @param viewportHeight defines the current height of the viewport
  2421. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2422. * @param view defines the view matrix to use
  2423. * @param projection defines the projection matrix to use
  2424. * @param result defines the Vector3 where to store the result
  2425. */
  2426. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  2427. /**
  2428. * Unproject from screen space to object space
  2429. * @param sourceX defines the screen space x coordinate to use
  2430. * @param sourceY defines the screen space y coordinate to use
  2431. * @param sourceZ defines the screen space z coordinate to use
  2432. * @param viewportWidth defines the current width of the viewport
  2433. * @param viewportHeight defines the current height of the viewport
  2434. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2435. * @param view defines the view matrix to use
  2436. * @param projection defines the projection matrix to use
  2437. * @param result defines the Vector3 where to store the result
  2438. */
  2439. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  2440. /**
  2441. * Gets the minimal coordinate values between two Vector3
  2442. * @param left defines the first operand
  2443. * @param right defines the second operand
  2444. * @returns the new Vector3
  2445. */
  2446. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2447. /**
  2448. * Gets the maximal coordinate values between two Vector3
  2449. * @param left defines the first operand
  2450. * @param right defines the second operand
  2451. * @returns the new Vector3
  2452. */
  2453. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2454. /**
  2455. * Returns the distance between the vectors "value1" and "value2"
  2456. * @param value1 defines the first operand
  2457. * @param value2 defines the second operand
  2458. * @returns the distance
  2459. */
  2460. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  2461. /**
  2462. * Returns the squared distance between the vectors "value1" and "value2"
  2463. * @param value1 defines the first operand
  2464. * @param value2 defines the second operand
  2465. * @returns the squared distance
  2466. */
  2467. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  2468. /**
  2469. * Returns a new Vector3 located at the center between "value1" and "value2"
  2470. * @param value1 defines the first operand
  2471. * @param value2 defines the second operand
  2472. * @returns the new Vector3
  2473. */
  2474. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  2475. /**
  2476. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  2477. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  2478. * to something in order to rotate it from its local system to the given target system
  2479. * Note: axis1, axis2 and axis3 are normalized during this operation
  2480. * @param axis1 defines the first axis
  2481. * @param axis2 defines the second axis
  2482. * @param axis3 defines the third axis
  2483. * @returns a new Vector3
  2484. */
  2485. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  2486. /**
  2487. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  2488. * @param axis1 defines the first axis
  2489. * @param axis2 defines the second axis
  2490. * @param axis3 defines the third axis
  2491. * @param ref defines the Vector3 where to store the result
  2492. */
  2493. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  2494. }
  2495. /**
  2496. * Vector4 class created for EulerAngle class conversion to Quaternion
  2497. */
  2498. export class Vector4 {
  2499. /** x value of the vector */
  2500. x: number;
  2501. /** y value of the vector */
  2502. y: number;
  2503. /** z value of the vector */
  2504. z: number;
  2505. /** w value of the vector */
  2506. w: number;
  2507. /**
  2508. * Creates a Vector4 object from the given floats.
  2509. * @param x x value of the vector
  2510. * @param y y value of the vector
  2511. * @param z z value of the vector
  2512. * @param w w value of the vector
  2513. */
  2514. constructor(
  2515. /** x value of the vector */
  2516. x: number,
  2517. /** y value of the vector */
  2518. y: number,
  2519. /** z value of the vector */
  2520. z: number,
  2521. /** w value of the vector */
  2522. w: number);
  2523. /**
  2524. * Returns the string with the Vector4 coordinates.
  2525. * @returns a string containing all the vector values
  2526. */
  2527. toString(): string;
  2528. /**
  2529. * Returns the string "Vector4".
  2530. * @returns "Vector4"
  2531. */
  2532. getClassName(): string;
  2533. /**
  2534. * Returns the Vector4 hash code.
  2535. * @returns a unique hash code
  2536. */
  2537. getHashCode(): number;
  2538. /**
  2539. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  2540. * @returns the resulting array
  2541. */
  2542. asArray(): number[];
  2543. /**
  2544. * Populates the given array from the given index with the Vector4 coordinates.
  2545. * @param array array to populate
  2546. * @param index index of the array to start at (default: 0)
  2547. * @returns the Vector4.
  2548. */
  2549. toArray(array: FloatArray, index?: number): Vector4;
  2550. /**
  2551. * Adds the given vector to the current Vector4.
  2552. * @param otherVector the vector to add
  2553. * @returns the updated Vector4.
  2554. */
  2555. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  2556. /**
  2557. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  2558. * @param otherVector the vector to add
  2559. * @returns the resulting vector
  2560. */
  2561. add(otherVector: DeepImmutable<Vector4>): Vector4;
  2562. /**
  2563. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  2564. * @param otherVector the vector to add
  2565. * @param result the vector to store the result
  2566. * @returns the current Vector4.
  2567. */
  2568. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2569. /**
  2570. * Subtract in place the given vector from the current Vector4.
  2571. * @param otherVector the vector to subtract
  2572. * @returns the updated Vector4.
  2573. */
  2574. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  2575. /**
  2576. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  2577. * @param otherVector the vector to add
  2578. * @returns the new vector with the result
  2579. */
  2580. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  2581. /**
  2582. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  2583. * @param otherVector the vector to subtract
  2584. * @param result the vector to store the result
  2585. * @returns the current Vector4.
  2586. */
  2587. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2588. /**
  2589. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  2590. */
  2591. /**
  2592. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  2593. * @param x value to subtract
  2594. * @param y value to subtract
  2595. * @param z value to subtract
  2596. * @param w value to subtract
  2597. * @returns new vector containing the result
  2598. */
  2599. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  2600. /**
  2601. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  2602. * @param x value to subtract
  2603. * @param y value to subtract
  2604. * @param z value to subtract
  2605. * @param w value to subtract
  2606. * @param result the vector to store the result in
  2607. * @returns the current Vector4.
  2608. */
  2609. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  2610. /**
  2611. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  2612. * @returns a new vector with the negated values
  2613. */
  2614. negate(): Vector4;
  2615. /**
  2616. * Multiplies the current Vector4 coordinates by scale (float).
  2617. * @param scale the number to scale with
  2618. * @returns the updated Vector4.
  2619. */
  2620. scaleInPlace(scale: number): Vector4;
  2621. /**
  2622. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  2623. * @param scale the number to scale with
  2624. * @returns a new vector with the result
  2625. */
  2626. scale(scale: number): Vector4;
  2627. /**
  2628. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  2629. * @param scale the number to scale with
  2630. * @param result a vector to store the result in
  2631. * @returns the current Vector4.
  2632. */
  2633. scaleToRef(scale: number, result: Vector4): Vector4;
  2634. /**
  2635. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  2636. * @param scale defines the scale factor
  2637. * @param result defines the Vector4 object where to store the result
  2638. * @returns the unmodified current Vector4
  2639. */
  2640. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  2641. /**
  2642. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  2643. * @param otherVector the vector to compare against
  2644. * @returns true if they are equal
  2645. */
  2646. equals(otherVector: DeepImmutable<Vector4>): boolean;
  2647. /**
  2648. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  2649. * @param otherVector vector to compare against
  2650. * @param epsilon (Default: very small number)
  2651. * @returns true if they are equal
  2652. */
  2653. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  2654. /**
  2655. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  2656. * @param x x value to compare against
  2657. * @param y y value to compare against
  2658. * @param z z value to compare against
  2659. * @param w w value to compare against
  2660. * @returns true if equal
  2661. */
  2662. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  2663. /**
  2664. * Multiplies in place the current Vector4 by the given one.
  2665. * @param otherVector vector to multiple with
  2666. * @returns the updated Vector4.
  2667. */
  2668. multiplyInPlace(otherVector: Vector4): Vector4;
  2669. /**
  2670. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  2671. * @param otherVector vector to multiple with
  2672. * @returns resulting new vector
  2673. */
  2674. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  2675. /**
  2676. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  2677. * @param otherVector vector to multiple with
  2678. * @param result vector to store the result
  2679. * @returns the current Vector4.
  2680. */
  2681. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2682. /**
  2683. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  2684. * @param x x value multiply with
  2685. * @param y y value multiply with
  2686. * @param z z value multiply with
  2687. * @param w w value multiply with
  2688. * @returns resulting new vector
  2689. */
  2690. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  2691. /**
  2692. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  2693. * @param otherVector vector to devide with
  2694. * @returns resulting new vector
  2695. */
  2696. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  2697. /**
  2698. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  2699. * @param otherVector vector to devide with
  2700. * @param result vector to store the result
  2701. * @returns the current Vector4.
  2702. */
  2703. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2704. /**
  2705. * Divides the current Vector3 coordinates by the given ones.
  2706. * @param otherVector vector to devide with
  2707. * @returns the updated Vector3.
  2708. */
  2709. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  2710. /**
  2711. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  2712. * @param other defines the second operand
  2713. * @returns the current updated Vector4
  2714. */
  2715. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  2716. /**
  2717. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  2718. * @param other defines the second operand
  2719. * @returns the current updated Vector4
  2720. */
  2721. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  2722. /**
  2723. * Gets a new Vector4 from current Vector4 floored values
  2724. * @returns a new Vector4
  2725. */
  2726. floor(): Vector4;
  2727. /**
  2728. * Gets a new Vector4 from current Vector3 floored values
  2729. * @returns a new Vector4
  2730. */
  2731. fract(): Vector4;
  2732. /**
  2733. * Returns the Vector4 length (float).
  2734. * @returns the length
  2735. */
  2736. length(): number;
  2737. /**
  2738. * Returns the Vector4 squared length (float).
  2739. * @returns the length squared
  2740. */
  2741. lengthSquared(): number;
  2742. /**
  2743. * Normalizes in place the Vector4.
  2744. * @returns the updated Vector4.
  2745. */
  2746. normalize(): Vector4;
  2747. /**
  2748. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  2749. * @returns this converted to a new vector3
  2750. */
  2751. toVector3(): Vector3;
  2752. /**
  2753. * Returns a new Vector4 copied from the current one.
  2754. * @returns the new cloned vector
  2755. */
  2756. clone(): Vector4;
  2757. /**
  2758. * Updates the current Vector4 with the given one coordinates.
  2759. * @param source the source vector to copy from
  2760. * @returns the updated Vector4.
  2761. */
  2762. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  2763. /**
  2764. * Updates the current Vector4 coordinates with the given floats.
  2765. * @param x float to copy from
  2766. * @param y float to copy from
  2767. * @param z float to copy from
  2768. * @param w float to copy from
  2769. * @returns the updated Vector4.
  2770. */
  2771. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  2772. /**
  2773. * Updates the current Vector4 coordinates with the given floats.
  2774. * @param x float to set from
  2775. * @param y float to set from
  2776. * @param z float to set from
  2777. * @param w float to set from
  2778. * @returns the updated Vector4.
  2779. */
  2780. set(x: number, y: number, z: number, w: number): Vector4;
  2781. /**
  2782. * Copies the given float to the current Vector3 coordinates
  2783. * @param v defines the x, y, z and w coordinates of the operand
  2784. * @returns the current updated Vector3
  2785. */
  2786. setAll(v: number): Vector4;
  2787. /**
  2788. * Returns a new Vector4 set from the starting index of the given array.
  2789. * @param array the array to pull values from
  2790. * @param offset the offset into the array to start at
  2791. * @returns the new vector
  2792. */
  2793. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  2794. /**
  2795. * Updates the given vector "result" from the starting index of the given array.
  2796. * @param array the array to pull values from
  2797. * @param offset the offset into the array to start at
  2798. * @param result the vector to store the result in
  2799. */
  2800. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  2801. /**
  2802. * Updates the given vector "result" from the starting index of the given Float32Array.
  2803. * @param array the array to pull values from
  2804. * @param offset the offset into the array to start at
  2805. * @param result the vector to store the result in
  2806. */
  2807. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  2808. /**
  2809. * Updates the given vector "result" coordinates from the given floats.
  2810. * @param x float to set from
  2811. * @param y float to set from
  2812. * @param z float to set from
  2813. * @param w float to set from
  2814. * @param result the vector to the floats in
  2815. */
  2816. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  2817. /**
  2818. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  2819. * @returns the new vector
  2820. */
  2821. static Zero(): Vector4;
  2822. /**
  2823. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  2824. * @returns the new vector
  2825. */
  2826. static One(): Vector4;
  2827. /**
  2828. * Returns a new normalized Vector4 from the given one.
  2829. * @param vector the vector to normalize
  2830. * @returns the vector
  2831. */
  2832. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  2833. /**
  2834. * Updates the given vector "result" from the normalization of the given one.
  2835. * @param vector the vector to normalize
  2836. * @param result the vector to store the result in
  2837. */
  2838. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  2839. /**
  2840. * Returns a vector with the minimum values from the left and right vectors
  2841. * @param left left vector to minimize
  2842. * @param right right vector to minimize
  2843. * @returns a new vector with the minimum of the left and right vector values
  2844. */
  2845. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  2846. /**
  2847. * Returns a vector with the maximum values from the left and right vectors
  2848. * @param left left vector to maximize
  2849. * @param right right vector to maximize
  2850. * @returns a new vector with the maximum of the left and right vector values
  2851. */
  2852. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  2853. /**
  2854. * Returns the distance (float) between the vectors "value1" and "value2".
  2855. * @param value1 value to calulate the distance between
  2856. * @param value2 value to calulate the distance between
  2857. * @return the distance between the two vectors
  2858. */
  2859. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  2860. /**
  2861. * Returns the squared distance (float) between the vectors "value1" and "value2".
  2862. * @param value1 value to calulate the distance between
  2863. * @param value2 value to calulate the distance between
  2864. * @return the distance between the two vectors squared
  2865. */
  2866. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  2867. /**
  2868. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  2869. * @param value1 value to calulate the center between
  2870. * @param value2 value to calulate the center between
  2871. * @return the center between the two vectors
  2872. */
  2873. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  2874. /**
  2875. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  2876. * This methods computes transformed normalized direction vectors only.
  2877. * @param vector the vector to transform
  2878. * @param transformation the transformation matrix to apply
  2879. * @returns the new vector
  2880. */
  2881. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  2882. /**
  2883. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  2884. * This methods computes transformed normalized direction vectors only.
  2885. * @param vector the vector to transform
  2886. * @param transformation the transformation matrix to apply
  2887. * @param result the vector to store the result in
  2888. */
  2889. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  2890. /**
  2891. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  2892. * This methods computes transformed normalized direction vectors only.
  2893. * @param x value to transform
  2894. * @param y value to transform
  2895. * @param z value to transform
  2896. * @param w value to transform
  2897. * @param transformation the transformation matrix to apply
  2898. * @param result the vector to store the results in
  2899. */
  2900. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  2901. /**
  2902. * Creates a new Vector4 from a Vector3
  2903. * @param source defines the source data
  2904. * @param w defines the 4th component (default is 0)
  2905. * @returns a new Vector4
  2906. */
  2907. static FromVector3(source: Vector3, w?: number): Vector4;
  2908. }
  2909. /**
  2910. * Class used to store quaternion data
  2911. * @see https://en.wikipedia.org/wiki/Quaternion
  2912. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  2913. */
  2914. export class Quaternion {
  2915. /** defines the first component (0 by default) */
  2916. x: number;
  2917. /** defines the second component (0 by default) */
  2918. y: number;
  2919. /** defines the third component (0 by default) */
  2920. z: number;
  2921. /** defines the fourth component (1.0 by default) */
  2922. w: number;
  2923. /**
  2924. * Creates a new Quaternion from the given floats
  2925. * @param x defines the first component (0 by default)
  2926. * @param y defines the second component (0 by default)
  2927. * @param z defines the third component (0 by default)
  2928. * @param w defines the fourth component (1.0 by default)
  2929. */
  2930. constructor(
  2931. /** defines the first component (0 by default) */
  2932. x?: number,
  2933. /** defines the second component (0 by default) */
  2934. y?: number,
  2935. /** defines the third component (0 by default) */
  2936. z?: number,
  2937. /** defines the fourth component (1.0 by default) */
  2938. w?: number);
  2939. /**
  2940. * Gets a string representation for the current quaternion
  2941. * @returns a string with the Quaternion coordinates
  2942. */
  2943. toString(): string;
  2944. /**
  2945. * Gets the class name of the quaternion
  2946. * @returns the string "Quaternion"
  2947. */
  2948. getClassName(): string;
  2949. /**
  2950. * Gets a hash code for this quaternion
  2951. * @returns the quaternion hash code
  2952. */
  2953. getHashCode(): number;
  2954. /**
  2955. * Copy the quaternion to an array
  2956. * @returns a new array populated with 4 elements from the quaternion coordinates
  2957. */
  2958. asArray(): number[];
  2959. /**
  2960. * Check if two quaternions are equals
  2961. * @param otherQuaternion defines the second operand
  2962. * @return true if the current quaternion and the given one coordinates are strictly equals
  2963. */
  2964. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  2965. /**
  2966. * Clone the current quaternion
  2967. * @returns a new quaternion copied from the current one
  2968. */
  2969. clone(): Quaternion;
  2970. /**
  2971. * Copy a quaternion to the current one
  2972. * @param other defines the other quaternion
  2973. * @returns the updated current quaternion
  2974. */
  2975. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  2976. /**
  2977. * Updates the current quaternion with the given float coordinates
  2978. * @param x defines the x coordinate
  2979. * @param y defines the y coordinate
  2980. * @param z defines the z coordinate
  2981. * @param w defines the w coordinate
  2982. * @returns the updated current quaternion
  2983. */
  2984. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  2985. /**
  2986. * Updates the current quaternion from the given float coordinates
  2987. * @param x defines the x coordinate
  2988. * @param y defines the y coordinate
  2989. * @param z defines the z coordinate
  2990. * @param w defines the w coordinate
  2991. * @returns the updated current quaternion
  2992. */
  2993. set(x: number, y: number, z: number, w: number): Quaternion;
  2994. /**
  2995. * Adds two quaternions
  2996. * @param other defines the second operand
  2997. * @returns a new quaternion as the addition result of the given one and the current quaternion
  2998. */
  2999. add(other: DeepImmutable<Quaternion>): Quaternion;
  3000. /**
  3001. * Add a quaternion to the current one
  3002. * @param other defines the quaternion to add
  3003. * @returns the current quaternion
  3004. */
  3005. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  3006. /**
  3007. * Subtract two quaternions
  3008. * @param other defines the second operand
  3009. * @returns a new quaternion as the subtraction result of the given one from the current one
  3010. */
  3011. subtract(other: Quaternion): Quaternion;
  3012. /**
  3013. * Multiplies the current quaternion by a scale factor
  3014. * @param value defines the scale factor
  3015. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  3016. */
  3017. scale(value: number): Quaternion;
  3018. /**
  3019. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  3020. * @param scale defines the scale factor
  3021. * @param result defines the Quaternion object where to store the result
  3022. * @returns the unmodified current quaternion
  3023. */
  3024. scaleToRef(scale: number, result: Quaternion): Quaternion;
  3025. /**
  3026. * Multiplies in place the current quaternion by a scale factor
  3027. * @param value defines the scale factor
  3028. * @returns the current modified quaternion
  3029. */
  3030. scaleInPlace(value: number): Quaternion;
  3031. /**
  3032. * Scale the current quaternion values by a factor and add the result to a given quaternion
  3033. * @param scale defines the scale factor
  3034. * @param result defines the Quaternion object where to store the result
  3035. * @returns the unmodified current quaternion
  3036. */
  3037. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  3038. /**
  3039. * Multiplies two quaternions
  3040. * @param q1 defines the second operand
  3041. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  3042. */
  3043. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  3044. /**
  3045. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  3046. * @param q1 defines the second operand
  3047. * @param result defines the target quaternion
  3048. * @returns the current quaternion
  3049. */
  3050. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  3051. /**
  3052. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  3053. * @param q1 defines the second operand
  3054. * @returns the currentupdated quaternion
  3055. */
  3056. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  3057. /**
  3058. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  3059. * @param ref defines the target quaternion
  3060. * @returns the current quaternion
  3061. */
  3062. conjugateToRef(ref: Quaternion): Quaternion;
  3063. /**
  3064. * Conjugates in place (1-q) the current quaternion
  3065. * @returns the current updated quaternion
  3066. */
  3067. conjugateInPlace(): Quaternion;
  3068. /**
  3069. * Conjugates in place (1-q) the current quaternion
  3070. * @returns a new quaternion
  3071. */
  3072. conjugate(): Quaternion;
  3073. /**
  3074. * Gets length of current quaternion
  3075. * @returns the quaternion length (float)
  3076. */
  3077. length(): number;
  3078. /**
  3079. * Normalize in place the current quaternion
  3080. * @returns the current updated quaternion
  3081. */
  3082. normalize(): Quaternion;
  3083. /**
  3084. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  3085. * @param order is a reserved parameter and is ignore for now
  3086. * @returns a new Vector3 containing the Euler angles
  3087. */
  3088. toEulerAngles(order?: string): Vector3;
  3089. /**
  3090. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  3091. * @param result defines the vector which will be filled with the Euler angles
  3092. * @param order is a reserved parameter and is ignore for now
  3093. * @returns the current unchanged quaternion
  3094. */
  3095. toEulerAnglesToRef(result: Vector3): Quaternion;
  3096. /**
  3097. * Updates the given rotation matrix with the current quaternion values
  3098. * @param result defines the target matrix
  3099. * @returns the current unchanged quaternion
  3100. */
  3101. toRotationMatrix(result: Matrix): Quaternion;
  3102. /**
  3103. * Updates the current quaternion from the given rotation matrix values
  3104. * @param matrix defines the source matrix
  3105. * @returns the current updated quaternion
  3106. */
  3107. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  3108. /**
  3109. * Creates a new quaternion from a rotation matrix
  3110. * @param matrix defines the source matrix
  3111. * @returns a new quaternion created from the given rotation matrix values
  3112. */
  3113. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  3114. /**
  3115. * Updates the given quaternion with the given rotation matrix values
  3116. * @param matrix defines the source matrix
  3117. * @param result defines the target quaternion
  3118. */
  3119. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  3120. /**
  3121. * Returns the dot product (float) between the quaternions "left" and "right"
  3122. * @param left defines the left operand
  3123. * @param right defines the right operand
  3124. * @returns the dot product
  3125. */
  3126. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  3127. /**
  3128. * Checks if the two quaternions are close to each other
  3129. * @param quat0 defines the first quaternion to check
  3130. * @param quat1 defines the second quaternion to check
  3131. * @returns true if the two quaternions are close to each other
  3132. */
  3133. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  3134. /**
  3135. * Creates an empty quaternion
  3136. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  3137. */
  3138. static Zero(): Quaternion;
  3139. /**
  3140. * Inverse a given quaternion
  3141. * @param q defines the source quaternion
  3142. * @returns a new quaternion as the inverted current quaternion
  3143. */
  3144. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  3145. /**
  3146. * Inverse a given quaternion
  3147. * @param q defines the source quaternion
  3148. * @param result the quaternion the result will be stored in
  3149. * @returns the result quaternion
  3150. */
  3151. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  3152. /**
  3153. * Creates an identity quaternion
  3154. * @returns the identity quaternion
  3155. */
  3156. static Identity(): Quaternion;
  3157. /**
  3158. * Gets a boolean indicating if the given quaternion is identity
  3159. * @param quaternion defines the quaternion to check
  3160. * @returns true if the quaternion is identity
  3161. */
  3162. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  3163. /**
  3164. * Creates a quaternion from a rotation around an axis
  3165. * @param axis defines the axis to use
  3166. * @param angle defines the angle to use
  3167. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  3168. */
  3169. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  3170. /**
  3171. * Creates a rotation around an axis and stores it into the given quaternion
  3172. * @param axis defines the axis to use
  3173. * @param angle defines the angle to use
  3174. * @param result defines the target quaternion
  3175. * @returns the target quaternion
  3176. */
  3177. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  3178. /**
  3179. * Creates a new quaternion from data stored into an array
  3180. * @param array defines the data source
  3181. * @param offset defines the offset in the source array where the data starts
  3182. * @returns a new quaternion
  3183. */
  3184. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  3185. /**
  3186. * Create a quaternion from Euler rotation angles
  3187. * @param x Pitch
  3188. * @param y Yaw
  3189. * @param z Roll
  3190. * @returns the new Quaternion
  3191. */
  3192. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  3193. /**
  3194. * Updates a quaternion from Euler rotation angles
  3195. * @param x Pitch
  3196. * @param y Yaw
  3197. * @param z Roll
  3198. * @param result the quaternion to store the result
  3199. * @returns the updated quaternion
  3200. */
  3201. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  3202. /**
  3203. * Create a quaternion from Euler rotation vector
  3204. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  3205. * @returns the new Quaternion
  3206. */
  3207. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  3208. /**
  3209. * Updates a quaternion from Euler rotation vector
  3210. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  3211. * @param result the quaternion to store the result
  3212. * @returns the updated quaternion
  3213. */
  3214. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  3215. /**
  3216. * Creates a new quaternion from the given Euler float angles (y, x, z)
  3217. * @param yaw defines the rotation around Y axis
  3218. * @param pitch defines the rotation around X axis
  3219. * @param roll defines the rotation around Z axis
  3220. * @returns the new quaternion
  3221. */
  3222. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  3223. /**
  3224. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  3225. * @param yaw defines the rotation around Y axis
  3226. * @param pitch defines the rotation around X axis
  3227. * @param roll defines the rotation around Z axis
  3228. * @param result defines the target quaternion
  3229. */
  3230. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  3231. /**
  3232. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  3233. * @param alpha defines the rotation around first axis
  3234. * @param beta defines the rotation around second axis
  3235. * @param gamma defines the rotation around third axis
  3236. * @returns the new quaternion
  3237. */
  3238. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  3239. /**
  3240. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  3241. * @param alpha defines the rotation around first axis
  3242. * @param beta defines the rotation around second axis
  3243. * @param gamma defines the rotation around third axis
  3244. * @param result defines the target quaternion
  3245. */
  3246. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  3247. /**
  3248. * Creates a new quaternion containing the rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation)
  3249. * @param axis1 defines the first axis
  3250. * @param axis2 defines the second axis
  3251. * @param axis3 defines the third axis
  3252. * @returns the new quaternion
  3253. */
  3254. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  3255. /**
  3256. * Creates a rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation) and stores it in the target quaternion
  3257. * @param axis1 defines the first axis
  3258. * @param axis2 defines the second axis
  3259. * @param axis3 defines the third axis
  3260. * @param ref defines the target quaternion
  3261. */
  3262. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  3263. /**
  3264. * Interpolates between two quaternions
  3265. * @param left defines first quaternion
  3266. * @param right defines second quaternion
  3267. * @param amount defines the gradient to use
  3268. * @returns the new interpolated quaternion
  3269. */
  3270. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  3271. /**
  3272. * Interpolates between two quaternions and stores it into a target quaternion
  3273. * @param left defines first quaternion
  3274. * @param right defines second quaternion
  3275. * @param amount defines the gradient to use
  3276. * @param result defines the target quaternion
  3277. */
  3278. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  3279. /**
  3280. * Interpolate between two quaternions using Hermite interpolation
  3281. * @param value1 defines first quaternion
  3282. * @param tangent1 defines the incoming tangent
  3283. * @param value2 defines second quaternion
  3284. * @param tangent2 defines the outgoing tangent
  3285. * @param amount defines the target quaternion
  3286. * @returns the new interpolated quaternion
  3287. */
  3288. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  3289. }
  3290. /**
  3291. * Class used to store matrix data (4x4)
  3292. */
  3293. export class Matrix {
  3294. private static _updateFlagSeed;
  3295. private static _identityReadOnly;
  3296. private _isIdentity;
  3297. private _isIdentityDirty;
  3298. private _isIdentity3x2;
  3299. private _isIdentity3x2Dirty;
  3300. /**
  3301. * Gets the update flag of the matrix which is an unique number for the matrix.
  3302. * It will be incremented every time the matrix data change.
  3303. * You can use it to speed the comparison between two versions of the same matrix.
  3304. */
  3305. updateFlag: number;
  3306. private readonly _m;
  3307. /**
  3308. * Gets the internal data of the matrix
  3309. */
  3310. readonly m: DeepImmutable<Float32Array>;
  3311. /** @hidden */
  3312. _markAsUpdated(): void;
  3313. /** @hidden */
  3314. private _updateIdentityStatus;
  3315. /**
  3316. * Creates an empty matrix (filled with zeros)
  3317. */
  3318. constructor();
  3319. /**
  3320. * Check if the current matrix is identity
  3321. * @returns true is the matrix is the identity matrix
  3322. */
  3323. isIdentity(): boolean;
  3324. /**
  3325. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  3326. * @returns true is the matrix is the identity matrix
  3327. */
  3328. isIdentityAs3x2(): boolean;
  3329. /**
  3330. * Gets the determinant of the matrix
  3331. * @returns the matrix determinant
  3332. */
  3333. determinant(): number;
  3334. /**
  3335. * Returns the matrix as a Float32Array
  3336. * @returns the matrix underlying array
  3337. */
  3338. toArray(): DeepImmutable<Float32Array>;
  3339. /**
  3340. * Returns the matrix as a Float32Array
  3341. * @returns the matrix underlying array.
  3342. */
  3343. asArray(): DeepImmutable<Float32Array>;
  3344. /**
  3345. * Inverts the current matrix in place
  3346. * @returns the current inverted matrix
  3347. */
  3348. invert(): Matrix;
  3349. /**
  3350. * Sets all the matrix elements to zero
  3351. * @returns the current matrix
  3352. */
  3353. reset(): Matrix;
  3354. /**
  3355. * Adds the current matrix with a second one
  3356. * @param other defines the matrix to add
  3357. * @returns a new matrix as the addition of the current matrix and the given one
  3358. */
  3359. add(other: DeepImmutable<Matrix>): Matrix;
  3360. /**
  3361. * Sets the given matrix "result" to the addition of the current matrix and the given one
  3362. * @param other defines the matrix to add
  3363. * @param result defines the target matrix
  3364. * @returns the current matrix
  3365. */
  3366. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  3367. /**
  3368. * Adds in place the given matrix to the current matrix
  3369. * @param other defines the second operand
  3370. * @returns the current updated matrix
  3371. */
  3372. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  3373. /**
  3374. * Sets the given matrix to the current inverted Matrix
  3375. * @param other defines the target matrix
  3376. * @returns the unmodified current matrix
  3377. */
  3378. invertToRef(other: Matrix): Matrix;
  3379. /**
  3380. * add a value at the specified position in the current Matrix
  3381. * @param index the index of the value within the matrix. between 0 and 15.
  3382. * @param value the value to be added
  3383. * @returns the current updated matrix
  3384. */
  3385. addAtIndex(index: number, value: number): Matrix;
  3386. /**
  3387. * mutiply the specified position in the current Matrix by a value
  3388. * @param index the index of the value within the matrix. between 0 and 15.
  3389. * @param value the value to be added
  3390. * @returns the current updated matrix
  3391. */
  3392. multiplyAtIndex(index: number, value: number): Matrix;
  3393. /**
  3394. * Inserts the translation vector (using 3 floats) in the current matrix
  3395. * @param x defines the 1st component of the translation
  3396. * @param y defines the 2nd component of the translation
  3397. * @param z defines the 3rd component of the translation
  3398. * @returns the current updated matrix
  3399. */
  3400. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  3401. /**
  3402. * Adds the translation vector (using 3 floats) in the current matrix
  3403. * @param x defines the 1st component of the translation
  3404. * @param y defines the 2nd component of the translation
  3405. * @param z defines the 3rd component of the translation
  3406. * @returns the current updated matrix
  3407. */
  3408. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  3409. /**
  3410. * Inserts the translation vector in the current matrix
  3411. * @param vector3 defines the translation to insert
  3412. * @returns the current updated matrix
  3413. */
  3414. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  3415. /**
  3416. * Gets the translation value of the current matrix
  3417. * @returns a new Vector3 as the extracted translation from the matrix
  3418. */
  3419. getTranslation(): Vector3;
  3420. /**
  3421. * Fill a Vector3 with the extracted translation from the matrix
  3422. * @param result defines the Vector3 where to store the translation
  3423. * @returns the current matrix
  3424. */
  3425. getTranslationToRef(result: Vector3): Matrix;
  3426. /**
  3427. * Remove rotation and scaling part from the matrix
  3428. * @returns the updated matrix
  3429. */
  3430. removeRotationAndScaling(): Matrix;
  3431. /**
  3432. * Multiply two matrices
  3433. * @param other defines the second operand
  3434. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  3435. */
  3436. multiply(other: DeepImmutable<Matrix>): Matrix;
  3437. /**
  3438. * Copy the current matrix from the given one
  3439. * @param other defines the source matrix
  3440. * @returns the current updated matrix
  3441. */
  3442. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  3443. /**
  3444. * Populates the given array from the starting index with the current matrix values
  3445. * @param array defines the target array
  3446. * @param offset defines the offset in the target array where to start storing values
  3447. * @returns the current matrix
  3448. */
  3449. copyToArray(array: Float32Array, offset?: number): Matrix;
  3450. /**
  3451. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  3452. * @param other defines the second operand
  3453. * @param result defines the matrix where to store the multiplication
  3454. * @returns the current matrix
  3455. */
  3456. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  3457. /**
  3458. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  3459. * @param other defines the second operand
  3460. * @param result defines the array where to store the multiplication
  3461. * @param offset defines the offset in the target array where to start storing values
  3462. * @returns the current matrix
  3463. */
  3464. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  3465. /**
  3466. * Check equality between this matrix and a second one
  3467. * @param value defines the second matrix to compare
  3468. * @returns true is the current matrix and the given one values are strictly equal
  3469. */
  3470. equals(value: DeepImmutable<Matrix>): boolean;
  3471. /**
  3472. * Clone the current matrix
  3473. * @returns a new matrix from the current matrix
  3474. */
  3475. clone(): Matrix;
  3476. /**
  3477. * Returns the name of the current matrix class
  3478. * @returns the string "Matrix"
  3479. */
  3480. getClassName(): string;
  3481. /**
  3482. * Gets the hash code of the current matrix
  3483. * @returns the hash code
  3484. */
  3485. getHashCode(): number;
  3486. /**
  3487. * Decomposes the current Matrix into a translation, rotation and scaling components
  3488. * @param scale defines the scale vector3 given as a reference to update
  3489. * @param rotation defines the rotation quaternion given as a reference to update
  3490. * @param translation defines the translation vector3 given as a reference to update
  3491. * @returns true if operation was successful
  3492. */
  3493. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  3494. /**
  3495. * Gets specific row of the matrix
  3496. * @param index defines the number of the row to get
  3497. * @returns the index-th row of the current matrix as a new Vector4
  3498. */
  3499. getRow(index: number): Nullable<Vector4>;
  3500. /**
  3501. * Sets the index-th row of the current matrix to the vector4 values
  3502. * @param index defines the number of the row to set
  3503. * @param row defines the target vector4
  3504. * @returns the updated current matrix
  3505. */
  3506. setRow(index: number, row: Vector4): Matrix;
  3507. /**
  3508. * Compute the transpose of the matrix
  3509. * @returns the new transposed matrix
  3510. */
  3511. transpose(): Matrix;
  3512. /**
  3513. * Compute the transpose of the matrix and store it in a given matrix
  3514. * @param result defines the target matrix
  3515. * @returns the current matrix
  3516. */
  3517. transposeToRef(result: Matrix): Matrix;
  3518. /**
  3519. * Sets the index-th row of the current matrix with the given 4 x float values
  3520. * @param index defines the row index
  3521. * @param x defines the x component to set
  3522. * @param y defines the y component to set
  3523. * @param z defines the z component to set
  3524. * @param w defines the w component to set
  3525. * @returns the updated current matrix
  3526. */
  3527. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  3528. /**
  3529. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  3530. * @param scale defines the scale factor
  3531. * @returns a new matrix
  3532. */
  3533. scale(scale: number): Matrix;
  3534. /**
  3535. * Scale the current matrix values by a factor to a given result matrix
  3536. * @param scale defines the scale factor
  3537. * @param result defines the matrix to store the result
  3538. * @returns the current matrix
  3539. */
  3540. scaleToRef(scale: number, result: Matrix): Matrix;
  3541. /**
  3542. * Scale the current matrix values by a factor and add the result to a given matrix
  3543. * @param scale defines the scale factor
  3544. * @param result defines the Matrix to store the result
  3545. * @returns the current matrix
  3546. */
  3547. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  3548. /**
  3549. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  3550. * @param ref matrix to store the result
  3551. */
  3552. toNormalMatrix(ref: Matrix): void;
  3553. /**
  3554. * Gets only rotation part of the current matrix
  3555. * @returns a new matrix sets to the extracted rotation matrix from the current one
  3556. */
  3557. getRotationMatrix(): Matrix;
  3558. /**
  3559. * Extracts the rotation matrix from the current one and sets it as the given "result"
  3560. * @param result defines the target matrix to store data to
  3561. * @returns the current matrix
  3562. */
  3563. getRotationMatrixToRef(result: Matrix): Matrix;
  3564. /**
  3565. * Toggles model matrix from being right handed to left handed in place and vice versa
  3566. */
  3567. toggleModelMatrixHandInPlace(): void;
  3568. /**
  3569. * Toggles projection matrix from being right handed to left handed in place and vice versa
  3570. */
  3571. toggleProjectionMatrixHandInPlace(): void;
  3572. /**
  3573. * Creates a matrix from an array
  3574. * @param array defines the source array
  3575. * @param offset defines an offset in the source array
  3576. * @returns a new Matrix set from the starting index of the given array
  3577. */
  3578. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  3579. /**
  3580. * Copy the content of an array into a given matrix
  3581. * @param array defines the source array
  3582. * @param offset defines an offset in the source array
  3583. * @param result defines the target matrix
  3584. */
  3585. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  3586. /**
  3587. * Stores an array into a matrix after having multiplied each component by a given factor
  3588. * @param array defines the source array
  3589. * @param offset defines the offset in the source array
  3590. * @param scale defines the scaling factor
  3591. * @param result defines the target matrix
  3592. */
  3593. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  3594. /**
  3595. * Gets an identity matrix that must not be updated
  3596. */
  3597. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  3598. /**
  3599. * Stores a list of values (16) inside a given matrix
  3600. * @param initialM11 defines 1st value of 1st row
  3601. * @param initialM12 defines 2nd value of 1st row
  3602. * @param initialM13 defines 3rd value of 1st row
  3603. * @param initialM14 defines 4th value of 1st row
  3604. * @param initialM21 defines 1st value of 2nd row
  3605. * @param initialM22 defines 2nd value of 2nd row
  3606. * @param initialM23 defines 3rd value of 2nd row
  3607. * @param initialM24 defines 4th value of 2nd row
  3608. * @param initialM31 defines 1st value of 3rd row
  3609. * @param initialM32 defines 2nd value of 3rd row
  3610. * @param initialM33 defines 3rd value of 3rd row
  3611. * @param initialM34 defines 4th value of 3rd row
  3612. * @param initialM41 defines 1st value of 4th row
  3613. * @param initialM42 defines 2nd value of 4th row
  3614. * @param initialM43 defines 3rd value of 4th row
  3615. * @param initialM44 defines 4th value of 4th row
  3616. * @param result defines the target matrix
  3617. */
  3618. static FromValuesToRef(initialM11: number, initialM12: number, initialM13: number, initialM14: number, initialM21: number, initialM22: number, initialM23: number, initialM24: number, initialM31: number, initialM32: number, initialM33: number, initialM34: number, initialM41: number, initialM42: number, initialM43: number, initialM44: number, result: Matrix): void;
  3619. /**
  3620. * Creates new matrix from a list of values (16)
  3621. * @param initialM11 defines 1st value of 1st row
  3622. * @param initialM12 defines 2nd value of 1st row
  3623. * @param initialM13 defines 3rd value of 1st row
  3624. * @param initialM14 defines 4th value of 1st row
  3625. * @param initialM21 defines 1st value of 2nd row
  3626. * @param initialM22 defines 2nd value of 2nd row
  3627. * @param initialM23 defines 3rd value of 2nd row
  3628. * @param initialM24 defines 4th value of 2nd row
  3629. * @param initialM31 defines 1st value of 3rd row
  3630. * @param initialM32 defines 2nd value of 3rd row
  3631. * @param initialM33 defines 3rd value of 3rd row
  3632. * @param initialM34 defines 4th value of 3rd row
  3633. * @param initialM41 defines 1st value of 4th row
  3634. * @param initialM42 defines 2nd value of 4th row
  3635. * @param initialM43 defines 3rd value of 4th row
  3636. * @param initialM44 defines 4th value of 4th row
  3637. * @returns the new matrix
  3638. */
  3639. static FromValues(initialM11: number, initialM12: number, initialM13: number, initialM14: number, initialM21: number, initialM22: number, initialM23: number, initialM24: number, initialM31: number, initialM32: number, initialM33: number, initialM34: number, initialM41: number, initialM42: number, initialM43: number, initialM44: number): Matrix;
  3640. /**
  3641. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  3642. * @param scale defines the scale vector3
  3643. * @param rotation defines the rotation quaternion
  3644. * @param translation defines the translation vector3
  3645. * @returns a new matrix
  3646. */
  3647. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  3648. /**
  3649. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  3650. * @param scale defines the scale vector3
  3651. * @param rotation defines the rotation quaternion
  3652. * @param translation defines the translation vector3
  3653. * @param result defines the target matrix
  3654. */
  3655. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  3656. /**
  3657. * Creates a new identity matrix
  3658. * @returns a new identity matrix
  3659. */
  3660. static Identity(): Matrix;
  3661. /**
  3662. * Creates a new identity matrix and stores the result in a given matrix
  3663. * @param result defines the target matrix
  3664. */
  3665. static IdentityToRef(result: Matrix): void;
  3666. /**
  3667. * Creates a new zero matrix
  3668. * @returns a new zero matrix
  3669. */
  3670. static Zero(): Matrix;
  3671. /**
  3672. * Creates a new rotation matrix for "angle" radians around the X axis
  3673. * @param angle defines the angle (in radians) to use
  3674. * @return the new matrix
  3675. */
  3676. static RotationX(angle: number): Matrix;
  3677. /**
  3678. * Creates a new matrix as the invert of a given matrix
  3679. * @param source defines the source matrix
  3680. * @returns the new matrix
  3681. */
  3682. static Invert(source: DeepImmutable<Matrix>): Matrix;
  3683. /**
  3684. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  3685. * @param angle defines the angle (in radians) to use
  3686. * @param result defines the target matrix
  3687. */
  3688. static RotationXToRef(angle: number, result: Matrix): void;
  3689. /**
  3690. * Creates a new rotation matrix for "angle" radians around the Y axis
  3691. * @param angle defines the angle (in radians) to use
  3692. * @return the new matrix
  3693. */
  3694. static RotationY(angle: number): Matrix;
  3695. /**
  3696. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  3697. * @param angle defines the angle (in radians) to use
  3698. * @param result defines the target matrix
  3699. */
  3700. static RotationYToRef(angle: number, result: Matrix): void;
  3701. /**
  3702. * Creates a new rotation matrix for "angle" radians around the Z axis
  3703. * @param angle defines the angle (in radians) to use
  3704. * @return the new matrix
  3705. */
  3706. static RotationZ(angle: number): Matrix;
  3707. /**
  3708. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  3709. * @param angle defines the angle (in radians) to use
  3710. * @param result defines the target matrix
  3711. */
  3712. static RotationZToRef(angle: number, result: Matrix): void;
  3713. /**
  3714. * Creates a new rotation matrix for "angle" radians around the given axis
  3715. * @param axis defines the axis to use
  3716. * @param angle defines the angle (in radians) to use
  3717. * @return the new matrix
  3718. */
  3719. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  3720. /**
  3721. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  3722. * @param axis defines the axis to use
  3723. * @param angle defines the angle (in radians) to use
  3724. * @param result defines the target matrix
  3725. */
  3726. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  3727. /**
  3728. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  3729. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  3730. * @param from defines the vector to align
  3731. * @param to defines the vector to align to
  3732. * @param result defines the target matrix
  3733. */
  3734. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  3735. /**
  3736. * Creates a rotation matrix
  3737. * @param yaw defines the yaw angle in radians (Y axis)
  3738. * @param pitch defines the pitch angle in radians (X axis)
  3739. * @param roll defines the roll angle in radians (X axis)
  3740. * @returns the new rotation matrix
  3741. */
  3742. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  3743. /**
  3744. * Creates a rotation matrix and stores it in a given matrix
  3745. * @param yaw defines the yaw angle in radians (Y axis)
  3746. * @param pitch defines the pitch angle in radians (X axis)
  3747. * @param roll defines the roll angle in radians (X axis)
  3748. * @param result defines the target matrix
  3749. */
  3750. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  3751. /**
  3752. * Creates a scaling matrix
  3753. * @param x defines the scale factor on X axis
  3754. * @param y defines the scale factor on Y axis
  3755. * @param z defines the scale factor on Z axis
  3756. * @returns the new matrix
  3757. */
  3758. static Scaling(x: number, y: number, z: number): Matrix;
  3759. /**
  3760. * Creates a scaling matrix and stores it in a given matrix
  3761. * @param x defines the scale factor on X axis
  3762. * @param y defines the scale factor on Y axis
  3763. * @param z defines the scale factor on Z axis
  3764. * @param result defines the target matrix
  3765. */
  3766. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  3767. /**
  3768. * Creates a translation matrix
  3769. * @param x defines the translation on X axis
  3770. * @param y defines the translation on Y axis
  3771. * @param z defines the translationon Z axis
  3772. * @returns the new matrix
  3773. */
  3774. static Translation(x: number, y: number, z: number): Matrix;
  3775. /**
  3776. * Creates a translation matrix and stores it in a given matrix
  3777. * @param x defines the translation on X axis
  3778. * @param y defines the translation on Y axis
  3779. * @param z defines the translationon Z axis
  3780. * @param result defines the target matrix
  3781. */
  3782. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  3783. /**
  3784. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  3785. * @param startValue defines the start value
  3786. * @param endValue defines the end value
  3787. * @param gradient defines the gradient factor
  3788. * @returns the new matrix
  3789. */
  3790. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  3791. /**
  3792. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  3793. * @param startValue defines the start value
  3794. * @param endValue defines the end value
  3795. * @param gradient defines the gradient factor
  3796. * @param result defines the Matrix object where to store data
  3797. */
  3798. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  3799. /**
  3800. * Builds a new matrix whose values are computed by:
  3801. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  3802. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  3803. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  3804. * @param startValue defines the first matrix
  3805. * @param endValue defines the second matrix
  3806. * @param gradient defines the gradient between the two matrices
  3807. * @returns the new matrix
  3808. */
  3809. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  3810. /**
  3811. * Update a matrix to values which are computed by:
  3812. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  3813. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  3814. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  3815. * @param startValue defines the first matrix
  3816. * @param endValue defines the second matrix
  3817. * @param gradient defines the gradient between the two matrices
  3818. * @param result defines the target matrix
  3819. */
  3820. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  3821. /**
  3822. * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
  3823. * This function works in left handed mode
  3824. * @param eye defines the final position of the entity
  3825. * @param target defines where the entity should look at
  3826. * @param up defines the up vector for the entity
  3827. * @returns the new matrix
  3828. */
  3829. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  3830. /**
  3831. * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
  3832. * This function works in left handed mode
  3833. * @param eye defines the final position of the entity
  3834. * @param target defines where the entity should look at
  3835. * @param up defines the up vector for the entity
  3836. * @param result defines the target matrix
  3837. */
  3838. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  3839. /**
  3840. * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
  3841. * This function works in right handed mode
  3842. * @param eye defines the final position of the entity
  3843. * @param target defines where the entity should look at
  3844. * @param up defines the up vector for the entity
  3845. * @returns the new matrix
  3846. */
  3847. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  3848. /**
  3849. * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
  3850. * This function works in right handed mode
  3851. * @param eye defines the final position of the entity
  3852. * @param target defines where the entity should look at
  3853. * @param up defines the up vector for the entity
  3854. * @param result defines the target matrix
  3855. */
  3856. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  3857. /**
  3858. * Create a left-handed orthographic projection matrix
  3859. * @param width defines the viewport width
  3860. * @param height defines the viewport height
  3861. * @param znear defines the near clip plane
  3862. * @param zfar defines the far clip plane
  3863. * @returns a new matrix as a left-handed orthographic projection matrix
  3864. */
  3865. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  3866. /**
  3867. * Store a left-handed orthographic projection to a given matrix
  3868. * @param width defines the viewport width
  3869. * @param height defines the viewport height
  3870. * @param znear defines the near clip plane
  3871. * @param zfar defines the far clip plane
  3872. * @param result defines the target matrix
  3873. */
  3874. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  3875. /**
  3876. * Create a left-handed orthographic projection matrix
  3877. * @param left defines the viewport left coordinate
  3878. * @param right defines the viewport right coordinate
  3879. * @param bottom defines the viewport bottom coordinate
  3880. * @param top defines the viewport top coordinate
  3881. * @param znear defines the near clip plane
  3882. * @param zfar defines the far clip plane
  3883. * @returns a new matrix as a left-handed orthographic projection matrix
  3884. */
  3885. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  3886. /**
  3887. * Stores a left-handed orthographic projection into a given matrix
  3888. * @param left defines the viewport left coordinate
  3889. * @param right defines the viewport right coordinate
  3890. * @param bottom defines the viewport bottom coordinate
  3891. * @param top defines the viewport top coordinate
  3892. * @param znear defines the near clip plane
  3893. * @param zfar defines the far clip plane
  3894. * @param result defines the target matrix
  3895. */
  3896. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  3897. /**
  3898. * Creates a right-handed orthographic projection matrix
  3899. * @param left defines the viewport left coordinate
  3900. * @param right defines the viewport right coordinate
  3901. * @param bottom defines the viewport bottom coordinate
  3902. * @param top defines the viewport top coordinate
  3903. * @param znear defines the near clip plane
  3904. * @param zfar defines the far clip plane
  3905. * @returns a new matrix as a right-handed orthographic projection matrix
  3906. */
  3907. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  3908. /**
  3909. * Stores a right-handed orthographic projection into a given matrix
  3910. * @param left defines the viewport left coordinate
  3911. * @param right defines the viewport right coordinate
  3912. * @param bottom defines the viewport bottom coordinate
  3913. * @param top defines the viewport top coordinate
  3914. * @param znear defines the near clip plane
  3915. * @param zfar defines the far clip plane
  3916. * @param result defines the target matrix
  3917. */
  3918. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  3919. /**
  3920. * Creates a left-handed perspective projection matrix
  3921. * @param width defines the viewport width
  3922. * @param height defines the viewport height
  3923. * @param znear defines the near clip plane
  3924. * @param zfar defines the far clip plane
  3925. * @returns a new matrix as a left-handed perspective projection matrix
  3926. */
  3927. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  3928. /**
  3929. * Creates a left-handed perspective projection matrix
  3930. * @param fov defines the horizontal field of view
  3931. * @param aspect defines the aspect ratio
  3932. * @param znear defines the near clip plane
  3933. * @param zfar defines the far clip plane
  3934. * @returns a new matrix as a left-handed perspective projection matrix
  3935. */
  3936. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  3937. /**
  3938. * Stores a left-handed perspective projection into a given matrix
  3939. * @param fov defines the horizontal field of view
  3940. * @param aspect defines the aspect ratio
  3941. * @param znear defines the near clip plane
  3942. * @param zfar defines the far clip plane
  3943. * @param result defines the target matrix
  3944. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  3945. */
  3946. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  3947. /**
  3948. * Creates a right-handed perspective projection matrix
  3949. * @param fov defines the horizontal field of view
  3950. * @param aspect defines the aspect ratio
  3951. * @param znear defines the near clip plane
  3952. * @param zfar defines the far clip plane
  3953. * @returns a new matrix as a right-handed perspective projection matrix
  3954. */
  3955. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  3956. /**
  3957. * Stores a right-handed perspective projection into a given matrix
  3958. * @param fov defines the horizontal field of view
  3959. * @param aspect defines the aspect ratio
  3960. * @param znear defines the near clip plane
  3961. * @param zfar defines the far clip plane
  3962. * @param result defines the target matrix
  3963. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  3964. */
  3965. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  3966. /**
  3967. * Stores a perspective projection for WebVR info a given matrix
  3968. * @param fov defines the field of view
  3969. * @param znear defines the near clip plane
  3970. * @param zfar defines the far clip plane
  3971. * @param result defines the target matrix
  3972. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  3973. */
  3974. static PerspectiveFovWebVRToRef(fov: {
  3975. upDegrees: number;
  3976. downDegrees: number;
  3977. leftDegrees: number;
  3978. rightDegrees: number;
  3979. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  3980. /**
  3981. * Computes a complete transformation matrix
  3982. * @param viewport defines the viewport to use
  3983. * @param world defines the world matrix
  3984. * @param view defines the view matrix
  3985. * @param projection defines the projection matrix
  3986. * @param zmin defines the near clip plane
  3987. * @param zmax defines the far clip plane
  3988. * @returns the transformation matrix
  3989. */
  3990. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  3991. /**
  3992. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  3993. * @param matrix defines the matrix to use
  3994. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  3995. */
  3996. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  3997. /**
  3998. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  3999. * @param matrix defines the matrix to use
  4000. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  4001. */
  4002. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  4003. /**
  4004. * Compute the transpose of a given matrix
  4005. * @param matrix defines the matrix to transpose
  4006. * @returns the new matrix
  4007. */
  4008. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  4009. /**
  4010. * Compute the transpose of a matrix and store it in a target matrix
  4011. * @param matrix defines the matrix to transpose
  4012. * @param result defines the target matrix
  4013. */
  4014. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  4015. /**
  4016. * Computes a reflection matrix from a plane
  4017. * @param plane defines the reflection plane
  4018. * @returns a new matrix
  4019. */
  4020. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  4021. /**
  4022. * Computes a reflection matrix from a plane
  4023. * @param plane defines the reflection plane
  4024. * @param result defines the target matrix
  4025. */
  4026. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  4027. /**
  4028. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  4029. * @param xaxis defines the value of the 1st axis
  4030. * @param yaxis defines the value of the 2nd axis
  4031. * @param zaxis defines the value of the 3rd axis
  4032. * @param result defines the target matrix
  4033. */
  4034. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  4035. /**
  4036. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  4037. * @param quat defines the quaternion to use
  4038. * @param result defines the target matrix
  4039. */
  4040. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  4041. }
  4042. /**
  4043. * @hidden
  4044. */
  4045. export class TmpVectors {
  4046. static Vector2: Vector2[];
  4047. static Vector3: Vector3[];
  4048. static Vector4: Vector4[];
  4049. static Quaternion: Quaternion[];
  4050. static Matrix: Matrix[];
  4051. }
  4052. }
  4053. declare module "babylonjs/Engines/constants" {
  4054. /** Defines the cross module used constants to avoid circular dependncies */
  4055. export class Constants {
  4056. /** Defines that alpha blending is disabled */
  4057. static readonly ALPHA_DISABLE: number;
  4058. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  4059. static readonly ALPHA_ADD: number;
  4060. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  4061. static readonly ALPHA_COMBINE: number;
  4062. /** Defines that alpha blending to DEST - SRC * DEST */
  4063. static readonly ALPHA_SUBTRACT: number;
  4064. /** Defines that alpha blending to SRC * DEST */
  4065. static readonly ALPHA_MULTIPLY: number;
  4066. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  4067. static readonly ALPHA_MAXIMIZED: number;
  4068. /** Defines that alpha blending to SRC + DEST */
  4069. static readonly ALPHA_ONEONE: number;
  4070. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  4071. static readonly ALPHA_PREMULTIPLIED: number;
  4072. /**
  4073. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  4074. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  4075. */
  4076. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  4077. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  4078. static readonly ALPHA_INTERPOLATE: number;
  4079. /**
  4080. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  4081. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  4082. */
  4083. static readonly ALPHA_SCREENMODE: number;
  4084. /** Defines that the ressource is not delayed*/
  4085. static readonly DELAYLOADSTATE_NONE: number;
  4086. /** Defines that the ressource was successfully delay loaded */
  4087. static readonly DELAYLOADSTATE_LOADED: number;
  4088. /** Defines that the ressource is currently delay loading */
  4089. static readonly DELAYLOADSTATE_LOADING: number;
  4090. /** Defines that the ressource is delayed and has not started loading */
  4091. static readonly DELAYLOADSTATE_NOTLOADED: number;
  4092. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  4093. static readonly NEVER: number;
  4094. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  4095. static readonly ALWAYS: number;
  4096. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  4097. static readonly LESS: number;
  4098. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  4099. static readonly EQUAL: number;
  4100. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value */
  4101. static readonly LEQUAL: number;
  4102. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  4103. static readonly GREATER: number;
  4104. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value */
  4105. static readonly GEQUAL: number;
  4106. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value */
  4107. static readonly NOTEQUAL: number;
  4108. /** Passed to stencilOperation to specify that stencil value must be kept */
  4109. static readonly KEEP: number;
  4110. /** Passed to stencilOperation to specify that stencil value must be replaced */
  4111. static readonly REPLACE: number;
  4112. /** Passed to stencilOperation to specify that stencil value must be incremented */
  4113. static readonly INCR: number;
  4114. /** Passed to stencilOperation to specify that stencil value must be decremented */
  4115. static readonly DECR: number;
  4116. /** Passed to stencilOperation to specify that stencil value must be inverted */
  4117. static readonly INVERT: number;
  4118. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  4119. static readonly INCR_WRAP: number;
  4120. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  4121. static readonly DECR_WRAP: number;
  4122. /** Texture is not repeating outside of 0..1 UVs */
  4123. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  4124. /** Texture is repeating outside of 0..1 UVs */
  4125. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  4126. /** Texture is repeating and mirrored */
  4127. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  4128. /** ALPHA */
  4129. static readonly TEXTUREFORMAT_ALPHA: number;
  4130. /** LUMINANCE */
  4131. static readonly TEXTUREFORMAT_LUMINANCE: number;
  4132. /** LUMINANCE_ALPHA */
  4133. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  4134. /** RGB */
  4135. static readonly TEXTUREFORMAT_RGB: number;
  4136. /** RGBA */
  4137. static readonly TEXTUREFORMAT_RGBA: number;
  4138. /** RED */
  4139. static readonly TEXTUREFORMAT_RED: number;
  4140. /** RED (2nd reference) */
  4141. static readonly TEXTUREFORMAT_R: number;
  4142. /** RG */
  4143. static readonly TEXTUREFORMAT_RG: number;
  4144. /** RED_INTEGER */
  4145. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  4146. /** RED_INTEGER (2nd reference) */
  4147. static readonly TEXTUREFORMAT_R_INTEGER: number;
  4148. /** RG_INTEGER */
  4149. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  4150. /** RGB_INTEGER */
  4151. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  4152. /** RGBA_INTEGER */
  4153. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  4154. /** UNSIGNED_BYTE */
  4155. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  4156. /** UNSIGNED_BYTE (2nd reference) */
  4157. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  4158. /** FLOAT */
  4159. static readonly TEXTURETYPE_FLOAT: number;
  4160. /** HALF_FLOAT */
  4161. static readonly TEXTURETYPE_HALF_FLOAT: number;
  4162. /** BYTE */
  4163. static readonly TEXTURETYPE_BYTE: number;
  4164. /** SHORT */
  4165. static readonly TEXTURETYPE_SHORT: number;
  4166. /** UNSIGNED_SHORT */
  4167. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  4168. /** INT */
  4169. static readonly TEXTURETYPE_INT: number;
  4170. /** UNSIGNED_INT */
  4171. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  4172. /** UNSIGNED_SHORT_4_4_4_4 */
  4173. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  4174. /** UNSIGNED_SHORT_5_5_5_1 */
  4175. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  4176. /** UNSIGNED_SHORT_5_6_5 */
  4177. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  4178. /** UNSIGNED_INT_2_10_10_10_REV */
  4179. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  4180. /** UNSIGNED_INT_24_8 */
  4181. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  4182. /** UNSIGNED_INT_10F_11F_11F_REV */
  4183. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  4184. /** UNSIGNED_INT_5_9_9_9_REV */
  4185. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  4186. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  4187. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  4188. /** nearest is mag = nearest and min = nearest and mip = linear */
  4189. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  4190. /** Bilinear is mag = linear and min = linear and mip = nearest */
  4191. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  4192. /** Trilinear is mag = linear and min = linear and mip = linear */
  4193. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  4194. /** nearest is mag = nearest and min = nearest and mip = linear */
  4195. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  4196. /** Bilinear is mag = linear and min = linear and mip = nearest */
  4197. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  4198. /** Trilinear is mag = linear and min = linear and mip = linear */
  4199. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  4200. /** mag = nearest and min = nearest and mip = nearest */
  4201. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  4202. /** mag = nearest and min = linear and mip = nearest */
  4203. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  4204. /** mag = nearest and min = linear and mip = linear */
  4205. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  4206. /** mag = nearest and min = linear and mip = none */
  4207. static readonly TEXTURE_NEAREST_LINEAR: number;
  4208. /** mag = nearest and min = nearest and mip = none */
  4209. static readonly TEXTURE_NEAREST_NEAREST: number;
  4210. /** mag = linear and min = nearest and mip = nearest */
  4211. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  4212. /** mag = linear and min = nearest and mip = linear */
  4213. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  4214. /** mag = linear and min = linear and mip = none */
  4215. static readonly TEXTURE_LINEAR_LINEAR: number;
  4216. /** mag = linear and min = nearest and mip = none */
  4217. static readonly TEXTURE_LINEAR_NEAREST: number;
  4218. /** Explicit coordinates mode */
  4219. static readonly TEXTURE_EXPLICIT_MODE: number;
  4220. /** Spherical coordinates mode */
  4221. static readonly TEXTURE_SPHERICAL_MODE: number;
  4222. /** Planar coordinates mode */
  4223. static readonly TEXTURE_PLANAR_MODE: number;
  4224. /** Cubic coordinates mode */
  4225. static readonly TEXTURE_CUBIC_MODE: number;
  4226. /** Projection coordinates mode */
  4227. static readonly TEXTURE_PROJECTION_MODE: number;
  4228. /** Skybox coordinates mode */
  4229. static readonly TEXTURE_SKYBOX_MODE: number;
  4230. /** Inverse Cubic coordinates mode */
  4231. static readonly TEXTURE_INVCUBIC_MODE: number;
  4232. /** Equirectangular coordinates mode */
  4233. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  4234. /** Equirectangular Fixed coordinates mode */
  4235. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  4236. /** Equirectangular Fixed Mirrored coordinates mode */
  4237. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  4238. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  4239. static readonly SCALEMODE_FLOOR: number;
  4240. /** Defines that texture rescaling will look for the nearest power of 2 size */
  4241. static readonly SCALEMODE_NEAREST: number;
  4242. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  4243. static readonly SCALEMODE_CEILING: number;
  4244. /**
  4245. * The dirty texture flag value
  4246. */
  4247. static readonly MATERIAL_TextureDirtyFlag: number;
  4248. /**
  4249. * The dirty light flag value
  4250. */
  4251. static readonly MATERIAL_LightDirtyFlag: number;
  4252. /**
  4253. * The dirty fresnel flag value
  4254. */
  4255. static readonly MATERIAL_FresnelDirtyFlag: number;
  4256. /**
  4257. * The dirty attribute flag value
  4258. */
  4259. static readonly MATERIAL_AttributesDirtyFlag: number;
  4260. /**
  4261. * The dirty misc flag value
  4262. */
  4263. static readonly MATERIAL_MiscDirtyFlag: number;
  4264. /**
  4265. * The all dirty flag value
  4266. */
  4267. static readonly MATERIAL_AllDirtyFlag: number;
  4268. /**
  4269. * Returns the triangle fill mode
  4270. */
  4271. static readonly MATERIAL_TriangleFillMode: number;
  4272. /**
  4273. * Returns the wireframe mode
  4274. */
  4275. static readonly MATERIAL_WireFrameFillMode: number;
  4276. /**
  4277. * Returns the point fill mode
  4278. */
  4279. static readonly MATERIAL_PointFillMode: number;
  4280. /**
  4281. * Returns the point list draw mode
  4282. */
  4283. static readonly MATERIAL_PointListDrawMode: number;
  4284. /**
  4285. * Returns the line list draw mode
  4286. */
  4287. static readonly MATERIAL_LineListDrawMode: number;
  4288. /**
  4289. * Returns the line loop draw mode
  4290. */
  4291. static readonly MATERIAL_LineLoopDrawMode: number;
  4292. /**
  4293. * Returns the line strip draw mode
  4294. */
  4295. static readonly MATERIAL_LineStripDrawMode: number;
  4296. /**
  4297. * Returns the triangle strip draw mode
  4298. */
  4299. static readonly MATERIAL_TriangleStripDrawMode: number;
  4300. /**
  4301. * Returns the triangle fan draw mode
  4302. */
  4303. static readonly MATERIAL_TriangleFanDrawMode: number;
  4304. /**
  4305. * Stores the clock-wise side orientation
  4306. */
  4307. static readonly MATERIAL_ClockWiseSideOrientation: number;
  4308. /**
  4309. * Stores the counter clock-wise side orientation
  4310. */
  4311. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  4312. /**
  4313. * Nothing
  4314. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4315. */
  4316. static readonly ACTION_NothingTrigger: number;
  4317. /**
  4318. * On pick
  4319. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4320. */
  4321. static readonly ACTION_OnPickTrigger: number;
  4322. /**
  4323. * On left pick
  4324. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4325. */
  4326. static readonly ACTION_OnLeftPickTrigger: number;
  4327. /**
  4328. * On right pick
  4329. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4330. */
  4331. static readonly ACTION_OnRightPickTrigger: number;
  4332. /**
  4333. * On center pick
  4334. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4335. */
  4336. static readonly ACTION_OnCenterPickTrigger: number;
  4337. /**
  4338. * On pick down
  4339. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4340. */
  4341. static readonly ACTION_OnPickDownTrigger: number;
  4342. /**
  4343. * On double pick
  4344. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4345. */
  4346. static readonly ACTION_OnDoublePickTrigger: number;
  4347. /**
  4348. * On pick up
  4349. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4350. */
  4351. static readonly ACTION_OnPickUpTrigger: number;
  4352. /**
  4353. * On pick out.
  4354. * This trigger will only be raised if you also declared a OnPickDown
  4355. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4356. */
  4357. static readonly ACTION_OnPickOutTrigger: number;
  4358. /**
  4359. * On long press
  4360. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4361. */
  4362. static readonly ACTION_OnLongPressTrigger: number;
  4363. /**
  4364. * On pointer over
  4365. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4366. */
  4367. static readonly ACTION_OnPointerOverTrigger: number;
  4368. /**
  4369. * On pointer out
  4370. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4371. */
  4372. static readonly ACTION_OnPointerOutTrigger: number;
  4373. /**
  4374. * On every frame
  4375. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4376. */
  4377. static readonly ACTION_OnEveryFrameTrigger: number;
  4378. /**
  4379. * On intersection enter
  4380. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4381. */
  4382. static readonly ACTION_OnIntersectionEnterTrigger: number;
  4383. /**
  4384. * On intersection exit
  4385. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4386. */
  4387. static readonly ACTION_OnIntersectionExitTrigger: number;
  4388. /**
  4389. * On key down
  4390. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4391. */
  4392. static readonly ACTION_OnKeyDownTrigger: number;
  4393. /**
  4394. * On key up
  4395. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4396. */
  4397. static readonly ACTION_OnKeyUpTrigger: number;
  4398. /**
  4399. * Billboard mode will only apply to Y axis
  4400. */
  4401. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  4402. /**
  4403. * Billboard mode will apply to all axes
  4404. */
  4405. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  4406. /**
  4407. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  4408. */
  4409. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  4410. /**
  4411. * Gets or sets base Assets URL
  4412. */
  4413. static PARTICLES_BaseAssetsUrl: string;
  4414. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  4415. * Test order :
  4416. * Is the bounding sphere outside the frustum ?
  4417. * If not, are the bounding box vertices outside the frustum ?
  4418. * It not, then the cullable object is in the frustum.
  4419. */
  4420. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  4421. /** Culling strategy : Bounding Sphere Only.
  4422. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  4423. * It's also less accurate than the standard because some not visible objects can still be selected.
  4424. * Test : is the bounding sphere outside the frustum ?
  4425. * If not, then the cullable object is in the frustum.
  4426. */
  4427. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  4428. /** Culling strategy : Optimistic Inclusion.
  4429. * This in an inclusion test first, then the standard exclusion test.
  4430. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  4431. * This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside.
  4432. * Anyway, it's as accurate as the standard strategy.
  4433. * Test :
  4434. * Is the cullable object bounding sphere center in the frustum ?
  4435. * If not, apply the default culling strategy.
  4436. */
  4437. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  4438. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  4439. * This in an inclusion test first, then the bounding sphere only exclusion test.
  4440. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  4441. * This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it.
  4442. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  4443. * Test :
  4444. * Is the cullable object bounding sphere center in the frustum ?
  4445. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  4446. */
  4447. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  4448. /**
  4449. * No logging while loading
  4450. */
  4451. static readonly SCENELOADER_NO_LOGGING: number;
  4452. /**
  4453. * Minimal logging while loading
  4454. */
  4455. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  4456. /**
  4457. * Summary logging while loading
  4458. */
  4459. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  4460. /**
  4461. * Detailled logging while loading
  4462. */
  4463. static readonly SCENELOADER_DETAILED_LOGGING: number;
  4464. }
  4465. }
  4466. declare module "babylonjs/Engines/IPipelineContext" {
  4467. /**
  4468. * Class used to store and describe the pipeline context associated with an effect
  4469. */
  4470. export interface IPipelineContext {
  4471. /**
  4472. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  4473. */
  4474. isAsync: boolean;
  4475. /**
  4476. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  4477. */
  4478. isReady: boolean;
  4479. /** @hidden */
  4480. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  4481. }
  4482. }
  4483. declare module "babylonjs/Engines/Processors/iShaderProcessor" {
  4484. /** @hidden */
  4485. export interface IShaderProcessor {
  4486. attributeProcessor?: (attribute: string) => string;
  4487. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  4488. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  4489. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  4490. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  4491. lineProcessor?: (line: string, isFragment: boolean) => string;
  4492. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  4493. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  4494. }
  4495. }
  4496. declare module "babylonjs/Engines/Processors/shaderProcessingOptions" {
  4497. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  4498. /** @hidden */
  4499. export interface ProcessingOptions {
  4500. defines: string[];
  4501. indexParameters: any;
  4502. isFragment: boolean;
  4503. shouldUseHighPrecisionShader: boolean;
  4504. supportsUniformBuffers: boolean;
  4505. shadersRepository: string;
  4506. includesShadersStore: {
  4507. [key: string]: string;
  4508. };
  4509. processor?: IShaderProcessor;
  4510. version: string;
  4511. platformName: string;
  4512. lookForClosingBracketForUniformBuffer?: boolean;
  4513. }
  4514. }
  4515. declare module "babylonjs/Misc/stringTools" {
  4516. /**
  4517. * Helper to manipulate strings
  4518. */
  4519. export class StringTools {
  4520. /**
  4521. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  4522. * @param str Source string
  4523. * @param suffix Suffix to search for in the source string
  4524. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  4525. */
  4526. static EndsWith(str: string, suffix: string): boolean;
  4527. /**
  4528. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  4529. * @param str Source string
  4530. * @param suffix Suffix to search for in the source string
  4531. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  4532. */
  4533. static StartsWith(str: string, suffix: string): boolean;
  4534. }
  4535. }
  4536. declare module "babylonjs/Engines/Processors/shaderCodeNode" {
  4537. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  4538. /** @hidden */
  4539. export class ShaderCodeNode {
  4540. line: string;
  4541. children: ShaderCodeNode[];
  4542. additionalDefineKey?: string;
  4543. additionalDefineValue?: string;
  4544. isValid(preprocessors: {
  4545. [key: string]: string;
  4546. }): boolean;
  4547. process(preprocessors: {
  4548. [key: string]: string;
  4549. }, options: ProcessingOptions): string;
  4550. }
  4551. }
  4552. declare module "babylonjs/Engines/Processors/shaderCodeCursor" {
  4553. /** @hidden */
  4554. export class ShaderCodeCursor {
  4555. private _lines;
  4556. lineIndex: number;
  4557. readonly currentLine: string;
  4558. readonly canRead: boolean;
  4559. lines: string[];
  4560. }
  4561. }
  4562. declare module "babylonjs/Engines/Processors/shaderCodeConditionNode" {
  4563. import { ShaderCodeNode } from "babylonjs/Engines/Processors/shaderCodeNode";
  4564. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  4565. /** @hidden */
  4566. export class ShaderCodeConditionNode extends ShaderCodeNode {
  4567. process(preprocessors: {
  4568. [key: string]: string;
  4569. }, options: ProcessingOptions): string;
  4570. }
  4571. }
  4572. declare module "babylonjs/Engines/Processors/Expressions/shaderDefineExpression" {
  4573. /** @hidden */
  4574. export class ShaderDefineExpression {
  4575. isTrue(preprocessors: {
  4576. [key: string]: string;
  4577. }): boolean;
  4578. }
  4579. }
  4580. declare module "babylonjs/Engines/Processors/shaderCodeTestNode" {
  4581. import { ShaderCodeNode } from "babylonjs/Engines/Processors/shaderCodeNode";
  4582. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4583. /** @hidden */
  4584. export class ShaderCodeTestNode extends ShaderCodeNode {
  4585. testExpression: ShaderDefineExpression;
  4586. isValid(preprocessors: {
  4587. [key: string]: string;
  4588. }): boolean;
  4589. }
  4590. }
  4591. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator" {
  4592. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4593. /** @hidden */
  4594. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  4595. define: string;
  4596. not: boolean;
  4597. constructor(define: string, not?: boolean);
  4598. isTrue(preprocessors: {
  4599. [key: string]: string;
  4600. }): boolean;
  4601. }
  4602. }
  4603. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator" {
  4604. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4605. /** @hidden */
  4606. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  4607. leftOperand: ShaderDefineExpression;
  4608. rightOperand: ShaderDefineExpression;
  4609. isTrue(preprocessors: {
  4610. [key: string]: string;
  4611. }): boolean;
  4612. }
  4613. }
  4614. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator" {
  4615. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4616. /** @hidden */
  4617. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  4618. leftOperand: ShaderDefineExpression;
  4619. rightOperand: ShaderDefineExpression;
  4620. isTrue(preprocessors: {
  4621. [key: string]: string;
  4622. }): boolean;
  4623. }
  4624. }
  4625. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator" {
  4626. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4627. /** @hidden */
  4628. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  4629. define: string;
  4630. operand: string;
  4631. testValue: string;
  4632. constructor(define: string, operand: string, testValue: string);
  4633. isTrue(preprocessors: {
  4634. [key: string]: string;
  4635. }): boolean;
  4636. }
  4637. }
  4638. declare module "babylonjs/Misc/loadFileError" {
  4639. import { WebRequest } from "babylonjs/Misc/webRequest";
  4640. /**
  4641. * @ignore
  4642. * Application error to support additional information when loading a file
  4643. */
  4644. export class LoadFileError extends Error {
  4645. /** defines the optional web request */
  4646. request?: WebRequest | undefined;
  4647. private static _setPrototypeOf;
  4648. /**
  4649. * Creates a new LoadFileError
  4650. * @param message defines the message of the error
  4651. * @param request defines the optional web request
  4652. */
  4653. constructor(message: string,
  4654. /** defines the optional web request */
  4655. request?: WebRequest | undefined);
  4656. }
  4657. }
  4658. declare module "babylonjs/Offline/IOfflineProvider" {
  4659. /**
  4660. * Class used to enable access to offline support
  4661. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  4662. */
  4663. export interface IOfflineProvider {
  4664. /**
  4665. * Gets a boolean indicating if scene must be saved in the database
  4666. */
  4667. enableSceneOffline: boolean;
  4668. /**
  4669. * Gets a boolean indicating if textures must be saved in the database
  4670. */
  4671. enableTexturesOffline: boolean;
  4672. /**
  4673. * Open the offline support and make it available
  4674. * @param successCallback defines the callback to call on success
  4675. * @param errorCallback defines the callback to call on error
  4676. */
  4677. open(successCallback: () => void, errorCallback: () => void): void;
  4678. /**
  4679. * Loads an image from the offline support
  4680. * @param url defines the url to load from
  4681. * @param image defines the target DOM image
  4682. */
  4683. loadImage(url: string, image: HTMLImageElement): void;
  4684. /**
  4685. * Loads a file from offline support
  4686. * @param url defines the URL to load from
  4687. * @param sceneLoaded defines a callback to call on success
  4688. * @param progressCallBack defines a callback to call when progress changed
  4689. * @param errorCallback defines a callback to call on error
  4690. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  4691. */
  4692. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  4693. }
  4694. }
  4695. declare module "babylonjs/Misc/filesInputStore" {
  4696. /**
  4697. * Class used to help managing file picking and drag'n'drop
  4698. * File Storage
  4699. */
  4700. export class FilesInputStore {
  4701. /**
  4702. * List of files ready to be loaded
  4703. */
  4704. static FilesToLoad: {
  4705. [key: string]: File;
  4706. };
  4707. }
  4708. }
  4709. declare module "babylonjs/Misc/retryStrategy" {
  4710. import { WebRequest } from "babylonjs/Misc/webRequest";
  4711. /**
  4712. * Class used to define a retry strategy when error happens while loading assets
  4713. */
  4714. export class RetryStrategy {
  4715. /**
  4716. * Function used to defines an exponential back off strategy
  4717. * @param maxRetries defines the maximum number of retries (3 by default)
  4718. * @param baseInterval defines the interval between retries
  4719. * @returns the strategy function to use
  4720. */
  4721. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  4722. }
  4723. }
  4724. declare module "babylonjs/Misc/fileTools" {
  4725. import { WebRequest } from "babylonjs/Misc/webRequest";
  4726. import { Nullable } from "babylonjs/types";
  4727. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  4728. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  4729. /**
  4730. * @hidden
  4731. */
  4732. export class FileTools {
  4733. /**
  4734. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  4735. */
  4736. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  4737. /**
  4738. * Gets or sets the base URL to use to load assets
  4739. */
  4740. static BaseUrl: string;
  4741. /**
  4742. * Default behaviour for cors in the application.
  4743. * It can be a string if the expected behavior is identical in the entire app.
  4744. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  4745. */
  4746. static CorsBehavior: string | ((url: string | string[]) => string);
  4747. /**
  4748. * Gets or sets a function used to pre-process url before using them to load assets
  4749. */
  4750. static PreprocessUrl: (url: string) => string;
  4751. /**
  4752. * Removes unwanted characters from an url
  4753. * @param url defines the url to clean
  4754. * @returns the cleaned url
  4755. */
  4756. private static _CleanUrl;
  4757. /**
  4758. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  4759. * @param url define the url we are trying
  4760. * @param element define the dom element where to configure the cors policy
  4761. */
  4762. static SetCorsBehavior(url: string | string[], element: {
  4763. crossOrigin: string | null;
  4764. }): void;
  4765. /**
  4766. * Loads an image as an HTMLImageElement.
  4767. * @param input url string, ArrayBuffer, or Blob to load
  4768. * @param onLoad callback called when the image successfully loads
  4769. * @param onError callback called when the image fails to load
  4770. * @param offlineProvider offline provider for caching
  4771. * @returns the HTMLImageElement of the loaded image
  4772. */
  4773. static LoadImage(input: string | ArrayBuffer | ArrayBufferView | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  4774. /**
  4775. * Loads a file
  4776. * @param fileToLoad defines the file to load
  4777. * @param callback defines the callback to call when data is loaded
  4778. * @param progressCallBack defines the callback to call during loading process
  4779. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  4780. * @returns a file request object
  4781. */
  4782. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  4783. /**
  4784. * Loads a file
  4785. * @param url url string, ArrayBuffer, or Blob to load
  4786. * @param onSuccess callback called when the file successfully loads
  4787. * @param onProgress callback called while file is loading (if the server supports this mode)
  4788. * @param offlineProvider defines the offline provider for caching
  4789. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  4790. * @param onError callback called when the file fails to load
  4791. * @returns a file request object
  4792. */
  4793. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  4794. /**
  4795. * Checks if the loaded document was accessed via `file:`-Protocol.
  4796. * @returns boolean
  4797. */
  4798. static IsFileURL(): boolean;
  4799. }
  4800. }
  4801. declare module "babylonjs/Engines/Processors/shaderProcessor" {
  4802. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  4803. /** @hidden */
  4804. export class ShaderProcessor {
  4805. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  4806. private static _ProcessPrecision;
  4807. private static _ExtractOperation;
  4808. private static _BuildSubExpression;
  4809. private static _BuildExpression;
  4810. private static _MoveCursorWithinIf;
  4811. private static _MoveCursor;
  4812. private static _EvaluatePreProcessors;
  4813. private static _PreparePreProcessors;
  4814. private static _ProcessShaderConversion;
  4815. private static _ProcessIncludes;
  4816. }
  4817. }
  4818. declare module "babylonjs/Maths/math.color" {
  4819. import { DeepImmutable, FloatArray } from "babylonjs/types";
  4820. /**
  4821. * Class used to hold a RBG color
  4822. */
  4823. export class Color3 {
  4824. /**
  4825. * Defines the red component (between 0 and 1, default is 0)
  4826. */
  4827. r: number;
  4828. /**
  4829. * Defines the green component (between 0 and 1, default is 0)
  4830. */
  4831. g: number;
  4832. /**
  4833. * Defines the blue component (between 0 and 1, default is 0)
  4834. */
  4835. b: number;
  4836. /**
  4837. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  4838. * @param r defines the red component (between 0 and 1, default is 0)
  4839. * @param g defines the green component (between 0 and 1, default is 0)
  4840. * @param b defines the blue component (between 0 and 1, default is 0)
  4841. */
  4842. constructor(
  4843. /**
  4844. * Defines the red component (between 0 and 1, default is 0)
  4845. */
  4846. r?: number,
  4847. /**
  4848. * Defines the green component (between 0 and 1, default is 0)
  4849. */
  4850. g?: number,
  4851. /**
  4852. * Defines the blue component (between 0 and 1, default is 0)
  4853. */
  4854. b?: number);
  4855. /**
  4856. * Creates a string with the Color3 current values
  4857. * @returns the string representation of the Color3 object
  4858. */
  4859. toString(): string;
  4860. /**
  4861. * Returns the string "Color3"
  4862. * @returns "Color3"
  4863. */
  4864. getClassName(): string;
  4865. /**
  4866. * Compute the Color3 hash code
  4867. * @returns an unique number that can be used to hash Color3 objects
  4868. */
  4869. getHashCode(): number;
  4870. /**
  4871. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  4872. * @param array defines the array where to store the r,g,b components
  4873. * @param index defines an optional index in the target array to define where to start storing values
  4874. * @returns the current Color3 object
  4875. */
  4876. toArray(array: FloatArray, index?: number): Color3;
  4877. /**
  4878. * Returns a new Color4 object from the current Color3 and the given alpha
  4879. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  4880. * @returns a new Color4 object
  4881. */
  4882. toColor4(alpha?: number): Color4;
  4883. /**
  4884. * Returns a new array populated with 3 numeric elements : red, green and blue values
  4885. * @returns the new array
  4886. */
  4887. asArray(): number[];
  4888. /**
  4889. * Returns the luminance value
  4890. * @returns a float value
  4891. */
  4892. toLuminance(): number;
  4893. /**
  4894. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  4895. * @param otherColor defines the second operand
  4896. * @returns the new Color3 object
  4897. */
  4898. multiply(otherColor: DeepImmutable<Color3>): Color3;
  4899. /**
  4900. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  4901. * @param otherColor defines the second operand
  4902. * @param result defines the Color3 object where to store the result
  4903. * @returns the current Color3
  4904. */
  4905. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  4906. /**
  4907. * Determines equality between Color3 objects
  4908. * @param otherColor defines the second operand
  4909. * @returns true if the rgb values are equal to the given ones
  4910. */
  4911. equals(otherColor: DeepImmutable<Color3>): boolean;
  4912. /**
  4913. * Determines equality between the current Color3 object and a set of r,b,g values
  4914. * @param r defines the red component to check
  4915. * @param g defines the green component to check
  4916. * @param b defines the blue component to check
  4917. * @returns true if the rgb values are equal to the given ones
  4918. */
  4919. equalsFloats(r: number, g: number, b: number): boolean;
  4920. /**
  4921. * Multiplies in place each rgb value by scale
  4922. * @param scale defines the scaling factor
  4923. * @returns the updated Color3
  4924. */
  4925. scale(scale: number): Color3;
  4926. /**
  4927. * Multiplies the rgb values by scale and stores the result into "result"
  4928. * @param scale defines the scaling factor
  4929. * @param result defines the Color3 object where to store the result
  4930. * @returns the unmodified current Color3
  4931. */
  4932. scaleToRef(scale: number, result: Color3): Color3;
  4933. /**
  4934. * Scale the current Color3 values by a factor and add the result to a given Color3
  4935. * @param scale defines the scale factor
  4936. * @param result defines color to store the result into
  4937. * @returns the unmodified current Color3
  4938. */
  4939. scaleAndAddToRef(scale: number, result: Color3): Color3;
  4940. /**
  4941. * Clamps the rgb values by the min and max values and stores the result into "result"
  4942. * @param min defines minimum clamping value (default is 0)
  4943. * @param max defines maximum clamping value (default is 1)
  4944. * @param result defines color to store the result into
  4945. * @returns the original Color3
  4946. */
  4947. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  4948. /**
  4949. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  4950. * @param otherColor defines the second operand
  4951. * @returns the new Color3
  4952. */
  4953. add(otherColor: DeepImmutable<Color3>): Color3;
  4954. /**
  4955. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  4956. * @param otherColor defines the second operand
  4957. * @param result defines Color3 object to store the result into
  4958. * @returns the unmodified current Color3
  4959. */
  4960. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  4961. /**
  4962. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  4963. * @param otherColor defines the second operand
  4964. * @returns the new Color3
  4965. */
  4966. subtract(otherColor: DeepImmutable<Color3>): Color3;
  4967. /**
  4968. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  4969. * @param otherColor defines the second operand
  4970. * @param result defines Color3 object to store the result into
  4971. * @returns the unmodified current Color3
  4972. */
  4973. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  4974. /**
  4975. * Copy the current object
  4976. * @returns a new Color3 copied the current one
  4977. */
  4978. clone(): Color3;
  4979. /**
  4980. * Copies the rgb values from the source in the current Color3
  4981. * @param source defines the source Color3 object
  4982. * @returns the updated Color3 object
  4983. */
  4984. copyFrom(source: DeepImmutable<Color3>): Color3;
  4985. /**
  4986. * Updates the Color3 rgb values from the given floats
  4987. * @param r defines the red component to read from
  4988. * @param g defines the green component to read from
  4989. * @param b defines the blue component to read from
  4990. * @returns the current Color3 object
  4991. */
  4992. copyFromFloats(r: number, g: number, b: number): Color3;
  4993. /**
  4994. * Updates the Color3 rgb values from the given floats
  4995. * @param r defines the red component to read from
  4996. * @param g defines the green component to read from
  4997. * @param b defines the blue component to read from
  4998. * @returns the current Color3 object
  4999. */
  5000. set(r: number, g: number, b: number): Color3;
  5001. /**
  5002. * Compute the Color3 hexadecimal code as a string
  5003. * @returns a string containing the hexadecimal representation of the Color3 object
  5004. */
  5005. toHexString(): string;
  5006. /**
  5007. * Computes a new Color3 converted from the current one to linear space
  5008. * @returns a new Color3 object
  5009. */
  5010. toLinearSpace(): Color3;
  5011. /**
  5012. * Converts current color in rgb space to HSV values
  5013. * @returns a new color3 representing the HSV values
  5014. */
  5015. toHSV(): Color3;
  5016. /**
  5017. * Converts current color in rgb space to HSV values
  5018. * @param result defines the Color3 where to store the HSV values
  5019. */
  5020. toHSVToRef(result: Color3): void;
  5021. /**
  5022. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  5023. * @param convertedColor defines the Color3 object where to store the linear space version
  5024. * @returns the unmodified Color3
  5025. */
  5026. toLinearSpaceToRef(convertedColor: Color3): Color3;
  5027. /**
  5028. * Computes a new Color3 converted from the current one to gamma space
  5029. * @returns a new Color3 object
  5030. */
  5031. toGammaSpace(): Color3;
  5032. /**
  5033. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  5034. * @param convertedColor defines the Color3 object where to store the gamma space version
  5035. * @returns the unmodified Color3
  5036. */
  5037. toGammaSpaceToRef(convertedColor: Color3): Color3;
  5038. private static _BlackReadOnly;
  5039. /**
  5040. * Convert Hue, saturation and value to a Color3 (RGB)
  5041. * @param hue defines the hue
  5042. * @param saturation defines the saturation
  5043. * @param value defines the value
  5044. * @param result defines the Color3 where to store the RGB values
  5045. */
  5046. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  5047. /**
  5048. * Creates a new Color3 from the string containing valid hexadecimal values
  5049. * @param hex defines a string containing valid hexadecimal values
  5050. * @returns a new Color3 object
  5051. */
  5052. static FromHexString(hex: string): Color3;
  5053. /**
  5054. * Creates a new Color3 from the starting index of the given array
  5055. * @param array defines the source array
  5056. * @param offset defines an offset in the source array
  5057. * @returns a new Color3 object
  5058. */
  5059. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  5060. /**
  5061. * Creates a new Color3 from integer values (< 256)
  5062. * @param r defines the red component to read from (value between 0 and 255)
  5063. * @param g defines the green component to read from (value between 0 and 255)
  5064. * @param b defines the blue component to read from (value between 0 and 255)
  5065. * @returns a new Color3 object
  5066. */
  5067. static FromInts(r: number, g: number, b: number): Color3;
  5068. /**
  5069. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5070. * @param start defines the start Color3 value
  5071. * @param end defines the end Color3 value
  5072. * @param amount defines the gradient value between start and end
  5073. * @returns a new Color3 object
  5074. */
  5075. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  5076. /**
  5077. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5078. * @param left defines the start value
  5079. * @param right defines the end value
  5080. * @param amount defines the gradient factor
  5081. * @param result defines the Color3 object where to store the result
  5082. */
  5083. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  5084. /**
  5085. * Returns a Color3 value containing a red color
  5086. * @returns a new Color3 object
  5087. */
  5088. static Red(): Color3;
  5089. /**
  5090. * Returns a Color3 value containing a green color
  5091. * @returns a new Color3 object
  5092. */
  5093. static Green(): Color3;
  5094. /**
  5095. * Returns a Color3 value containing a blue color
  5096. * @returns a new Color3 object
  5097. */
  5098. static Blue(): Color3;
  5099. /**
  5100. * Returns a Color3 value containing a black color
  5101. * @returns a new Color3 object
  5102. */
  5103. static Black(): Color3;
  5104. /**
  5105. * Gets a Color3 value containing a black color that must not be updated
  5106. */
  5107. static readonly BlackReadOnly: DeepImmutable<Color3>;
  5108. /**
  5109. * Returns a Color3 value containing a white color
  5110. * @returns a new Color3 object
  5111. */
  5112. static White(): Color3;
  5113. /**
  5114. * Returns a Color3 value containing a purple color
  5115. * @returns a new Color3 object
  5116. */
  5117. static Purple(): Color3;
  5118. /**
  5119. * Returns a Color3 value containing a magenta color
  5120. * @returns a new Color3 object
  5121. */
  5122. static Magenta(): Color3;
  5123. /**
  5124. * Returns a Color3 value containing a yellow color
  5125. * @returns a new Color3 object
  5126. */
  5127. static Yellow(): Color3;
  5128. /**
  5129. * Returns a Color3 value containing a gray color
  5130. * @returns a new Color3 object
  5131. */
  5132. static Gray(): Color3;
  5133. /**
  5134. * Returns a Color3 value containing a teal color
  5135. * @returns a new Color3 object
  5136. */
  5137. static Teal(): Color3;
  5138. /**
  5139. * Returns a Color3 value containing a random color
  5140. * @returns a new Color3 object
  5141. */
  5142. static Random(): Color3;
  5143. }
  5144. /**
  5145. * Class used to hold a RBGA color
  5146. */
  5147. export class Color4 {
  5148. /**
  5149. * Defines the red component (between 0 and 1, default is 0)
  5150. */
  5151. r: number;
  5152. /**
  5153. * Defines the green component (between 0 and 1, default is 0)
  5154. */
  5155. g: number;
  5156. /**
  5157. * Defines the blue component (between 0 and 1, default is 0)
  5158. */
  5159. b: number;
  5160. /**
  5161. * Defines the alpha component (between 0 and 1, default is 1)
  5162. */
  5163. a: number;
  5164. /**
  5165. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  5166. * @param r defines the red component (between 0 and 1, default is 0)
  5167. * @param g defines the green component (between 0 and 1, default is 0)
  5168. * @param b defines the blue component (between 0 and 1, default is 0)
  5169. * @param a defines the alpha component (between 0 and 1, default is 1)
  5170. */
  5171. constructor(
  5172. /**
  5173. * Defines the red component (between 0 and 1, default is 0)
  5174. */
  5175. r?: number,
  5176. /**
  5177. * Defines the green component (between 0 and 1, default is 0)
  5178. */
  5179. g?: number,
  5180. /**
  5181. * Defines the blue component (between 0 and 1, default is 0)
  5182. */
  5183. b?: number,
  5184. /**
  5185. * Defines the alpha component (between 0 and 1, default is 1)
  5186. */
  5187. a?: number);
  5188. /**
  5189. * Adds in place the given Color4 values to the current Color4 object
  5190. * @param right defines the second operand
  5191. * @returns the current updated Color4 object
  5192. */
  5193. addInPlace(right: DeepImmutable<Color4>): Color4;
  5194. /**
  5195. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  5196. * @returns the new array
  5197. */
  5198. asArray(): number[];
  5199. /**
  5200. * Stores from the starting index in the given array the Color4 successive values
  5201. * @param array defines the array where to store the r,g,b components
  5202. * @param index defines an optional index in the target array to define where to start storing values
  5203. * @returns the current Color4 object
  5204. */
  5205. toArray(array: number[], index?: number): Color4;
  5206. /**
  5207. * Determines equality between Color4 objects
  5208. * @param otherColor defines the second operand
  5209. * @returns true if the rgba values are equal to the given ones
  5210. */
  5211. equals(otherColor: DeepImmutable<Color4>): boolean;
  5212. /**
  5213. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  5214. * @param right defines the second operand
  5215. * @returns a new Color4 object
  5216. */
  5217. add(right: DeepImmutable<Color4>): Color4;
  5218. /**
  5219. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  5220. * @param right defines the second operand
  5221. * @returns a new Color4 object
  5222. */
  5223. subtract(right: DeepImmutable<Color4>): Color4;
  5224. /**
  5225. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  5226. * @param right defines the second operand
  5227. * @param result defines the Color4 object where to store the result
  5228. * @returns the current Color4 object
  5229. */
  5230. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  5231. /**
  5232. * Creates a new Color4 with the current Color4 values multiplied by scale
  5233. * @param scale defines the scaling factor to apply
  5234. * @returns a new Color4 object
  5235. */
  5236. scale(scale: number): Color4;
  5237. /**
  5238. * Multiplies the current Color4 values by scale and stores the result in "result"
  5239. * @param scale defines the scaling factor to apply
  5240. * @param result defines the Color4 object where to store the result
  5241. * @returns the current unmodified Color4
  5242. */
  5243. scaleToRef(scale: number, result: Color4): Color4;
  5244. /**
  5245. * Scale the current Color4 values by a factor and add the result to a given Color4
  5246. * @param scale defines the scale factor
  5247. * @param result defines the Color4 object where to store the result
  5248. * @returns the unmodified current Color4
  5249. */
  5250. scaleAndAddToRef(scale: number, result: Color4): Color4;
  5251. /**
  5252. * Clamps the rgb values by the min and max values and stores the result into "result"
  5253. * @param min defines minimum clamping value (default is 0)
  5254. * @param max defines maximum clamping value (default is 1)
  5255. * @param result defines color to store the result into.
  5256. * @returns the cuurent Color4
  5257. */
  5258. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  5259. /**
  5260. * Multipy an Color4 value by another and return a new Color4 object
  5261. * @param color defines the Color4 value to multiply by
  5262. * @returns a new Color4 object
  5263. */
  5264. multiply(color: Color4): Color4;
  5265. /**
  5266. * Multipy a Color4 value by another and push the result in a reference value
  5267. * @param color defines the Color4 value to multiply by
  5268. * @param result defines the Color4 to fill the result in
  5269. * @returns the result Color4
  5270. */
  5271. multiplyToRef(color: Color4, result: Color4): Color4;
  5272. /**
  5273. * Creates a string with the Color4 current values
  5274. * @returns the string representation of the Color4 object
  5275. */
  5276. toString(): string;
  5277. /**
  5278. * Returns the string "Color4"
  5279. * @returns "Color4"
  5280. */
  5281. getClassName(): string;
  5282. /**
  5283. * Compute the Color4 hash code
  5284. * @returns an unique number that can be used to hash Color4 objects
  5285. */
  5286. getHashCode(): number;
  5287. /**
  5288. * Creates a new Color4 copied from the current one
  5289. * @returns a new Color4 object
  5290. */
  5291. clone(): Color4;
  5292. /**
  5293. * Copies the given Color4 values into the current one
  5294. * @param source defines the source Color4 object
  5295. * @returns the current updated Color4 object
  5296. */
  5297. copyFrom(source: Color4): Color4;
  5298. /**
  5299. * Copies the given float values into the current one
  5300. * @param r defines the red component to read from
  5301. * @param g defines the green component to read from
  5302. * @param b defines the blue component to read from
  5303. * @param a defines the alpha component to read from
  5304. * @returns the current updated Color4 object
  5305. */
  5306. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  5307. /**
  5308. * Copies the given float values into the current one
  5309. * @param r defines the red component to read from
  5310. * @param g defines the green component to read from
  5311. * @param b defines the blue component to read from
  5312. * @param a defines the alpha component to read from
  5313. * @returns the current updated Color4 object
  5314. */
  5315. set(r: number, g: number, b: number, a: number): Color4;
  5316. /**
  5317. * Compute the Color4 hexadecimal code as a string
  5318. * @returns a string containing the hexadecimal representation of the Color4 object
  5319. */
  5320. toHexString(): string;
  5321. /**
  5322. * Computes a new Color4 converted from the current one to linear space
  5323. * @returns a new Color4 object
  5324. */
  5325. toLinearSpace(): Color4;
  5326. /**
  5327. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  5328. * @param convertedColor defines the Color4 object where to store the linear space version
  5329. * @returns the unmodified Color4
  5330. */
  5331. toLinearSpaceToRef(convertedColor: Color4): Color4;
  5332. /**
  5333. * Computes a new Color4 converted from the current one to gamma space
  5334. * @returns a new Color4 object
  5335. */
  5336. toGammaSpace(): Color4;
  5337. /**
  5338. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  5339. * @param convertedColor defines the Color4 object where to store the gamma space version
  5340. * @returns the unmodified Color4
  5341. */
  5342. toGammaSpaceToRef(convertedColor: Color4): Color4;
  5343. /**
  5344. * Creates a new Color4 from the string containing valid hexadecimal values
  5345. * @param hex defines a string containing valid hexadecimal values
  5346. * @returns a new Color4 object
  5347. */
  5348. static FromHexString(hex: string): Color4;
  5349. /**
  5350. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5351. * @param left defines the start value
  5352. * @param right defines the end value
  5353. * @param amount defines the gradient factor
  5354. * @returns a new Color4 object
  5355. */
  5356. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  5357. /**
  5358. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5359. * @param left defines the start value
  5360. * @param right defines the end value
  5361. * @param amount defines the gradient factor
  5362. * @param result defines the Color4 object where to store data
  5363. */
  5364. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  5365. /**
  5366. * Creates a new Color4 from a Color3 and an alpha value
  5367. * @param color3 defines the source Color3 to read from
  5368. * @param alpha defines the alpha component (1.0 by default)
  5369. * @returns a new Color4 object
  5370. */
  5371. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  5372. /**
  5373. * Creates a new Color4 from the starting index element of the given array
  5374. * @param array defines the source array to read from
  5375. * @param offset defines the offset in the source array
  5376. * @returns a new Color4 object
  5377. */
  5378. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  5379. /**
  5380. * Creates a new Color3 from integer values (< 256)
  5381. * @param r defines the red component to read from (value between 0 and 255)
  5382. * @param g defines the green component to read from (value between 0 and 255)
  5383. * @param b defines the blue component to read from (value between 0 and 255)
  5384. * @param a defines the alpha component to read from (value between 0 and 255)
  5385. * @returns a new Color3 object
  5386. */
  5387. static FromInts(r: number, g: number, b: number, a: number): Color4;
  5388. /**
  5389. * Check the content of a given array and convert it to an array containing RGBA data
  5390. * If the original array was already containing count * 4 values then it is returned directly
  5391. * @param colors defines the array to check
  5392. * @param count defines the number of RGBA data to expect
  5393. * @returns an array containing count * 4 values (RGBA)
  5394. */
  5395. static CheckColors4(colors: number[], count: number): number[];
  5396. }
  5397. /**
  5398. * @hidden
  5399. */
  5400. export class TmpColors {
  5401. static Color3: Color3[];
  5402. static Color4: Color4[];
  5403. }
  5404. }
  5405. declare module "babylonjs/Maths/sphericalPolynomial" {
  5406. import { Vector3 } from "babylonjs/Maths/math.vector";
  5407. import { Color3 } from "babylonjs/Maths/math.color";
  5408. /**
  5409. * Class representing spherical harmonics coefficients to the 3rd degree
  5410. */
  5411. export class SphericalHarmonics {
  5412. /**
  5413. * Defines whether or not the harmonics have been prescaled for rendering.
  5414. */
  5415. preScaled: boolean;
  5416. /**
  5417. * The l0,0 coefficients of the spherical harmonics
  5418. */
  5419. l00: Vector3;
  5420. /**
  5421. * The l1,-1 coefficients of the spherical harmonics
  5422. */
  5423. l1_1: Vector3;
  5424. /**
  5425. * The l1,0 coefficients of the spherical harmonics
  5426. */
  5427. l10: Vector3;
  5428. /**
  5429. * The l1,1 coefficients of the spherical harmonics
  5430. */
  5431. l11: Vector3;
  5432. /**
  5433. * The l2,-2 coefficients of the spherical harmonics
  5434. */
  5435. l2_2: Vector3;
  5436. /**
  5437. * The l2,-1 coefficients of the spherical harmonics
  5438. */
  5439. l2_1: Vector3;
  5440. /**
  5441. * The l2,0 coefficients of the spherical harmonics
  5442. */
  5443. l20: Vector3;
  5444. /**
  5445. * The l2,1 coefficients of the spherical harmonics
  5446. */
  5447. l21: Vector3;
  5448. /**
  5449. * The l2,2 coefficients of the spherical harmonics
  5450. */
  5451. l22: Vector3;
  5452. /**
  5453. * Adds a light to the spherical harmonics
  5454. * @param direction the direction of the light
  5455. * @param color the color of the light
  5456. * @param deltaSolidAngle the delta solid angle of the light
  5457. */
  5458. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  5459. /**
  5460. * Scales the spherical harmonics by the given amount
  5461. * @param scale the amount to scale
  5462. */
  5463. scaleInPlace(scale: number): void;
  5464. /**
  5465. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  5466. *
  5467. * ```
  5468. * E_lm = A_l * L_lm
  5469. * ```
  5470. *
  5471. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  5472. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  5473. * the scaling factors are given in equation 9.
  5474. */
  5475. convertIncidentRadianceToIrradiance(): void;
  5476. /**
  5477. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  5478. *
  5479. * ```
  5480. * L = (1/pi) * E * rho
  5481. * ```
  5482. *
  5483. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  5484. */
  5485. convertIrradianceToLambertianRadiance(): void;
  5486. /**
  5487. * Integrates the reconstruction coefficients directly in to the SH preventing further
  5488. * required operations at run time.
  5489. *
  5490. * This is simply done by scaling back the SH with Ylm constants parameter.
  5491. * The trigonometric part being applied by the shader at run time.
  5492. */
  5493. preScaleForRendering(): void;
  5494. /**
  5495. * Constructs a spherical harmonics from an array.
  5496. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  5497. * @returns the spherical harmonics
  5498. */
  5499. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  5500. /**
  5501. * Gets the spherical harmonics from polynomial
  5502. * @param polynomial the spherical polynomial
  5503. * @returns the spherical harmonics
  5504. */
  5505. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  5506. }
  5507. /**
  5508. * Class representing spherical polynomial coefficients to the 3rd degree
  5509. */
  5510. export class SphericalPolynomial {
  5511. private _harmonics;
  5512. /**
  5513. * The spherical harmonics used to create the polynomials.
  5514. */
  5515. readonly preScaledHarmonics: SphericalHarmonics;
  5516. /**
  5517. * The x coefficients of the spherical polynomial
  5518. */
  5519. x: Vector3;
  5520. /**
  5521. * The y coefficients of the spherical polynomial
  5522. */
  5523. y: Vector3;
  5524. /**
  5525. * The z coefficients of the spherical polynomial
  5526. */
  5527. z: Vector3;
  5528. /**
  5529. * The xx coefficients of the spherical polynomial
  5530. */
  5531. xx: Vector3;
  5532. /**
  5533. * The yy coefficients of the spherical polynomial
  5534. */
  5535. yy: Vector3;
  5536. /**
  5537. * The zz coefficients of the spherical polynomial
  5538. */
  5539. zz: Vector3;
  5540. /**
  5541. * The xy coefficients of the spherical polynomial
  5542. */
  5543. xy: Vector3;
  5544. /**
  5545. * The yz coefficients of the spherical polynomial
  5546. */
  5547. yz: Vector3;
  5548. /**
  5549. * The zx coefficients of the spherical polynomial
  5550. */
  5551. zx: Vector3;
  5552. /**
  5553. * Adds an ambient color to the spherical polynomial
  5554. * @param color the color to add
  5555. */
  5556. addAmbient(color: Color3): void;
  5557. /**
  5558. * Scales the spherical polynomial by the given amount
  5559. * @param scale the amount to scale
  5560. */
  5561. scaleInPlace(scale: number): void;
  5562. /**
  5563. * Gets the spherical polynomial from harmonics
  5564. * @param harmonics the spherical harmonics
  5565. * @returns the spherical polynomial
  5566. */
  5567. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  5568. /**
  5569. * Constructs a spherical polynomial from an array.
  5570. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  5571. * @returns the spherical polynomial
  5572. */
  5573. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  5574. }
  5575. }
  5576. declare module "babylonjs/Materials/Textures/renderTargetCreationOptions" {
  5577. /**
  5578. * Define options used to create a render target texture
  5579. */
  5580. export class RenderTargetCreationOptions {
  5581. /**
  5582. * Specifies is mipmaps must be generated
  5583. */
  5584. generateMipMaps?: boolean;
  5585. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  5586. generateDepthBuffer?: boolean;
  5587. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  5588. generateStencilBuffer?: boolean;
  5589. /** Defines texture type (int by default) */
  5590. type?: number;
  5591. /** Defines sampling mode (trilinear by default) */
  5592. samplingMode?: number;
  5593. /** Defines format (RGBA by default) */
  5594. format?: number;
  5595. }
  5596. }
  5597. declare module "babylonjs/States/alphaCullingState" {
  5598. /**
  5599. * @hidden
  5600. **/
  5601. export class _AlphaState {
  5602. private _isAlphaBlendDirty;
  5603. private _isBlendFunctionParametersDirty;
  5604. private _isBlendEquationParametersDirty;
  5605. private _isBlendConstantsDirty;
  5606. private _alphaBlend;
  5607. private _blendFunctionParameters;
  5608. private _blendEquationParameters;
  5609. private _blendConstants;
  5610. /**
  5611. * Initializes the state.
  5612. */
  5613. constructor();
  5614. readonly isDirty: boolean;
  5615. alphaBlend: boolean;
  5616. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  5617. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  5618. setAlphaEquationParameters(rgb: number, alpha: number): void;
  5619. reset(): void;
  5620. apply(gl: WebGLRenderingContext): void;
  5621. }
  5622. }
  5623. declare module "babylonjs/States/depthCullingState" {
  5624. import { Nullable } from "babylonjs/types";
  5625. /**
  5626. * @hidden
  5627. **/
  5628. export class _DepthCullingState {
  5629. private _isDepthTestDirty;
  5630. private _isDepthMaskDirty;
  5631. private _isDepthFuncDirty;
  5632. private _isCullFaceDirty;
  5633. private _isCullDirty;
  5634. private _isZOffsetDirty;
  5635. private _isFrontFaceDirty;
  5636. private _depthTest;
  5637. private _depthMask;
  5638. private _depthFunc;
  5639. private _cull;
  5640. private _cullFace;
  5641. private _zOffset;
  5642. private _frontFace;
  5643. /**
  5644. * Initializes the state.
  5645. */
  5646. constructor();
  5647. readonly isDirty: boolean;
  5648. zOffset: number;
  5649. cullFace: Nullable<number>;
  5650. cull: Nullable<boolean>;
  5651. depthFunc: Nullable<number>;
  5652. depthMask: boolean;
  5653. depthTest: boolean;
  5654. frontFace: Nullable<number>;
  5655. reset(): void;
  5656. apply(gl: WebGLRenderingContext): void;
  5657. }
  5658. }
  5659. declare module "babylonjs/States/stencilState" {
  5660. /**
  5661. * @hidden
  5662. **/
  5663. export class _StencilState {
  5664. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  5665. static readonly ALWAYS: number;
  5666. /** Passed to stencilOperation to specify that stencil value must be kept */
  5667. static readonly KEEP: number;
  5668. /** Passed to stencilOperation to specify that stencil value must be replaced */
  5669. static readonly REPLACE: number;
  5670. private _isStencilTestDirty;
  5671. private _isStencilMaskDirty;
  5672. private _isStencilFuncDirty;
  5673. private _isStencilOpDirty;
  5674. private _stencilTest;
  5675. private _stencilMask;
  5676. private _stencilFunc;
  5677. private _stencilFuncRef;
  5678. private _stencilFuncMask;
  5679. private _stencilOpStencilFail;
  5680. private _stencilOpDepthFail;
  5681. private _stencilOpStencilDepthPass;
  5682. readonly isDirty: boolean;
  5683. stencilFunc: number;
  5684. stencilFuncRef: number;
  5685. stencilFuncMask: number;
  5686. stencilOpStencilFail: number;
  5687. stencilOpDepthFail: number;
  5688. stencilOpStencilDepthPass: number;
  5689. stencilMask: number;
  5690. stencilTest: boolean;
  5691. constructor();
  5692. reset(): void;
  5693. apply(gl: WebGLRenderingContext): void;
  5694. }
  5695. }
  5696. declare module "babylonjs/States/index" {
  5697. export * from "babylonjs/States/alphaCullingState";
  5698. export * from "babylonjs/States/depthCullingState";
  5699. export * from "babylonjs/States/stencilState";
  5700. }
  5701. declare module "babylonjs/Instrumentation/timeToken" {
  5702. import { Nullable } from "babylonjs/types";
  5703. /**
  5704. * @hidden
  5705. **/
  5706. export class _TimeToken {
  5707. _startTimeQuery: Nullable<WebGLQuery>;
  5708. _endTimeQuery: Nullable<WebGLQuery>;
  5709. _timeElapsedQuery: Nullable<WebGLQuery>;
  5710. _timeElapsedQueryEnded: boolean;
  5711. }
  5712. }
  5713. declare module "babylonjs/Misc/andOrNotEvaluator" {
  5714. /**
  5715. * Class used to evalaute queries containing `and` and `or` operators
  5716. */
  5717. export class AndOrNotEvaluator {
  5718. /**
  5719. * Evaluate a query
  5720. * @param query defines the query to evaluate
  5721. * @param evaluateCallback defines the callback used to filter result
  5722. * @returns true if the query matches
  5723. */
  5724. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  5725. private static _HandleParenthesisContent;
  5726. private static _SimplifyNegation;
  5727. }
  5728. }
  5729. declare module "babylonjs/Misc/tags" {
  5730. /**
  5731. * Class used to store custom tags
  5732. */
  5733. export class Tags {
  5734. /**
  5735. * Adds support for tags on the given object
  5736. * @param obj defines the object to use
  5737. */
  5738. static EnableFor(obj: any): void;
  5739. /**
  5740. * Removes tags support
  5741. * @param obj defines the object to use
  5742. */
  5743. static DisableFor(obj: any): void;
  5744. /**
  5745. * Gets a boolean indicating if the given object has tags
  5746. * @param obj defines the object to use
  5747. * @returns a boolean
  5748. */
  5749. static HasTags(obj: any): boolean;
  5750. /**
  5751. * Gets the tags available on a given object
  5752. * @param obj defines the object to use
  5753. * @param asString defines if the tags must be returned as a string instead of an array of strings
  5754. * @returns the tags
  5755. */
  5756. static GetTags(obj: any, asString?: boolean): any;
  5757. /**
  5758. * Adds tags to an object
  5759. * @param obj defines the object to use
  5760. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  5761. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  5762. */
  5763. static AddTagsTo(obj: any, tagsString: string): void;
  5764. /**
  5765. * @hidden
  5766. */
  5767. static _AddTagTo(obj: any, tag: string): void;
  5768. /**
  5769. * Removes specific tags from a specific object
  5770. * @param obj defines the object to use
  5771. * @param tagsString defines the tags to remove
  5772. */
  5773. static RemoveTagsFrom(obj: any, tagsString: string): void;
  5774. /**
  5775. * @hidden
  5776. */
  5777. static _RemoveTagFrom(obj: any, tag: string): void;
  5778. /**
  5779. * Defines if tags hosted on an object match a given query
  5780. * @param obj defines the object to use
  5781. * @param tagsQuery defines the tag query
  5782. * @returns a boolean
  5783. */
  5784. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  5785. }
  5786. }
  5787. declare module "babylonjs/Maths/math.path" {
  5788. import { DeepImmutable, Nullable } from "babylonjs/types";
  5789. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  5790. /**
  5791. * Defines potential orientation for back face culling
  5792. */
  5793. export enum Orientation {
  5794. /**
  5795. * Clockwise
  5796. */
  5797. CW = 0,
  5798. /** Counter clockwise */
  5799. CCW = 1
  5800. }
  5801. /** Class used to represent a Bezier curve */
  5802. export class BezierCurve {
  5803. /**
  5804. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  5805. * @param t defines the time
  5806. * @param x1 defines the left coordinate on X axis
  5807. * @param y1 defines the left coordinate on Y axis
  5808. * @param x2 defines the right coordinate on X axis
  5809. * @param y2 defines the right coordinate on Y axis
  5810. * @returns the interpolated value
  5811. */
  5812. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  5813. }
  5814. /**
  5815. * Defines angle representation
  5816. */
  5817. export class Angle {
  5818. private _radians;
  5819. /**
  5820. * Creates an Angle object of "radians" radians (float).
  5821. * @param radians the angle in radians
  5822. */
  5823. constructor(radians: number);
  5824. /**
  5825. * Get value in degrees
  5826. * @returns the Angle value in degrees (float)
  5827. */
  5828. degrees(): number;
  5829. /**
  5830. * Get value in radians
  5831. * @returns the Angle value in radians (float)
  5832. */
  5833. radians(): number;
  5834. /**
  5835. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  5836. * @param a defines first vector
  5837. * @param b defines second vector
  5838. * @returns a new Angle
  5839. */
  5840. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  5841. /**
  5842. * Gets a new Angle object from the given float in radians
  5843. * @param radians defines the angle value in radians
  5844. * @returns a new Angle
  5845. */
  5846. static FromRadians(radians: number): Angle;
  5847. /**
  5848. * Gets a new Angle object from the given float in degrees
  5849. * @param degrees defines the angle value in degrees
  5850. * @returns a new Angle
  5851. */
  5852. static FromDegrees(degrees: number): Angle;
  5853. }
  5854. /**
  5855. * This represents an arc in a 2d space.
  5856. */
  5857. export class Arc2 {
  5858. /** Defines the start point of the arc */
  5859. startPoint: Vector2;
  5860. /** Defines the mid point of the arc */
  5861. midPoint: Vector2;
  5862. /** Defines the end point of the arc */
  5863. endPoint: Vector2;
  5864. /**
  5865. * Defines the center point of the arc.
  5866. */
  5867. centerPoint: Vector2;
  5868. /**
  5869. * Defines the radius of the arc.
  5870. */
  5871. radius: number;
  5872. /**
  5873. * Defines the angle of the arc (from mid point to end point).
  5874. */
  5875. angle: Angle;
  5876. /**
  5877. * Defines the start angle of the arc (from start point to middle point).
  5878. */
  5879. startAngle: Angle;
  5880. /**
  5881. * Defines the orientation of the arc (clock wise/counter clock wise).
  5882. */
  5883. orientation: Orientation;
  5884. /**
  5885. * Creates an Arc object from the three given points : start, middle and end.
  5886. * @param startPoint Defines the start point of the arc
  5887. * @param midPoint Defines the midlle point of the arc
  5888. * @param endPoint Defines the end point of the arc
  5889. */
  5890. constructor(
  5891. /** Defines the start point of the arc */
  5892. startPoint: Vector2,
  5893. /** Defines the mid point of the arc */
  5894. midPoint: Vector2,
  5895. /** Defines the end point of the arc */
  5896. endPoint: Vector2);
  5897. }
  5898. /**
  5899. * Represents a 2D path made up of multiple 2D points
  5900. */
  5901. export class Path2 {
  5902. private _points;
  5903. private _length;
  5904. /**
  5905. * If the path start and end point are the same
  5906. */
  5907. closed: boolean;
  5908. /**
  5909. * Creates a Path2 object from the starting 2D coordinates x and y.
  5910. * @param x the starting points x value
  5911. * @param y the starting points y value
  5912. */
  5913. constructor(x: number, y: number);
  5914. /**
  5915. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  5916. * @param x the added points x value
  5917. * @param y the added points y value
  5918. * @returns the updated Path2.
  5919. */
  5920. addLineTo(x: number, y: number): Path2;
  5921. /**
  5922. * Adds _numberOfSegments_ segments according to the arc definition (middle point coordinates, end point coordinates, the arc start point being the current Path2 last point) to the current Path2.
  5923. * @param midX middle point x value
  5924. * @param midY middle point y value
  5925. * @param endX end point x value
  5926. * @param endY end point y value
  5927. * @param numberOfSegments (default: 36)
  5928. * @returns the updated Path2.
  5929. */
  5930. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  5931. /**
  5932. * Closes the Path2.
  5933. * @returns the Path2.
  5934. */
  5935. close(): Path2;
  5936. /**
  5937. * Gets the sum of the distance between each sequential point in the path
  5938. * @returns the Path2 total length (float).
  5939. */
  5940. length(): number;
  5941. /**
  5942. * Gets the points which construct the path
  5943. * @returns the Path2 internal array of points.
  5944. */
  5945. getPoints(): Vector2[];
  5946. /**
  5947. * Retreives the point at the distance aways from the starting point
  5948. * @param normalizedLengthPosition the length along the path to retreive the point from
  5949. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  5950. */
  5951. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  5952. /**
  5953. * Creates a new path starting from an x and y position
  5954. * @param x starting x value
  5955. * @param y starting y value
  5956. * @returns a new Path2 starting at the coordinates (x, y).
  5957. */
  5958. static StartingAt(x: number, y: number): Path2;
  5959. }
  5960. /**
  5961. * Represents a 3D path made up of multiple 3D points
  5962. */
  5963. export class Path3D {
  5964. /**
  5965. * an array of Vector3, the curve axis of the Path3D
  5966. */
  5967. path: Vector3[];
  5968. private _curve;
  5969. private _distances;
  5970. private _tangents;
  5971. private _normals;
  5972. private _binormals;
  5973. private _raw;
  5974. /**
  5975. * new Path3D(path, normal, raw)
  5976. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  5977. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  5978. * @param path an array of Vector3, the curve axis of the Path3D
  5979. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  5980. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  5981. */
  5982. constructor(
  5983. /**
  5984. * an array of Vector3, the curve axis of the Path3D
  5985. */
  5986. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean);
  5987. /**
  5988. * Returns the Path3D array of successive Vector3 designing its curve.
  5989. * @returns the Path3D array of successive Vector3 designing its curve.
  5990. */
  5991. getCurve(): Vector3[];
  5992. /**
  5993. * Returns an array populated with tangent vectors on each Path3D curve point.
  5994. * @returns an array populated with tangent vectors on each Path3D curve point.
  5995. */
  5996. getTangents(): Vector3[];
  5997. /**
  5998. * Returns an array populated with normal vectors on each Path3D curve point.
  5999. * @returns an array populated with normal vectors on each Path3D curve point.
  6000. */
  6001. getNormals(): Vector3[];
  6002. /**
  6003. * Returns an array populated with binormal vectors on each Path3D curve point.
  6004. * @returns an array populated with binormal vectors on each Path3D curve point.
  6005. */
  6006. getBinormals(): Vector3[];
  6007. /**
  6008. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  6009. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  6010. */
  6011. getDistances(): number[];
  6012. /**
  6013. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  6014. * @param path path which all values are copied into the curves points
  6015. * @param firstNormal which should be projected onto the curve
  6016. * @returns the same object updated.
  6017. */
  6018. update(path: Vector3[], firstNormal?: Nullable<Vector3>): Path3D;
  6019. private _compute;
  6020. private _getFirstNonNullVector;
  6021. private _getLastNonNullVector;
  6022. private _normalVector;
  6023. }
  6024. /**
  6025. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  6026. * A Curve3 is designed from a series of successive Vector3.
  6027. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  6028. */
  6029. export class Curve3 {
  6030. private _points;
  6031. private _length;
  6032. /**
  6033. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  6034. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  6035. * @param v1 (Vector3) the control point
  6036. * @param v2 (Vector3) the end point of the Quadratic Bezier
  6037. * @param nbPoints (integer) the wanted number of points in the curve
  6038. * @returns the created Curve3
  6039. */
  6040. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  6041. /**
  6042. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  6043. * @param v0 (Vector3) the origin point of the Cubic Bezier
  6044. * @param v1 (Vector3) the first control point
  6045. * @param v2 (Vector3) the second control point
  6046. * @param v3 (Vector3) the end point of the Cubic Bezier
  6047. * @param nbPoints (integer) the wanted number of points in the curve
  6048. * @returns the created Curve3
  6049. */
  6050. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  6051. /**
  6052. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  6053. * @param p1 (Vector3) the origin point of the Hermite Spline
  6054. * @param t1 (Vector3) the tangent vector at the origin point
  6055. * @param p2 (Vector3) the end point of the Hermite Spline
  6056. * @param t2 (Vector3) the tangent vector at the end point
  6057. * @param nbPoints (integer) the wanted number of points in the curve
  6058. * @returns the created Curve3
  6059. */
  6060. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  6061. /**
  6062. * Returns a Curve3 object along a CatmullRom Spline curve :
  6063. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  6064. * @param nbPoints (integer) the wanted number of points between each curve control points
  6065. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  6066. * @returns the created Curve3
  6067. */
  6068. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  6069. /**
  6070. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  6071. * A Curve3 is designed from a series of successive Vector3.
  6072. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  6073. * @param points points which make up the curve
  6074. */
  6075. constructor(points: Vector3[]);
  6076. /**
  6077. * @returns the Curve3 stored array of successive Vector3
  6078. */
  6079. getPoints(): Vector3[];
  6080. /**
  6081. * @returns the computed length (float) of the curve.
  6082. */
  6083. length(): number;
  6084. /**
  6085. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  6086. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  6087. * curveA and curveB keep unchanged.
  6088. * @param curve the curve to continue from this curve
  6089. * @returns the newly constructed curve
  6090. */
  6091. continue(curve: DeepImmutable<Curve3>): Curve3;
  6092. private _computeLength;
  6093. }
  6094. }
  6095. declare module "babylonjs/Animations/easing" {
  6096. /**
  6097. * This represents the main contract an easing function should follow.
  6098. * Easing functions are used throughout the animation system.
  6099. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6100. */
  6101. export interface IEasingFunction {
  6102. /**
  6103. * Given an input gradient between 0 and 1, this returns the corrseponding value
  6104. * of the easing function.
  6105. * The link below provides some of the most common examples of easing functions.
  6106. * @see https://easings.net/
  6107. * @param gradient Defines the value between 0 and 1 we want the easing value for
  6108. * @returns the corresponding value on the curve defined by the easing function
  6109. */
  6110. ease(gradient: number): number;
  6111. }
  6112. /**
  6113. * Base class used for every default easing function.
  6114. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6115. */
  6116. export class EasingFunction implements IEasingFunction {
  6117. /**
  6118. * Interpolation follows the mathematical formula associated with the easing function.
  6119. */
  6120. static readonly EASINGMODE_EASEIN: number;
  6121. /**
  6122. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  6123. */
  6124. static readonly EASINGMODE_EASEOUT: number;
  6125. /**
  6126. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  6127. */
  6128. static readonly EASINGMODE_EASEINOUT: number;
  6129. private _easingMode;
  6130. /**
  6131. * Sets the easing mode of the current function.
  6132. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  6133. */
  6134. setEasingMode(easingMode: number): void;
  6135. /**
  6136. * Gets the current easing mode.
  6137. * @returns the easing mode
  6138. */
  6139. getEasingMode(): number;
  6140. /**
  6141. * @hidden
  6142. */
  6143. easeInCore(gradient: number): number;
  6144. /**
  6145. * Given an input gradient between 0 and 1, this returns the corresponding value
  6146. * of the easing function.
  6147. * @param gradient Defines the value between 0 and 1 we want the easing value for
  6148. * @returns the corresponding value on the curve defined by the easing function
  6149. */
  6150. ease(gradient: number): number;
  6151. }
  6152. /**
  6153. * Easing function with a circle shape (see link below).
  6154. * @see https://easings.net/#easeInCirc
  6155. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6156. */
  6157. export class CircleEase extends EasingFunction implements IEasingFunction {
  6158. /** @hidden */
  6159. easeInCore(gradient: number): number;
  6160. }
  6161. /**
  6162. * Easing function with a ease back shape (see link below).
  6163. * @see https://easings.net/#easeInBack
  6164. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6165. */
  6166. export class BackEase extends EasingFunction implements IEasingFunction {
  6167. /** Defines the amplitude of the function */
  6168. amplitude: number;
  6169. /**
  6170. * Instantiates a back ease easing
  6171. * @see https://easings.net/#easeInBack
  6172. * @param amplitude Defines the amplitude of the function
  6173. */
  6174. constructor(
  6175. /** Defines the amplitude of the function */
  6176. amplitude?: number);
  6177. /** @hidden */
  6178. easeInCore(gradient: number): number;
  6179. }
  6180. /**
  6181. * Easing function with a bouncing shape (see link below).
  6182. * @see https://easings.net/#easeInBounce
  6183. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6184. */
  6185. export class BounceEase extends EasingFunction implements IEasingFunction {
  6186. /** Defines the number of bounces */
  6187. bounces: number;
  6188. /** Defines the amplitude of the bounce */
  6189. bounciness: number;
  6190. /**
  6191. * Instantiates a bounce easing
  6192. * @see https://easings.net/#easeInBounce
  6193. * @param bounces Defines the number of bounces
  6194. * @param bounciness Defines the amplitude of the bounce
  6195. */
  6196. constructor(
  6197. /** Defines the number of bounces */
  6198. bounces?: number,
  6199. /** Defines the amplitude of the bounce */
  6200. bounciness?: number);
  6201. /** @hidden */
  6202. easeInCore(gradient: number): number;
  6203. }
  6204. /**
  6205. * Easing function with a power of 3 shape (see link below).
  6206. * @see https://easings.net/#easeInCubic
  6207. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6208. */
  6209. export class CubicEase extends EasingFunction implements IEasingFunction {
  6210. /** @hidden */
  6211. easeInCore(gradient: number): number;
  6212. }
  6213. /**
  6214. * Easing function with an elastic shape (see link below).
  6215. * @see https://easings.net/#easeInElastic
  6216. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6217. */
  6218. export class ElasticEase extends EasingFunction implements IEasingFunction {
  6219. /** Defines the number of oscillations*/
  6220. oscillations: number;
  6221. /** Defines the amplitude of the oscillations*/
  6222. springiness: number;
  6223. /**
  6224. * Instantiates an elastic easing function
  6225. * @see https://easings.net/#easeInElastic
  6226. * @param oscillations Defines the number of oscillations
  6227. * @param springiness Defines the amplitude of the oscillations
  6228. */
  6229. constructor(
  6230. /** Defines the number of oscillations*/
  6231. oscillations?: number,
  6232. /** Defines the amplitude of the oscillations*/
  6233. springiness?: number);
  6234. /** @hidden */
  6235. easeInCore(gradient: number): number;
  6236. }
  6237. /**
  6238. * Easing function with an exponential shape (see link below).
  6239. * @see https://easings.net/#easeInExpo
  6240. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6241. */
  6242. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  6243. /** Defines the exponent of the function */
  6244. exponent: number;
  6245. /**
  6246. * Instantiates an exponential easing function
  6247. * @see https://easings.net/#easeInExpo
  6248. * @param exponent Defines the exponent of the function
  6249. */
  6250. constructor(
  6251. /** Defines the exponent of the function */
  6252. exponent?: number);
  6253. /** @hidden */
  6254. easeInCore(gradient: number): number;
  6255. }
  6256. /**
  6257. * Easing function with a power shape (see link below).
  6258. * @see https://easings.net/#easeInQuad
  6259. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6260. */
  6261. export class PowerEase extends EasingFunction implements IEasingFunction {
  6262. /** Defines the power of the function */
  6263. power: number;
  6264. /**
  6265. * Instantiates an power base easing function
  6266. * @see https://easings.net/#easeInQuad
  6267. * @param power Defines the power of the function
  6268. */
  6269. constructor(
  6270. /** Defines the power of the function */
  6271. power?: number);
  6272. /** @hidden */
  6273. easeInCore(gradient: number): number;
  6274. }
  6275. /**
  6276. * Easing function with a power of 2 shape (see link below).
  6277. * @see https://easings.net/#easeInQuad
  6278. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6279. */
  6280. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  6281. /** @hidden */
  6282. easeInCore(gradient: number): number;
  6283. }
  6284. /**
  6285. * Easing function with a power of 4 shape (see link below).
  6286. * @see https://easings.net/#easeInQuart
  6287. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6288. */
  6289. export class QuarticEase extends EasingFunction implements IEasingFunction {
  6290. /** @hidden */
  6291. easeInCore(gradient: number): number;
  6292. }
  6293. /**
  6294. * Easing function with a power of 5 shape (see link below).
  6295. * @see https://easings.net/#easeInQuint
  6296. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6297. */
  6298. export class QuinticEase extends EasingFunction implements IEasingFunction {
  6299. /** @hidden */
  6300. easeInCore(gradient: number): number;
  6301. }
  6302. /**
  6303. * Easing function with a sin shape (see link below).
  6304. * @see https://easings.net/#easeInSine
  6305. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6306. */
  6307. export class SineEase extends EasingFunction implements IEasingFunction {
  6308. /** @hidden */
  6309. easeInCore(gradient: number): number;
  6310. }
  6311. /**
  6312. * Easing function with a bezier shape (see link below).
  6313. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  6314. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6315. */
  6316. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  6317. /** Defines the x component of the start tangent in the bezier curve */
  6318. x1: number;
  6319. /** Defines the y component of the start tangent in the bezier curve */
  6320. y1: number;
  6321. /** Defines the x component of the end tangent in the bezier curve */
  6322. x2: number;
  6323. /** Defines the y component of the end tangent in the bezier curve */
  6324. y2: number;
  6325. /**
  6326. * Instantiates a bezier function
  6327. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  6328. * @param x1 Defines the x component of the start tangent in the bezier curve
  6329. * @param y1 Defines the y component of the start tangent in the bezier curve
  6330. * @param x2 Defines the x component of the end tangent in the bezier curve
  6331. * @param y2 Defines the y component of the end tangent in the bezier curve
  6332. */
  6333. constructor(
  6334. /** Defines the x component of the start tangent in the bezier curve */
  6335. x1?: number,
  6336. /** Defines the y component of the start tangent in the bezier curve */
  6337. y1?: number,
  6338. /** Defines the x component of the end tangent in the bezier curve */
  6339. x2?: number,
  6340. /** Defines the y component of the end tangent in the bezier curve */
  6341. y2?: number);
  6342. /** @hidden */
  6343. easeInCore(gradient: number): number;
  6344. }
  6345. }
  6346. declare module "babylonjs/Animations/animationKey" {
  6347. /**
  6348. * Defines an interface which represents an animation key frame
  6349. */
  6350. export interface IAnimationKey {
  6351. /**
  6352. * Frame of the key frame
  6353. */
  6354. frame: number;
  6355. /**
  6356. * Value at the specifies key frame
  6357. */
  6358. value: any;
  6359. /**
  6360. * The input tangent for the cubic hermite spline
  6361. */
  6362. inTangent?: any;
  6363. /**
  6364. * The output tangent for the cubic hermite spline
  6365. */
  6366. outTangent?: any;
  6367. /**
  6368. * The animation interpolation type
  6369. */
  6370. interpolation?: AnimationKeyInterpolation;
  6371. }
  6372. /**
  6373. * Enum for the animation key frame interpolation type
  6374. */
  6375. export enum AnimationKeyInterpolation {
  6376. /**
  6377. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  6378. */
  6379. STEP = 1
  6380. }
  6381. }
  6382. declare module "babylonjs/Animations/animationRange" {
  6383. /**
  6384. * Represents the range of an animation
  6385. */
  6386. export class AnimationRange {
  6387. /**The name of the animation range**/
  6388. name: string;
  6389. /**The starting frame of the animation */
  6390. from: number;
  6391. /**The ending frame of the animation*/
  6392. to: number;
  6393. /**
  6394. * Initializes the range of an animation
  6395. * @param name The name of the animation range
  6396. * @param from The starting frame of the animation
  6397. * @param to The ending frame of the animation
  6398. */
  6399. constructor(
  6400. /**The name of the animation range**/
  6401. name: string,
  6402. /**The starting frame of the animation */
  6403. from: number,
  6404. /**The ending frame of the animation*/
  6405. to: number);
  6406. /**
  6407. * Makes a copy of the animation range
  6408. * @returns A copy of the animation range
  6409. */
  6410. clone(): AnimationRange;
  6411. }
  6412. }
  6413. declare module "babylonjs/Animations/animationEvent" {
  6414. /**
  6415. * Composed of a frame, and an action function
  6416. */
  6417. export class AnimationEvent {
  6418. /** The frame for which the event is triggered **/
  6419. frame: number;
  6420. /** The event to perform when triggered **/
  6421. action: (currentFrame: number) => void;
  6422. /** Specifies if the event should be triggered only once**/
  6423. onlyOnce?: boolean | undefined;
  6424. /**
  6425. * Specifies if the animation event is done
  6426. */
  6427. isDone: boolean;
  6428. /**
  6429. * Initializes the animation event
  6430. * @param frame The frame for which the event is triggered
  6431. * @param action The event to perform when triggered
  6432. * @param onlyOnce Specifies if the event should be triggered only once
  6433. */
  6434. constructor(
  6435. /** The frame for which the event is triggered **/
  6436. frame: number,
  6437. /** The event to perform when triggered **/
  6438. action: (currentFrame: number) => void,
  6439. /** Specifies if the event should be triggered only once**/
  6440. onlyOnce?: boolean | undefined);
  6441. /** @hidden */
  6442. _clone(): AnimationEvent;
  6443. }
  6444. }
  6445. declare module "babylonjs/Behaviors/behavior" {
  6446. import { Nullable } from "babylonjs/types";
  6447. /**
  6448. * Interface used to define a behavior
  6449. */
  6450. export interface Behavior<T> {
  6451. /** gets or sets behavior's name */
  6452. name: string;
  6453. /**
  6454. * Function called when the behavior needs to be initialized (after attaching it to a target)
  6455. */
  6456. init(): void;
  6457. /**
  6458. * Called when the behavior is attached to a target
  6459. * @param target defines the target where the behavior is attached to
  6460. */
  6461. attach(target: T): void;
  6462. /**
  6463. * Called when the behavior is detached from its target
  6464. */
  6465. detach(): void;
  6466. }
  6467. /**
  6468. * Interface implemented by classes supporting behaviors
  6469. */
  6470. export interface IBehaviorAware<T> {
  6471. /**
  6472. * Attach a behavior
  6473. * @param behavior defines the behavior to attach
  6474. * @returns the current host
  6475. */
  6476. addBehavior(behavior: Behavior<T>): T;
  6477. /**
  6478. * Remove a behavior from the current object
  6479. * @param behavior defines the behavior to detach
  6480. * @returns the current host
  6481. */
  6482. removeBehavior(behavior: Behavior<T>): T;
  6483. /**
  6484. * Gets a behavior using its name to search
  6485. * @param name defines the name to search
  6486. * @returns the behavior or null if not found
  6487. */
  6488. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  6489. }
  6490. }
  6491. declare module "babylonjs/Misc/smartArray" {
  6492. /**
  6493. * Defines an array and its length.
  6494. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  6495. */
  6496. export interface ISmartArrayLike<T> {
  6497. /**
  6498. * The data of the array.
  6499. */
  6500. data: Array<T>;
  6501. /**
  6502. * The active length of the array.
  6503. */
  6504. length: number;
  6505. }
  6506. /**
  6507. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  6508. */
  6509. export class SmartArray<T> implements ISmartArrayLike<T> {
  6510. /**
  6511. * The full set of data from the array.
  6512. */
  6513. data: Array<T>;
  6514. /**
  6515. * The active length of the array.
  6516. */
  6517. length: number;
  6518. protected _id: number;
  6519. /**
  6520. * Instantiates a Smart Array.
  6521. * @param capacity defines the default capacity of the array.
  6522. */
  6523. constructor(capacity: number);
  6524. /**
  6525. * Pushes a value at the end of the active data.
  6526. * @param value defines the object to push in the array.
  6527. */
  6528. push(value: T): void;
  6529. /**
  6530. * Iterates over the active data and apply the lambda to them.
  6531. * @param func defines the action to apply on each value.
  6532. */
  6533. forEach(func: (content: T) => void): void;
  6534. /**
  6535. * Sorts the full sets of data.
  6536. * @param compareFn defines the comparison function to apply.
  6537. */
  6538. sort(compareFn: (a: T, b: T) => number): void;
  6539. /**
  6540. * Resets the active data to an empty array.
  6541. */
  6542. reset(): void;
  6543. /**
  6544. * Releases all the data from the array as well as the array.
  6545. */
  6546. dispose(): void;
  6547. /**
  6548. * Concats the active data with a given array.
  6549. * @param array defines the data to concatenate with.
  6550. */
  6551. concat(array: any): void;
  6552. /**
  6553. * Returns the position of a value in the active data.
  6554. * @param value defines the value to find the index for
  6555. * @returns the index if found in the active data otherwise -1
  6556. */
  6557. indexOf(value: T): number;
  6558. /**
  6559. * Returns whether an element is part of the active data.
  6560. * @param value defines the value to look for
  6561. * @returns true if found in the active data otherwise false
  6562. */
  6563. contains(value: T): boolean;
  6564. private static _GlobalId;
  6565. }
  6566. /**
  6567. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  6568. * The data in this array can only be present once
  6569. */
  6570. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  6571. private _duplicateId;
  6572. /**
  6573. * Pushes a value at the end of the active data.
  6574. * THIS DOES NOT PREVENT DUPPLICATE DATA
  6575. * @param value defines the object to push in the array.
  6576. */
  6577. push(value: T): void;
  6578. /**
  6579. * Pushes a value at the end of the active data.
  6580. * If the data is already present, it won t be added again
  6581. * @param value defines the object to push in the array.
  6582. * @returns true if added false if it was already present
  6583. */
  6584. pushNoDuplicate(value: T): boolean;
  6585. /**
  6586. * Resets the active data to an empty array.
  6587. */
  6588. reset(): void;
  6589. /**
  6590. * Concats the active data with a given array.
  6591. * This ensures no dupplicate will be present in the result.
  6592. * @param array defines the data to concatenate with.
  6593. */
  6594. concatWithNoDuplicate(array: any): void;
  6595. }
  6596. }
  6597. declare module "babylonjs/Cameras/cameraInputsManager" {
  6598. import { Nullable } from "babylonjs/types";
  6599. import { Camera } from "babylonjs/Cameras/camera";
  6600. /**
  6601. * @ignore
  6602. * This is a list of all the different input types that are available in the application.
  6603. * Fo instance: ArcRotateCameraGamepadInput...
  6604. */
  6605. export var CameraInputTypes: {};
  6606. /**
  6607. * This is the contract to implement in order to create a new input class.
  6608. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  6609. */
  6610. export interface ICameraInput<TCamera extends Camera> {
  6611. /**
  6612. * Defines the camera the input is attached to.
  6613. */
  6614. camera: Nullable<TCamera>;
  6615. /**
  6616. * Gets the class name of the current intput.
  6617. * @returns the class name
  6618. */
  6619. getClassName(): string;
  6620. /**
  6621. * Get the friendly name associated with the input class.
  6622. * @returns the input friendly name
  6623. */
  6624. getSimpleName(): string;
  6625. /**
  6626. * Attach the input controls to a specific dom element to get the input from.
  6627. * @param element Defines the element the controls should be listened from
  6628. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6629. */
  6630. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  6631. /**
  6632. * Detach the current controls from the specified dom element.
  6633. * @param element Defines the element to stop listening the inputs from
  6634. */
  6635. detachControl(element: Nullable<HTMLElement>): void;
  6636. /**
  6637. * Update the current camera state depending on the inputs that have been used this frame.
  6638. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6639. */
  6640. checkInputs?: () => void;
  6641. }
  6642. /**
  6643. * Represents a map of input types to input instance or input index to input instance.
  6644. */
  6645. export interface CameraInputsMap<TCamera extends Camera> {
  6646. /**
  6647. * Accessor to the input by input type.
  6648. */
  6649. [name: string]: ICameraInput<TCamera>;
  6650. /**
  6651. * Accessor to the input by input index.
  6652. */
  6653. [idx: number]: ICameraInput<TCamera>;
  6654. }
  6655. /**
  6656. * This represents the input manager used within a camera.
  6657. * It helps dealing with all the different kind of input attached to a camera.
  6658. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6659. */
  6660. export class CameraInputsManager<TCamera extends Camera> {
  6661. /**
  6662. * Defines the list of inputs attahed to the camera.
  6663. */
  6664. attached: CameraInputsMap<TCamera>;
  6665. /**
  6666. * Defines the dom element the camera is collecting inputs from.
  6667. * This is null if the controls have not been attached.
  6668. */
  6669. attachedElement: Nullable<HTMLElement>;
  6670. /**
  6671. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6672. */
  6673. noPreventDefault: boolean;
  6674. /**
  6675. * Defined the camera the input manager belongs to.
  6676. */
  6677. camera: TCamera;
  6678. /**
  6679. * Update the current camera state depending on the inputs that have been used this frame.
  6680. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6681. */
  6682. checkInputs: () => void;
  6683. /**
  6684. * Instantiate a new Camera Input Manager.
  6685. * @param camera Defines the camera the input manager blongs to
  6686. */
  6687. constructor(camera: TCamera);
  6688. /**
  6689. * Add an input method to a camera
  6690. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6691. * @param input camera input method
  6692. */
  6693. add(input: ICameraInput<TCamera>): void;
  6694. /**
  6695. * Remove a specific input method from a camera
  6696. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  6697. * @param inputToRemove camera input method
  6698. */
  6699. remove(inputToRemove: ICameraInput<TCamera>): void;
  6700. /**
  6701. * Remove a specific input type from a camera
  6702. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  6703. * @param inputType the type of the input to remove
  6704. */
  6705. removeByType(inputType: string): void;
  6706. private _addCheckInputs;
  6707. /**
  6708. * Attach the input controls to the currently attached dom element to listen the events from.
  6709. * @param input Defines the input to attach
  6710. */
  6711. attachInput(input: ICameraInput<TCamera>): void;
  6712. /**
  6713. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  6714. * @param element Defines the dom element to collect the events from
  6715. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6716. */
  6717. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  6718. /**
  6719. * Detach the current manager inputs controls from a specific dom element.
  6720. * @param element Defines the dom element to collect the events from
  6721. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  6722. */
  6723. detachElement(element: HTMLElement, disconnect?: boolean): void;
  6724. /**
  6725. * Rebuild the dynamic inputCheck function from the current list of
  6726. * defined inputs in the manager.
  6727. */
  6728. rebuildInputCheck(): void;
  6729. /**
  6730. * Remove all attached input methods from a camera
  6731. */
  6732. clear(): void;
  6733. /**
  6734. * Serialize the current input manager attached to a camera.
  6735. * This ensures than once parsed,
  6736. * the input associated to the camera will be identical to the current ones
  6737. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  6738. */
  6739. serialize(serializedCamera: any): void;
  6740. /**
  6741. * Parses an input manager serialized JSON to restore the previous list of inputs
  6742. * and states associated to a camera.
  6743. * @param parsedCamera Defines the JSON to parse
  6744. */
  6745. parse(parsedCamera: any): void;
  6746. }
  6747. }
  6748. declare module "babylonjs/Collisions/intersectionInfo" {
  6749. import { Nullable } from "babylonjs/types";
  6750. /**
  6751. * @hidden
  6752. */
  6753. export class IntersectionInfo {
  6754. bu: Nullable<number>;
  6755. bv: Nullable<number>;
  6756. distance: number;
  6757. faceId: number;
  6758. subMeshId: number;
  6759. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  6760. }
  6761. }
  6762. declare module "babylonjs/Maths/math.plane" {
  6763. import { DeepImmutable } from "babylonjs/types";
  6764. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  6765. /**
  6766. * Represens a plane by the equation ax + by + cz + d = 0
  6767. */
  6768. export class Plane {
  6769. private static _TmpMatrix;
  6770. /**
  6771. * Normal of the plane (a,b,c)
  6772. */
  6773. normal: Vector3;
  6774. /**
  6775. * d component of the plane
  6776. */
  6777. d: number;
  6778. /**
  6779. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  6780. * @param a a component of the plane
  6781. * @param b b component of the plane
  6782. * @param c c component of the plane
  6783. * @param d d component of the plane
  6784. */
  6785. constructor(a: number, b: number, c: number, d: number);
  6786. /**
  6787. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  6788. */
  6789. asArray(): number[];
  6790. /**
  6791. * @returns a new plane copied from the current Plane.
  6792. */
  6793. clone(): Plane;
  6794. /**
  6795. * @returns the string "Plane".
  6796. */
  6797. getClassName(): string;
  6798. /**
  6799. * @returns the Plane hash code.
  6800. */
  6801. getHashCode(): number;
  6802. /**
  6803. * Normalize the current Plane in place.
  6804. * @returns the updated Plane.
  6805. */
  6806. normalize(): Plane;
  6807. /**
  6808. * Applies a transformation the plane and returns the result
  6809. * @param transformation the transformation matrix to be applied to the plane
  6810. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  6811. */
  6812. transform(transformation: DeepImmutable<Matrix>): Plane;
  6813. /**
  6814. * Calcualtte the dot product between the point and the plane normal
  6815. * @param point point to calculate the dot product with
  6816. * @returns the dot product (float) of the point coordinates and the plane normal.
  6817. */
  6818. dotCoordinate(point: DeepImmutable<Vector3>): number;
  6819. /**
  6820. * Updates the current Plane from the plane defined by the three given points.
  6821. * @param point1 one of the points used to contruct the plane
  6822. * @param point2 one of the points used to contruct the plane
  6823. * @param point3 one of the points used to contruct the plane
  6824. * @returns the updated Plane.
  6825. */
  6826. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6827. /**
  6828. * Checks if the plane is facing a given direction
  6829. * @param direction the direction to check if the plane is facing
  6830. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  6831. * @returns True is the vector "direction" is the same side than the plane normal.
  6832. */
  6833. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  6834. /**
  6835. * Calculates the distance to a point
  6836. * @param point point to calculate distance to
  6837. * @returns the signed distance (float) from the given point to the Plane.
  6838. */
  6839. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  6840. /**
  6841. * Creates a plane from an array
  6842. * @param array the array to create a plane from
  6843. * @returns a new Plane from the given array.
  6844. */
  6845. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  6846. /**
  6847. * Creates a plane from three points
  6848. * @param point1 point used to create the plane
  6849. * @param point2 point used to create the plane
  6850. * @param point3 point used to create the plane
  6851. * @returns a new Plane defined by the three given points.
  6852. */
  6853. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6854. /**
  6855. * Creates a plane from an origin point and a normal
  6856. * @param origin origin of the plane to be constructed
  6857. * @param normal normal of the plane to be constructed
  6858. * @returns a new Plane the normal vector to this plane at the given origin point.
  6859. * Note : the vector "normal" is updated because normalized.
  6860. */
  6861. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  6862. /**
  6863. * Calculates the distance from a plane and a point
  6864. * @param origin origin of the plane to be constructed
  6865. * @param normal normal of the plane to be constructed
  6866. * @param point point to calculate distance to
  6867. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  6868. */
  6869. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  6870. }
  6871. }
  6872. declare module "babylonjs/Culling/boundingSphere" {
  6873. import { DeepImmutable } from "babylonjs/types";
  6874. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6875. import { Plane } from "babylonjs/Maths/math.plane";
  6876. /**
  6877. * Class used to store bounding sphere information
  6878. */
  6879. export class BoundingSphere {
  6880. /**
  6881. * Gets the center of the bounding sphere in local space
  6882. */
  6883. readonly center: Vector3;
  6884. /**
  6885. * Radius of the bounding sphere in local space
  6886. */
  6887. radius: number;
  6888. /**
  6889. * Gets the center of the bounding sphere in world space
  6890. */
  6891. readonly centerWorld: Vector3;
  6892. /**
  6893. * Radius of the bounding sphere in world space
  6894. */
  6895. radiusWorld: number;
  6896. /**
  6897. * Gets the minimum vector in local space
  6898. */
  6899. readonly minimum: Vector3;
  6900. /**
  6901. * Gets the maximum vector in local space
  6902. */
  6903. readonly maximum: Vector3;
  6904. private _worldMatrix;
  6905. private static readonly TmpVector3;
  6906. /**
  6907. * Creates a new bounding sphere
  6908. * @param min defines the minimum vector (in local space)
  6909. * @param max defines the maximum vector (in local space)
  6910. * @param worldMatrix defines the new world matrix
  6911. */
  6912. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  6913. /**
  6914. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  6915. * @param min defines the new minimum vector (in local space)
  6916. * @param max defines the new maximum vector (in local space)
  6917. * @param worldMatrix defines the new world matrix
  6918. */
  6919. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  6920. /**
  6921. * Scale the current bounding sphere by applying a scale factor
  6922. * @param factor defines the scale factor to apply
  6923. * @returns the current bounding box
  6924. */
  6925. scale(factor: number): BoundingSphere;
  6926. /**
  6927. * Gets the world matrix of the bounding box
  6928. * @returns a matrix
  6929. */
  6930. getWorldMatrix(): DeepImmutable<Matrix>;
  6931. /** @hidden */
  6932. _update(worldMatrix: DeepImmutable<Matrix>): void;
  6933. /**
  6934. * Tests if the bounding sphere is intersecting the frustum planes
  6935. * @param frustumPlanes defines the frustum planes to test
  6936. * @returns true if there is an intersection
  6937. */
  6938. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6939. /**
  6940. * Tests if the bounding sphere center is in between the frustum planes.
  6941. * Used for optimistic fast inclusion.
  6942. * @param frustumPlanes defines the frustum planes to test
  6943. * @returns true if the sphere center is in between the frustum planes
  6944. */
  6945. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6946. /**
  6947. * Tests if a point is inside the bounding sphere
  6948. * @param point defines the point to test
  6949. * @returns true if the point is inside the bounding sphere
  6950. */
  6951. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  6952. /**
  6953. * Checks if two sphere intersct
  6954. * @param sphere0 sphere 0
  6955. * @param sphere1 sphere 1
  6956. * @returns true if the speres intersect
  6957. */
  6958. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  6959. }
  6960. }
  6961. declare module "babylonjs/Culling/boundingBox" {
  6962. import { DeepImmutable } from "babylonjs/types";
  6963. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6964. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  6965. import { ICullable } from "babylonjs/Culling/boundingInfo";
  6966. import { Plane } from "babylonjs/Maths/math.plane";
  6967. /**
  6968. * Class used to store bounding box information
  6969. */
  6970. export class BoundingBox implements ICullable {
  6971. /**
  6972. * Gets the 8 vectors representing the bounding box in local space
  6973. */
  6974. readonly vectors: Vector3[];
  6975. /**
  6976. * Gets the center of the bounding box in local space
  6977. */
  6978. readonly center: Vector3;
  6979. /**
  6980. * Gets the center of the bounding box in world space
  6981. */
  6982. readonly centerWorld: Vector3;
  6983. /**
  6984. * Gets the extend size in local space
  6985. */
  6986. readonly extendSize: Vector3;
  6987. /**
  6988. * Gets the extend size in world space
  6989. */
  6990. readonly extendSizeWorld: Vector3;
  6991. /**
  6992. * Gets the OBB (object bounding box) directions
  6993. */
  6994. readonly directions: Vector3[];
  6995. /**
  6996. * Gets the 8 vectors representing the bounding box in world space
  6997. */
  6998. readonly vectorsWorld: Vector3[];
  6999. /**
  7000. * Gets the minimum vector in world space
  7001. */
  7002. readonly minimumWorld: Vector3;
  7003. /**
  7004. * Gets the maximum vector in world space
  7005. */
  7006. readonly maximumWorld: Vector3;
  7007. /**
  7008. * Gets the minimum vector in local space
  7009. */
  7010. readonly minimum: Vector3;
  7011. /**
  7012. * Gets the maximum vector in local space
  7013. */
  7014. readonly maximum: Vector3;
  7015. private _worldMatrix;
  7016. private static readonly TmpVector3;
  7017. /**
  7018. * @hidden
  7019. */
  7020. _tag: number;
  7021. /**
  7022. * Creates a new bounding box
  7023. * @param min defines the minimum vector (in local space)
  7024. * @param max defines the maximum vector (in local space)
  7025. * @param worldMatrix defines the new world matrix
  7026. */
  7027. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  7028. /**
  7029. * Recreates the entire bounding box from scratch as if we call the constructor in place
  7030. * @param min defines the new minimum vector (in local space)
  7031. * @param max defines the new maximum vector (in local space)
  7032. * @param worldMatrix defines the new world matrix
  7033. */
  7034. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  7035. /**
  7036. * Scale the current bounding box by applying a scale factor
  7037. * @param factor defines the scale factor to apply
  7038. * @returns the current bounding box
  7039. */
  7040. scale(factor: number): BoundingBox;
  7041. /**
  7042. * Gets the world matrix of the bounding box
  7043. * @returns a matrix
  7044. */
  7045. getWorldMatrix(): DeepImmutable<Matrix>;
  7046. /** @hidden */
  7047. _update(world: DeepImmutable<Matrix>): void;
  7048. /**
  7049. * Tests if the bounding box is intersecting the frustum planes
  7050. * @param frustumPlanes defines the frustum planes to test
  7051. * @returns true if there is an intersection
  7052. */
  7053. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7054. /**
  7055. * Tests if the bounding box is entirely inside the frustum planes
  7056. * @param frustumPlanes defines the frustum planes to test
  7057. * @returns true if there is an inclusion
  7058. */
  7059. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7060. /**
  7061. * Tests if a point is inside the bounding box
  7062. * @param point defines the point to test
  7063. * @returns true if the point is inside the bounding box
  7064. */
  7065. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  7066. /**
  7067. * Tests if the bounding box intersects with a bounding sphere
  7068. * @param sphere defines the sphere to test
  7069. * @returns true if there is an intersection
  7070. */
  7071. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  7072. /**
  7073. * Tests if the bounding box intersects with a box defined by a min and max vectors
  7074. * @param min defines the min vector to use
  7075. * @param max defines the max vector to use
  7076. * @returns true if there is an intersection
  7077. */
  7078. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  7079. /**
  7080. * Tests if two bounding boxes are intersections
  7081. * @param box0 defines the first box to test
  7082. * @param box1 defines the second box to test
  7083. * @returns true if there is an intersection
  7084. */
  7085. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  7086. /**
  7087. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  7088. * @param minPoint defines the minimum vector of the bounding box
  7089. * @param maxPoint defines the maximum vector of the bounding box
  7090. * @param sphereCenter defines the sphere center
  7091. * @param sphereRadius defines the sphere radius
  7092. * @returns true if there is an intersection
  7093. */
  7094. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  7095. /**
  7096. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  7097. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  7098. * @param frustumPlanes defines the frustum planes to test
  7099. * @return true if there is an inclusion
  7100. */
  7101. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7102. /**
  7103. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  7104. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  7105. * @param frustumPlanes defines the frustum planes to test
  7106. * @return true if there is an intersection
  7107. */
  7108. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7109. }
  7110. }
  7111. declare module "babylonjs/Collisions/collider" {
  7112. import { Nullable, IndicesArray } from "babylonjs/types";
  7113. import { Vector3 } from "babylonjs/Maths/math.vector";
  7114. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  7115. import { Plane } from "babylonjs/Maths/math.plane";
  7116. /** @hidden */
  7117. export class Collider {
  7118. /** Define if a collision was found */
  7119. collisionFound: boolean;
  7120. /**
  7121. * Define last intersection point in local space
  7122. */
  7123. intersectionPoint: Vector3;
  7124. /**
  7125. * Define last collided mesh
  7126. */
  7127. collidedMesh: Nullable<AbstractMesh>;
  7128. private _collisionPoint;
  7129. private _planeIntersectionPoint;
  7130. private _tempVector;
  7131. private _tempVector2;
  7132. private _tempVector3;
  7133. private _tempVector4;
  7134. private _edge;
  7135. private _baseToVertex;
  7136. private _destinationPoint;
  7137. private _slidePlaneNormal;
  7138. private _displacementVector;
  7139. /** @hidden */
  7140. _radius: Vector3;
  7141. /** @hidden */
  7142. _retry: number;
  7143. private _velocity;
  7144. private _basePoint;
  7145. private _epsilon;
  7146. /** @hidden */
  7147. _velocityWorldLength: number;
  7148. /** @hidden */
  7149. _basePointWorld: Vector3;
  7150. private _velocityWorld;
  7151. private _normalizedVelocity;
  7152. /** @hidden */
  7153. _initialVelocity: Vector3;
  7154. /** @hidden */
  7155. _initialPosition: Vector3;
  7156. private _nearestDistance;
  7157. private _collisionMask;
  7158. collisionMask: number;
  7159. /**
  7160. * Gets the plane normal used to compute the sliding response (in local space)
  7161. */
  7162. readonly slidePlaneNormal: Vector3;
  7163. /** @hidden */
  7164. _initialize(source: Vector3, dir: Vector3, e: number): void;
  7165. /** @hidden */
  7166. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  7167. /** @hidden */
  7168. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  7169. /** @hidden */
  7170. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  7171. /** @hidden */
  7172. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  7173. /** @hidden */
  7174. _getResponse(pos: Vector3, vel: Vector3): void;
  7175. }
  7176. }
  7177. declare module "babylonjs/Culling/boundingInfo" {
  7178. import { DeepImmutable } from "babylonjs/types";
  7179. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  7180. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  7181. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  7182. import { Plane } from "babylonjs/Maths/math.plane";
  7183. import { Collider } from "babylonjs/Collisions/collider";
  7184. /**
  7185. * Interface for cullable objects
  7186. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  7187. */
  7188. export interface ICullable {
  7189. /**
  7190. * Checks if the object or part of the object is in the frustum
  7191. * @param frustumPlanes Camera near/planes
  7192. * @returns true if the object is in frustum otherwise false
  7193. */
  7194. isInFrustum(frustumPlanes: Plane[]): boolean;
  7195. /**
  7196. * Checks if a cullable object (mesh...) is in the camera frustum
  7197. * Unlike isInFrustum this cheks the full bounding box
  7198. * @param frustumPlanes Camera near/planes
  7199. * @returns true if the object is in frustum otherwise false
  7200. */
  7201. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  7202. }
  7203. /**
  7204. * Info for a bounding data of a mesh
  7205. */
  7206. export class BoundingInfo implements ICullable {
  7207. /**
  7208. * Bounding box for the mesh
  7209. */
  7210. readonly boundingBox: BoundingBox;
  7211. /**
  7212. * Bounding sphere for the mesh
  7213. */
  7214. readonly boundingSphere: BoundingSphere;
  7215. private _isLocked;
  7216. private static readonly TmpVector3;
  7217. /**
  7218. * Constructs bounding info
  7219. * @param minimum min vector of the bounding box/sphere
  7220. * @param maximum max vector of the bounding box/sphere
  7221. * @param worldMatrix defines the new world matrix
  7222. */
  7223. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  7224. /**
  7225. * Recreates the entire bounding info from scratch as if we call the constructor in place
  7226. * @param min defines the new minimum vector (in local space)
  7227. * @param max defines the new maximum vector (in local space)
  7228. * @param worldMatrix defines the new world matrix
  7229. */
  7230. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  7231. /**
  7232. * min vector of the bounding box/sphere
  7233. */
  7234. readonly minimum: Vector3;
  7235. /**
  7236. * max vector of the bounding box/sphere
  7237. */
  7238. readonly maximum: Vector3;
  7239. /**
  7240. * If the info is locked and won't be updated to avoid perf overhead
  7241. */
  7242. isLocked: boolean;
  7243. /**
  7244. * Updates the bounding sphere and box
  7245. * @param world world matrix to be used to update
  7246. */
  7247. update(world: DeepImmutable<Matrix>): void;
  7248. /**
  7249. * Recreate the bounding info to be centered around a specific point given a specific extend.
  7250. * @param center New center of the bounding info
  7251. * @param extend New extend of the bounding info
  7252. * @returns the current bounding info
  7253. */
  7254. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  7255. /**
  7256. * Scale the current bounding info by applying a scale factor
  7257. * @param factor defines the scale factor to apply
  7258. * @returns the current bounding info
  7259. */
  7260. scale(factor: number): BoundingInfo;
  7261. /**
  7262. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  7263. * @param frustumPlanes defines the frustum to test
  7264. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  7265. * @returns true if the bounding info is in the frustum planes
  7266. */
  7267. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  7268. /**
  7269. * Gets the world distance between the min and max points of the bounding box
  7270. */
  7271. readonly diagonalLength: number;
  7272. /**
  7273. * Checks if a cullable object (mesh...) is in the camera frustum
  7274. * Unlike isInFrustum this cheks the full bounding box
  7275. * @param frustumPlanes Camera near/planes
  7276. * @returns true if the object is in frustum otherwise false
  7277. */
  7278. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7279. /** @hidden */
  7280. _checkCollision(collider: Collider): boolean;
  7281. /**
  7282. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  7283. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7284. * @param point the point to check intersection with
  7285. * @returns if the point intersects
  7286. */
  7287. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  7288. /**
  7289. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  7290. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7291. * @param boundingInfo the bounding info to check intersection with
  7292. * @param precise if the intersection should be done using OBB
  7293. * @returns if the bounding info intersects
  7294. */
  7295. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  7296. }
  7297. }
  7298. declare module "babylonjs/Maths/math.functions" {
  7299. import { FloatArray, Nullable, IndicesArray } from "babylonjs/types";
  7300. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  7301. /**
  7302. * Extracts minimum and maximum values from a list of indexed positions
  7303. * @param positions defines the positions to use
  7304. * @param indices defines the indices to the positions
  7305. * @param indexStart defines the start index
  7306. * @param indexCount defines the end index
  7307. * @param bias defines bias value to add to the result
  7308. * @return minimum and maximum values
  7309. */
  7310. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  7311. minimum: Vector3;
  7312. maximum: Vector3;
  7313. };
  7314. /**
  7315. * Extracts minimum and maximum values from a list of positions
  7316. * @param positions defines the positions to use
  7317. * @param start defines the start index in the positions array
  7318. * @param count defines the number of positions to handle
  7319. * @param bias defines bias value to add to the result
  7320. * @param stride defines the stride size to use (distance between two positions in the positions array)
  7321. * @return minimum and maximum values
  7322. */
  7323. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  7324. minimum: Vector3;
  7325. maximum: Vector3;
  7326. };
  7327. }
  7328. declare module "babylonjs/Misc/iInspectable" {
  7329. /**
  7330. * Enum that determines the text-wrapping mode to use.
  7331. */
  7332. export enum InspectableType {
  7333. /**
  7334. * Checkbox for booleans
  7335. */
  7336. Checkbox = 0,
  7337. /**
  7338. * Sliders for numbers
  7339. */
  7340. Slider = 1,
  7341. /**
  7342. * Vector3
  7343. */
  7344. Vector3 = 2,
  7345. /**
  7346. * Quaternions
  7347. */
  7348. Quaternion = 3,
  7349. /**
  7350. * Color3
  7351. */
  7352. Color3 = 4,
  7353. /**
  7354. * String
  7355. */
  7356. String = 5
  7357. }
  7358. /**
  7359. * Interface used to define custom inspectable properties.
  7360. * This interface is used by the inspector to display custom property grids
  7361. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  7362. */
  7363. export interface IInspectable {
  7364. /**
  7365. * Gets the label to display
  7366. */
  7367. label: string;
  7368. /**
  7369. * Gets the name of the property to edit
  7370. */
  7371. propertyName: string;
  7372. /**
  7373. * Gets the type of the editor to use
  7374. */
  7375. type: InspectableType;
  7376. /**
  7377. * Gets the minimum value of the property when using in "slider" mode
  7378. */
  7379. min?: number;
  7380. /**
  7381. * Gets the maximum value of the property when using in "slider" mode
  7382. */
  7383. max?: number;
  7384. /**
  7385. * Gets the setp to use when using in "slider" mode
  7386. */
  7387. step?: number;
  7388. }
  7389. }
  7390. declare module "babylonjs/Misc/timingTools" {
  7391. /**
  7392. * Class used to provide helper for timing
  7393. */
  7394. export class TimingTools {
  7395. /**
  7396. * Polyfill for setImmediate
  7397. * @param action defines the action to execute after the current execution block
  7398. */
  7399. static SetImmediate(action: () => void): void;
  7400. }
  7401. }
  7402. declare module "babylonjs/Misc/instantiationTools" {
  7403. /**
  7404. * Class used to enable instatition of objects by class name
  7405. */
  7406. export class InstantiationTools {
  7407. /**
  7408. * Use this object to register external classes like custom textures or material
  7409. * to allow the laoders to instantiate them
  7410. */
  7411. static RegisteredExternalClasses: {
  7412. [key: string]: Object;
  7413. };
  7414. /**
  7415. * Tries to instantiate a new object from a given class name
  7416. * @param className defines the class name to instantiate
  7417. * @returns the new object or null if the system was not able to do the instantiation
  7418. */
  7419. static Instantiate(className: string): any;
  7420. }
  7421. }
  7422. declare module "babylonjs/Materials/Textures/internalTextureLoader" {
  7423. import { Nullable } from "babylonjs/types";
  7424. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  7425. /**
  7426. * This represents the required contract to create a new type of texture loader.
  7427. */
  7428. export interface IInternalTextureLoader {
  7429. /**
  7430. * Defines wether the loader supports cascade loading the different faces.
  7431. */
  7432. supportCascades: boolean;
  7433. /**
  7434. * This returns if the loader support the current file information.
  7435. * @param extension defines the file extension of the file being loaded
  7436. * @param textureFormatInUse defines the current compressed format in use iun the engine
  7437. * @param fallback defines the fallback internal texture if any
  7438. * @param isBase64 defines whether the texture is encoded as a base64
  7439. * @param isBuffer defines whether the texture data are stored as a buffer
  7440. * @returns true if the loader can load the specified file
  7441. */
  7442. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  7443. /**
  7444. * Transform the url before loading if required.
  7445. * @param rootUrl the url of the texture
  7446. * @param textureFormatInUse defines the current compressed format in use iun the engine
  7447. * @returns the transformed texture
  7448. */
  7449. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  7450. /**
  7451. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  7452. * @param rootUrl the url of the texture
  7453. * @param textureFormatInUse defines the current compressed format in use iun the engine
  7454. * @returns the fallback texture
  7455. */
  7456. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  7457. /**
  7458. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  7459. * @param data contains the texture data
  7460. * @param texture defines the BabylonJS internal texture
  7461. * @param createPolynomials will be true if polynomials have been requested
  7462. * @param onLoad defines the callback to trigger once the texture is ready
  7463. * @param onError defines the callback to trigger in case of error
  7464. */
  7465. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  7466. /**
  7467. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  7468. * @param data contains the texture data
  7469. * @param texture defines the BabylonJS internal texture
  7470. * @param callback defines the method to call once ready to upload
  7471. */
  7472. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  7473. }
  7474. }
  7475. declare module "babylonjs/Engines/Extensions/engine.cubeTexture" {
  7476. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  7477. import { Nullable } from "babylonjs/types";
  7478. import { Scene } from "babylonjs/scene";
  7479. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  7480. module "babylonjs/Engines/engine" {
  7481. interface Engine {
  7482. /**
  7483. * Creates a depth stencil cube texture.
  7484. * This is only available in WebGL 2.
  7485. * @param size The size of face edge in the cube texture.
  7486. * @param options The options defining the cube texture.
  7487. * @returns The cube texture
  7488. */
  7489. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  7490. /**
  7491. * Creates a cube texture
  7492. * @param rootUrl defines the url where the files to load is located
  7493. * @param scene defines the current scene
  7494. * @param files defines the list of files to load (1 per face)
  7495. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7496. * @param onLoad defines an optional callback raised when the texture is loaded
  7497. * @param onError defines an optional callback raised if there is an issue to load the texture
  7498. * @param format defines the format of the data
  7499. * @param forcedExtension defines the extension to use to pick the right loader
  7500. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7501. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7502. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7503. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  7504. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  7505. * @returns the cube texture as an InternalTexture
  7506. */
  7507. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean | undefined, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number, fallback: Nullable<InternalTexture>, excludeLoaders: Array<IInternalTextureLoader>): InternalTexture;
  7508. /**
  7509. * Creates a cube texture
  7510. * @param rootUrl defines the url where the files to load is located
  7511. * @param scene defines the current scene
  7512. * @param files defines the list of files to load (1 per face)
  7513. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7514. * @param onLoad defines an optional callback raised when the texture is loaded
  7515. * @param onError defines an optional callback raised if there is an issue to load the texture
  7516. * @param format defines the format of the data
  7517. * @param forcedExtension defines the extension to use to pick the right loader
  7518. * @returns the cube texture as an InternalTexture
  7519. */
  7520. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any): InternalTexture;
  7521. /**
  7522. * Creates a cube texture
  7523. * @param rootUrl defines the url where the files to load is located
  7524. * @param scene defines the current scene
  7525. * @param files defines the list of files to load (1 per face)
  7526. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7527. * @param onLoad defines an optional callback raised when the texture is loaded
  7528. * @param onError defines an optional callback raised if there is an issue to load the texture
  7529. * @param format defines the format of the data
  7530. * @param forcedExtension defines the extension to use to pick the right loader
  7531. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7532. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7533. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7534. * @returns the cube texture as an InternalTexture
  7535. */
  7536. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number): InternalTexture;
  7537. /** @hidden */
  7538. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  7539. /** @hidden */
  7540. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  7541. /** @hidden */
  7542. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  7543. /** @hidden */
  7544. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  7545. }
  7546. }
  7547. }
  7548. declare module "babylonjs/Materials/Textures/cubeTexture" {
  7549. import { Nullable } from "babylonjs/types";
  7550. import { Scene } from "babylonjs/scene";
  7551. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  7552. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  7553. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  7554. /**
  7555. * Class for creating a cube texture
  7556. */
  7557. export class CubeTexture extends BaseTexture {
  7558. private _delayedOnLoad;
  7559. /**
  7560. * The url of the texture
  7561. */
  7562. url: string;
  7563. /**
  7564. * Gets or sets the center of the bounding box associated with the cube texture.
  7565. * It must define where the camera used to render the texture was set
  7566. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7567. */
  7568. boundingBoxPosition: Vector3;
  7569. private _boundingBoxSize;
  7570. /**
  7571. * Gets or sets the size of the bounding box associated with the cube texture
  7572. * When defined, the cubemap will switch to local mode
  7573. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  7574. * @example https://www.babylonjs-playground.com/#RNASML
  7575. */
  7576. /**
  7577. * Returns the bounding box size
  7578. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7579. */
  7580. boundingBoxSize: Vector3;
  7581. protected _rotationY: number;
  7582. /**
  7583. * Sets texture matrix rotation angle around Y axis in radians.
  7584. */
  7585. /**
  7586. * Gets texture matrix rotation angle around Y axis radians.
  7587. */
  7588. rotationY: number;
  7589. /**
  7590. * Are mip maps generated for this texture or not.
  7591. */
  7592. readonly noMipmap: boolean;
  7593. private _noMipmap;
  7594. private _files;
  7595. private _extensions;
  7596. private _textureMatrix;
  7597. private _format;
  7598. private _createPolynomials;
  7599. /** @hidden */
  7600. _prefiltered: boolean;
  7601. /**
  7602. * Creates a cube texture from an array of image urls
  7603. * @param files defines an array of image urls
  7604. * @param scene defines the hosting scene
  7605. * @param noMipmap specifies if mip maps are not used
  7606. * @returns a cube texture
  7607. */
  7608. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  7609. /**
  7610. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  7611. * @param url defines the url of the prefiltered texture
  7612. * @param scene defines the scene the texture is attached to
  7613. * @param forcedExtension defines the extension of the file if different from the url
  7614. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7615. * @return the prefiltered texture
  7616. */
  7617. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  7618. /**
  7619. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  7620. * as prefiltered data.
  7621. * @param rootUrl defines the url of the texture or the root name of the six images
  7622. * @param scene defines the scene the texture is attached to
  7623. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  7624. * @param noMipmap defines if mipmaps should be created or not
  7625. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  7626. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  7627. * @param onError defines a callback triggered in case of error during load
  7628. * @param format defines the internal format to use for the texture once loaded
  7629. * @param prefiltered defines whether or not the texture is created from prefiltered data
  7630. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  7631. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7632. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7633. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7634. * @return the cube texture
  7635. */
  7636. constructor(rootUrl: string, scene: Scene, extensions?: Nullable<string[]>, noMipmap?: boolean, files?: Nullable<string[]>, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, prefiltered?: boolean, forcedExtension?: any, createPolynomials?: boolean, lodScale?: number, lodOffset?: number);
  7637. /**
  7638. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  7639. */
  7640. readonly isPrefiltered: boolean;
  7641. /**
  7642. * Get the current class name of the texture useful for serialization or dynamic coding.
  7643. * @returns "CubeTexture"
  7644. */
  7645. getClassName(): string;
  7646. /**
  7647. * Update the url (and optional buffer) of this texture if url was null during construction.
  7648. * @param url the url of the texture
  7649. * @param forcedExtension defines the extension to use
  7650. * @param onLoad callback called when the texture is loaded (defaults to null)
  7651. */
  7652. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  7653. /**
  7654. * Delays loading of the cube texture
  7655. * @param forcedExtension defines the extension to use
  7656. */
  7657. delayLoad(forcedExtension?: string): void;
  7658. /**
  7659. * Returns the reflection texture matrix
  7660. * @returns the reflection texture matrix
  7661. */
  7662. getReflectionTextureMatrix(): Matrix;
  7663. /**
  7664. * Sets the reflection texture matrix
  7665. * @param value Reflection texture matrix
  7666. */
  7667. setReflectionTextureMatrix(value: Matrix): void;
  7668. /**
  7669. * Parses text to create a cube texture
  7670. * @param parsedTexture define the serialized text to read from
  7671. * @param scene defines the hosting scene
  7672. * @param rootUrl defines the root url of the cube texture
  7673. * @returns a cube texture
  7674. */
  7675. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  7676. /**
  7677. * Makes a clone, or deep copy, of the cube texture
  7678. * @returns a new cube texture
  7679. */
  7680. clone(): CubeTexture;
  7681. }
  7682. }
  7683. declare module "babylonjs/Materials/materialDefines" {
  7684. /**
  7685. * Manages the defines for the Material
  7686. */
  7687. export class MaterialDefines {
  7688. /** @hidden */
  7689. protected _keys: string[];
  7690. private _isDirty;
  7691. /** @hidden */
  7692. _renderId: number;
  7693. /** @hidden */
  7694. _areLightsDirty: boolean;
  7695. /** @hidden */
  7696. _areLightsDisposed: boolean;
  7697. /** @hidden */
  7698. _areAttributesDirty: boolean;
  7699. /** @hidden */
  7700. _areTexturesDirty: boolean;
  7701. /** @hidden */
  7702. _areFresnelDirty: boolean;
  7703. /** @hidden */
  7704. _areMiscDirty: boolean;
  7705. /** @hidden */
  7706. _areImageProcessingDirty: boolean;
  7707. /** @hidden */
  7708. _normals: boolean;
  7709. /** @hidden */
  7710. _uvs: boolean;
  7711. /** @hidden */
  7712. _needNormals: boolean;
  7713. /** @hidden */
  7714. _needUVs: boolean;
  7715. [id: string]: any;
  7716. /**
  7717. * Specifies if the material needs to be re-calculated
  7718. */
  7719. readonly isDirty: boolean;
  7720. /**
  7721. * Marks the material to indicate that it has been re-calculated
  7722. */
  7723. markAsProcessed(): void;
  7724. /**
  7725. * Marks the material to indicate that it needs to be re-calculated
  7726. */
  7727. markAsUnprocessed(): void;
  7728. /**
  7729. * Marks the material to indicate all of its defines need to be re-calculated
  7730. */
  7731. markAllAsDirty(): void;
  7732. /**
  7733. * Marks the material to indicate that image processing needs to be re-calculated
  7734. */
  7735. markAsImageProcessingDirty(): void;
  7736. /**
  7737. * Marks the material to indicate the lights need to be re-calculated
  7738. * @param disposed Defines whether the light is dirty due to dispose or not
  7739. */
  7740. markAsLightDirty(disposed?: boolean): void;
  7741. /**
  7742. * Marks the attribute state as changed
  7743. */
  7744. markAsAttributesDirty(): void;
  7745. /**
  7746. * Marks the texture state as changed
  7747. */
  7748. markAsTexturesDirty(): void;
  7749. /**
  7750. * Marks the fresnel state as changed
  7751. */
  7752. markAsFresnelDirty(): void;
  7753. /**
  7754. * Marks the misc state as changed
  7755. */
  7756. markAsMiscDirty(): void;
  7757. /**
  7758. * Rebuilds the material defines
  7759. */
  7760. rebuild(): void;
  7761. /**
  7762. * Specifies if two material defines are equal
  7763. * @param other - A material define instance to compare to
  7764. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  7765. */
  7766. isEqual(other: MaterialDefines): boolean;
  7767. /**
  7768. * Clones this instance's defines to another instance
  7769. * @param other - material defines to clone values to
  7770. */
  7771. cloneTo(other: MaterialDefines): void;
  7772. /**
  7773. * Resets the material define values
  7774. */
  7775. reset(): void;
  7776. /**
  7777. * Converts the material define values to a string
  7778. * @returns - String of material define information
  7779. */
  7780. toString(): string;
  7781. }
  7782. }
  7783. declare module "babylonjs/Materials/colorCurves" {
  7784. import { Effect } from "babylonjs/Materials/effect";
  7785. /**
  7786. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  7787. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  7788. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  7789. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  7790. */
  7791. export class ColorCurves {
  7792. private _dirty;
  7793. private _tempColor;
  7794. private _globalCurve;
  7795. private _highlightsCurve;
  7796. private _midtonesCurve;
  7797. private _shadowsCurve;
  7798. private _positiveCurve;
  7799. private _negativeCurve;
  7800. private _globalHue;
  7801. private _globalDensity;
  7802. private _globalSaturation;
  7803. private _globalExposure;
  7804. /**
  7805. * Gets the global Hue value.
  7806. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7807. */
  7808. /**
  7809. * Sets the global Hue value.
  7810. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7811. */
  7812. globalHue: number;
  7813. /**
  7814. * Gets the global Density value.
  7815. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7816. * Values less than zero provide a filter of opposite hue.
  7817. */
  7818. /**
  7819. * Sets the global Density value.
  7820. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7821. * Values less than zero provide a filter of opposite hue.
  7822. */
  7823. globalDensity: number;
  7824. /**
  7825. * Gets the global Saturation value.
  7826. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7827. */
  7828. /**
  7829. * Sets the global Saturation value.
  7830. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7831. */
  7832. globalSaturation: number;
  7833. /**
  7834. * Gets the global Exposure value.
  7835. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7836. */
  7837. /**
  7838. * Sets the global Exposure value.
  7839. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7840. */
  7841. globalExposure: number;
  7842. private _highlightsHue;
  7843. private _highlightsDensity;
  7844. private _highlightsSaturation;
  7845. private _highlightsExposure;
  7846. /**
  7847. * Gets the highlights Hue value.
  7848. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7849. */
  7850. /**
  7851. * Sets the highlights Hue value.
  7852. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7853. */
  7854. highlightsHue: number;
  7855. /**
  7856. * Gets the highlights Density value.
  7857. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7858. * Values less than zero provide a filter of opposite hue.
  7859. */
  7860. /**
  7861. * Sets the highlights Density value.
  7862. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7863. * Values less than zero provide a filter of opposite hue.
  7864. */
  7865. highlightsDensity: number;
  7866. /**
  7867. * Gets the highlights Saturation value.
  7868. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7869. */
  7870. /**
  7871. * Sets the highlights Saturation value.
  7872. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7873. */
  7874. highlightsSaturation: number;
  7875. /**
  7876. * Gets the highlights Exposure value.
  7877. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7878. */
  7879. /**
  7880. * Sets the highlights Exposure value.
  7881. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7882. */
  7883. highlightsExposure: number;
  7884. private _midtonesHue;
  7885. private _midtonesDensity;
  7886. private _midtonesSaturation;
  7887. private _midtonesExposure;
  7888. /**
  7889. * Gets the midtones Hue value.
  7890. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7891. */
  7892. /**
  7893. * Sets the midtones Hue value.
  7894. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7895. */
  7896. midtonesHue: number;
  7897. /**
  7898. * Gets the midtones Density value.
  7899. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7900. * Values less than zero provide a filter of opposite hue.
  7901. */
  7902. /**
  7903. * Sets the midtones Density value.
  7904. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7905. * Values less than zero provide a filter of opposite hue.
  7906. */
  7907. midtonesDensity: number;
  7908. /**
  7909. * Gets the midtones Saturation value.
  7910. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7911. */
  7912. /**
  7913. * Sets the midtones Saturation value.
  7914. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7915. */
  7916. midtonesSaturation: number;
  7917. /**
  7918. * Gets the midtones Exposure value.
  7919. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7920. */
  7921. /**
  7922. * Sets the midtones Exposure value.
  7923. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7924. */
  7925. midtonesExposure: number;
  7926. private _shadowsHue;
  7927. private _shadowsDensity;
  7928. private _shadowsSaturation;
  7929. private _shadowsExposure;
  7930. /**
  7931. * Gets the shadows Hue value.
  7932. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7933. */
  7934. /**
  7935. * Sets the shadows Hue value.
  7936. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7937. */
  7938. shadowsHue: number;
  7939. /**
  7940. * Gets the shadows Density value.
  7941. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7942. * Values less than zero provide a filter of opposite hue.
  7943. */
  7944. /**
  7945. * Sets the shadows Density value.
  7946. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7947. * Values less than zero provide a filter of opposite hue.
  7948. */
  7949. shadowsDensity: number;
  7950. /**
  7951. * Gets the shadows Saturation value.
  7952. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7953. */
  7954. /**
  7955. * Sets the shadows Saturation value.
  7956. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7957. */
  7958. shadowsSaturation: number;
  7959. /**
  7960. * Gets the shadows Exposure value.
  7961. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7962. */
  7963. /**
  7964. * Sets the shadows Exposure value.
  7965. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7966. */
  7967. shadowsExposure: number;
  7968. /**
  7969. * Returns the class name
  7970. * @returns The class name
  7971. */
  7972. getClassName(): string;
  7973. /**
  7974. * Binds the color curves to the shader.
  7975. * @param colorCurves The color curve to bind
  7976. * @param effect The effect to bind to
  7977. * @param positiveUniform The positive uniform shader parameter
  7978. * @param neutralUniform The neutral uniform shader parameter
  7979. * @param negativeUniform The negative uniform shader parameter
  7980. */
  7981. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  7982. /**
  7983. * Prepare the list of uniforms associated with the ColorCurves effects.
  7984. * @param uniformsList The list of uniforms used in the effect
  7985. */
  7986. static PrepareUniforms(uniformsList: string[]): void;
  7987. /**
  7988. * Returns color grading data based on a hue, density, saturation and exposure value.
  7989. * @param filterHue The hue of the color filter.
  7990. * @param filterDensity The density of the color filter.
  7991. * @param saturation The saturation.
  7992. * @param exposure The exposure.
  7993. * @param result The result data container.
  7994. */
  7995. private getColorGradingDataToRef;
  7996. /**
  7997. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  7998. * @param value The input slider value in range [-100,100].
  7999. * @returns Adjusted value.
  8000. */
  8001. private static applyColorGradingSliderNonlinear;
  8002. /**
  8003. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  8004. * @param hue The hue (H) input.
  8005. * @param saturation The saturation (S) input.
  8006. * @param brightness The brightness (B) input.
  8007. * @result An RGBA color represented as Vector4.
  8008. */
  8009. private static fromHSBToRef;
  8010. /**
  8011. * Returns a value clamped between min and max
  8012. * @param value The value to clamp
  8013. * @param min The minimum of value
  8014. * @param max The maximum of value
  8015. * @returns The clamped value.
  8016. */
  8017. private static clamp;
  8018. /**
  8019. * Clones the current color curve instance.
  8020. * @return The cloned curves
  8021. */
  8022. clone(): ColorCurves;
  8023. /**
  8024. * Serializes the current color curve instance to a json representation.
  8025. * @return a JSON representation
  8026. */
  8027. serialize(): any;
  8028. /**
  8029. * Parses the color curve from a json representation.
  8030. * @param source the JSON source to parse
  8031. * @return The parsed curves
  8032. */
  8033. static Parse(source: any): ColorCurves;
  8034. }
  8035. }
  8036. declare module "babylonjs/Materials/imageProcessingConfiguration" {
  8037. import { Observable } from "babylonjs/Misc/observable";
  8038. import { Nullable } from "babylonjs/types";
  8039. import { Color4 } from "babylonjs/Maths/math.color";
  8040. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  8041. import { Effect } from "babylonjs/Materials/effect";
  8042. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  8043. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  8044. /**
  8045. * Interface to follow in your material defines to integrate easily the
  8046. * Image proccessing functions.
  8047. * @hidden
  8048. */
  8049. export interface IImageProcessingConfigurationDefines {
  8050. IMAGEPROCESSING: boolean;
  8051. VIGNETTE: boolean;
  8052. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8053. VIGNETTEBLENDMODEOPAQUE: boolean;
  8054. TONEMAPPING: boolean;
  8055. TONEMAPPING_ACES: boolean;
  8056. CONTRAST: boolean;
  8057. EXPOSURE: boolean;
  8058. COLORCURVES: boolean;
  8059. COLORGRADING: boolean;
  8060. COLORGRADING3D: boolean;
  8061. SAMPLER3DGREENDEPTH: boolean;
  8062. SAMPLER3DBGRMAP: boolean;
  8063. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8064. }
  8065. /**
  8066. * @hidden
  8067. */
  8068. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  8069. IMAGEPROCESSING: boolean;
  8070. VIGNETTE: boolean;
  8071. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8072. VIGNETTEBLENDMODEOPAQUE: boolean;
  8073. TONEMAPPING: boolean;
  8074. TONEMAPPING_ACES: boolean;
  8075. CONTRAST: boolean;
  8076. COLORCURVES: boolean;
  8077. COLORGRADING: boolean;
  8078. COLORGRADING3D: boolean;
  8079. SAMPLER3DGREENDEPTH: boolean;
  8080. SAMPLER3DBGRMAP: boolean;
  8081. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8082. EXPOSURE: boolean;
  8083. constructor();
  8084. }
  8085. /**
  8086. * This groups together the common properties used for image processing either in direct forward pass
  8087. * or through post processing effect depending on the use of the image processing pipeline in your scene
  8088. * or not.
  8089. */
  8090. export class ImageProcessingConfiguration {
  8091. /**
  8092. * Default tone mapping applied in BabylonJS.
  8093. */
  8094. static readonly TONEMAPPING_STANDARD: number;
  8095. /**
  8096. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  8097. * to other engines rendering to increase portability.
  8098. */
  8099. static readonly TONEMAPPING_ACES: number;
  8100. /**
  8101. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  8102. */
  8103. colorCurves: Nullable<ColorCurves>;
  8104. private _colorCurvesEnabled;
  8105. /**
  8106. * Gets wether the color curves effect is enabled.
  8107. */
  8108. /**
  8109. * Sets wether the color curves effect is enabled.
  8110. */
  8111. colorCurvesEnabled: boolean;
  8112. private _colorGradingTexture;
  8113. /**
  8114. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8115. */
  8116. /**
  8117. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8118. */
  8119. colorGradingTexture: Nullable<BaseTexture>;
  8120. private _colorGradingEnabled;
  8121. /**
  8122. * Gets wether the color grading effect is enabled.
  8123. */
  8124. /**
  8125. * Sets wether the color grading effect is enabled.
  8126. */
  8127. colorGradingEnabled: boolean;
  8128. private _colorGradingWithGreenDepth;
  8129. /**
  8130. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  8131. */
  8132. /**
  8133. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  8134. */
  8135. colorGradingWithGreenDepth: boolean;
  8136. private _colorGradingBGR;
  8137. /**
  8138. * Gets wether the color grading texture contains BGR values.
  8139. */
  8140. /**
  8141. * Sets wether the color grading texture contains BGR values.
  8142. */
  8143. colorGradingBGR: boolean;
  8144. /** @hidden */
  8145. _exposure: number;
  8146. /**
  8147. * Gets the Exposure used in the effect.
  8148. */
  8149. /**
  8150. * Sets the Exposure used in the effect.
  8151. */
  8152. exposure: number;
  8153. private _toneMappingEnabled;
  8154. /**
  8155. * Gets wether the tone mapping effect is enabled.
  8156. */
  8157. /**
  8158. * Sets wether the tone mapping effect is enabled.
  8159. */
  8160. toneMappingEnabled: boolean;
  8161. private _toneMappingType;
  8162. /**
  8163. * Gets the type of tone mapping effect.
  8164. */
  8165. /**
  8166. * Sets the type of tone mapping effect used in BabylonJS.
  8167. */
  8168. toneMappingType: number;
  8169. protected _contrast: number;
  8170. /**
  8171. * Gets the contrast used in the effect.
  8172. */
  8173. /**
  8174. * Sets the contrast used in the effect.
  8175. */
  8176. contrast: number;
  8177. /**
  8178. * Vignette stretch size.
  8179. */
  8180. vignetteStretch: number;
  8181. /**
  8182. * Vignette centre X Offset.
  8183. */
  8184. vignetteCentreX: number;
  8185. /**
  8186. * Vignette centre Y Offset.
  8187. */
  8188. vignetteCentreY: number;
  8189. /**
  8190. * Vignette weight or intensity of the vignette effect.
  8191. */
  8192. vignetteWeight: number;
  8193. /**
  8194. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  8195. * if vignetteEnabled is set to true.
  8196. */
  8197. vignetteColor: Color4;
  8198. /**
  8199. * Camera field of view used by the Vignette effect.
  8200. */
  8201. vignetteCameraFov: number;
  8202. private _vignetteBlendMode;
  8203. /**
  8204. * Gets the vignette blend mode allowing different kind of effect.
  8205. */
  8206. /**
  8207. * Sets the vignette blend mode allowing different kind of effect.
  8208. */
  8209. vignetteBlendMode: number;
  8210. private _vignetteEnabled;
  8211. /**
  8212. * Gets wether the vignette effect is enabled.
  8213. */
  8214. /**
  8215. * Sets wether the vignette effect is enabled.
  8216. */
  8217. vignetteEnabled: boolean;
  8218. private _applyByPostProcess;
  8219. /**
  8220. * Gets wether the image processing is applied through a post process or not.
  8221. */
  8222. /**
  8223. * Sets wether the image processing is applied through a post process or not.
  8224. */
  8225. applyByPostProcess: boolean;
  8226. private _isEnabled;
  8227. /**
  8228. * Gets wether the image processing is enabled or not.
  8229. */
  8230. /**
  8231. * Sets wether the image processing is enabled or not.
  8232. */
  8233. isEnabled: boolean;
  8234. /**
  8235. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  8236. */
  8237. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  8238. /**
  8239. * Method called each time the image processing information changes requires to recompile the effect.
  8240. */
  8241. protected _updateParameters(): void;
  8242. /**
  8243. * Gets the current class name.
  8244. * @return "ImageProcessingConfiguration"
  8245. */
  8246. getClassName(): string;
  8247. /**
  8248. * Prepare the list of uniforms associated with the Image Processing effects.
  8249. * @param uniforms The list of uniforms used in the effect
  8250. * @param defines the list of defines currently in use
  8251. */
  8252. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  8253. /**
  8254. * Prepare the list of samplers associated with the Image Processing effects.
  8255. * @param samplersList The list of uniforms used in the effect
  8256. * @param defines the list of defines currently in use
  8257. */
  8258. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  8259. /**
  8260. * Prepare the list of defines associated to the shader.
  8261. * @param defines the list of defines to complete
  8262. * @param forPostProcess Define if we are currently in post process mode or not
  8263. */
  8264. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  8265. /**
  8266. * Returns true if all the image processing information are ready.
  8267. * @returns True if ready, otherwise, false
  8268. */
  8269. isReady(): boolean;
  8270. /**
  8271. * Binds the image processing to the shader.
  8272. * @param effect The effect to bind to
  8273. * @param aspectRatio Define the current aspect ratio of the effect
  8274. */
  8275. bind(effect: Effect, aspectRatio?: number): void;
  8276. /**
  8277. * Clones the current image processing instance.
  8278. * @return The cloned image processing
  8279. */
  8280. clone(): ImageProcessingConfiguration;
  8281. /**
  8282. * Serializes the current image processing instance to a json representation.
  8283. * @return a JSON representation
  8284. */
  8285. serialize(): any;
  8286. /**
  8287. * Parses the image processing from a json representation.
  8288. * @param source the JSON source to parse
  8289. * @return The parsed image processing
  8290. */
  8291. static Parse(source: any): ImageProcessingConfiguration;
  8292. private static _VIGNETTEMODE_MULTIPLY;
  8293. private static _VIGNETTEMODE_OPAQUE;
  8294. /**
  8295. * Used to apply the vignette as a mix with the pixel color.
  8296. */
  8297. static readonly VIGNETTEMODE_MULTIPLY: number;
  8298. /**
  8299. * Used to apply the vignette as a replacement of the pixel color.
  8300. */
  8301. static readonly VIGNETTEMODE_OPAQUE: number;
  8302. }
  8303. }
  8304. declare module "babylonjs/Shaders/postprocess.vertex" {
  8305. /** @hidden */
  8306. export var postprocessVertexShader: {
  8307. name: string;
  8308. shader: string;
  8309. };
  8310. }
  8311. declare module "babylonjs/Maths/math.axis" {
  8312. import { Vector3 } from "babylonjs/Maths/math.vector";
  8313. /** Defines supported spaces */
  8314. export enum Space {
  8315. /** Local (object) space */
  8316. LOCAL = 0,
  8317. /** World space */
  8318. WORLD = 1,
  8319. /** Bone space */
  8320. BONE = 2
  8321. }
  8322. /** Defines the 3 main axes */
  8323. export class Axis {
  8324. /** X axis */
  8325. static X: Vector3;
  8326. /** Y axis */
  8327. static Y: Vector3;
  8328. /** Z axis */
  8329. static Z: Vector3;
  8330. }
  8331. }
  8332. declare module "babylonjs/Cameras/targetCamera" {
  8333. import { Nullable } from "babylonjs/types";
  8334. import { Camera } from "babylonjs/Cameras/camera";
  8335. import { Scene } from "babylonjs/scene";
  8336. import { Quaternion, Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  8337. /**
  8338. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  8339. * This is the base of the follow, arc rotate cameras and Free camera
  8340. * @see http://doc.babylonjs.com/features/cameras
  8341. */
  8342. export class TargetCamera extends Camera {
  8343. private static _RigCamTransformMatrix;
  8344. private static _TargetTransformMatrix;
  8345. private static _TargetFocalPoint;
  8346. /**
  8347. * Define the current direction the camera is moving to
  8348. */
  8349. cameraDirection: Vector3;
  8350. /**
  8351. * Define the current rotation the camera is rotating to
  8352. */
  8353. cameraRotation: Vector2;
  8354. /**
  8355. * When set, the up vector of the camera will be updated by the rotation of the camera
  8356. */
  8357. updateUpVectorFromRotation: boolean;
  8358. private _tmpQuaternion;
  8359. /**
  8360. * Define the current rotation of the camera
  8361. */
  8362. rotation: Vector3;
  8363. /**
  8364. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  8365. */
  8366. rotationQuaternion: Quaternion;
  8367. /**
  8368. * Define the current speed of the camera
  8369. */
  8370. speed: number;
  8371. /**
  8372. * Add cconstraint to the camera to prevent it to move freely in all directions and
  8373. * around all axis.
  8374. */
  8375. noRotationConstraint: boolean;
  8376. /**
  8377. * Define the current target of the camera as an object or a position.
  8378. */
  8379. lockedTarget: any;
  8380. /** @hidden */
  8381. _currentTarget: Vector3;
  8382. /** @hidden */
  8383. _initialFocalDistance: number;
  8384. /** @hidden */
  8385. _viewMatrix: Matrix;
  8386. /** @hidden */
  8387. _camMatrix: Matrix;
  8388. /** @hidden */
  8389. _cameraTransformMatrix: Matrix;
  8390. /** @hidden */
  8391. _cameraRotationMatrix: Matrix;
  8392. /** @hidden */
  8393. _referencePoint: Vector3;
  8394. /** @hidden */
  8395. _transformedReferencePoint: Vector3;
  8396. protected _globalCurrentTarget: Vector3;
  8397. protected _globalCurrentUpVector: Vector3;
  8398. /** @hidden */
  8399. _reset: () => void;
  8400. private _defaultUp;
  8401. /**
  8402. * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.
  8403. * This is the base of the follow, arc rotate cameras and Free camera
  8404. * @see http://doc.babylonjs.com/features/cameras
  8405. * @param name Defines the name of the camera in the scene
  8406. * @param position Defines the start position of the camera in the scene
  8407. * @param scene Defines the scene the camera belongs to
  8408. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  8409. */
  8410. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  8411. /**
  8412. * Gets the position in front of the camera at a given distance.
  8413. * @param distance The distance from the camera we want the position to be
  8414. * @returns the position
  8415. */
  8416. getFrontPosition(distance: number): Vector3;
  8417. /** @hidden */
  8418. _getLockedTargetPosition(): Nullable<Vector3>;
  8419. private _storedPosition;
  8420. private _storedRotation;
  8421. private _storedRotationQuaternion;
  8422. /**
  8423. * Store current camera state of the camera (fov, position, rotation, etc..)
  8424. * @returns the camera
  8425. */
  8426. storeState(): Camera;
  8427. /**
  8428. * Restored camera state. You must call storeState() first
  8429. * @returns whether it was successful or not
  8430. * @hidden
  8431. */
  8432. _restoreStateValues(): boolean;
  8433. /** @hidden */
  8434. _initCache(): void;
  8435. /** @hidden */
  8436. _updateCache(ignoreParentClass?: boolean): void;
  8437. /** @hidden */
  8438. _isSynchronizedViewMatrix(): boolean;
  8439. /** @hidden */
  8440. _computeLocalCameraSpeed(): number;
  8441. /**
  8442. * Defines the target the camera should look at.
  8443. * @param target Defines the new target as a Vector or a mesh
  8444. */
  8445. setTarget(target: Vector3): void;
  8446. /**
  8447. * Return the current target position of the camera. This value is expressed in local space.
  8448. * @returns the target position
  8449. */
  8450. getTarget(): Vector3;
  8451. /** @hidden */
  8452. _decideIfNeedsToMove(): boolean;
  8453. /** @hidden */
  8454. _updatePosition(): void;
  8455. /** @hidden */
  8456. _checkInputs(): void;
  8457. protected _updateCameraRotationMatrix(): void;
  8458. /**
  8459. * Update the up vector to apply the rotation of the camera (So if you changed the camera rotation.z this will let you update the up vector as well)
  8460. * @returns the current camera
  8461. */
  8462. private _rotateUpVectorWithCameraRotationMatrix;
  8463. private _cachedRotationZ;
  8464. private _cachedQuaternionRotationZ;
  8465. /** @hidden */
  8466. _getViewMatrix(): Matrix;
  8467. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  8468. /**
  8469. * @hidden
  8470. */
  8471. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  8472. /**
  8473. * @hidden
  8474. */
  8475. _updateRigCameras(): void;
  8476. private _getRigCamPositionAndTarget;
  8477. /**
  8478. * Gets the current object class name.
  8479. * @return the class name
  8480. */
  8481. getClassName(): string;
  8482. }
  8483. }
  8484. declare module "babylonjs/Events/keyboardEvents" {
  8485. /**
  8486. * Gather the list of keyboard event types as constants.
  8487. */
  8488. export class KeyboardEventTypes {
  8489. /**
  8490. * The keydown event is fired when a key becomes active (pressed).
  8491. */
  8492. static readonly KEYDOWN: number;
  8493. /**
  8494. * The keyup event is fired when a key has been released.
  8495. */
  8496. static readonly KEYUP: number;
  8497. }
  8498. /**
  8499. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8500. */
  8501. export class KeyboardInfo {
  8502. /**
  8503. * Defines the type of event (KeyboardEventTypes)
  8504. */
  8505. type: number;
  8506. /**
  8507. * Defines the related dom event
  8508. */
  8509. event: KeyboardEvent;
  8510. /**
  8511. * Instantiates a new keyboard info.
  8512. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8513. * @param type Defines the type of event (KeyboardEventTypes)
  8514. * @param event Defines the related dom event
  8515. */
  8516. constructor(
  8517. /**
  8518. * Defines the type of event (KeyboardEventTypes)
  8519. */
  8520. type: number,
  8521. /**
  8522. * Defines the related dom event
  8523. */
  8524. event: KeyboardEvent);
  8525. }
  8526. /**
  8527. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8528. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  8529. */
  8530. export class KeyboardInfoPre extends KeyboardInfo {
  8531. /**
  8532. * Defines the type of event (KeyboardEventTypes)
  8533. */
  8534. type: number;
  8535. /**
  8536. * Defines the related dom event
  8537. */
  8538. event: KeyboardEvent;
  8539. /**
  8540. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  8541. */
  8542. skipOnPointerObservable: boolean;
  8543. /**
  8544. * Instantiates a new keyboard pre info.
  8545. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8546. * @param type Defines the type of event (KeyboardEventTypes)
  8547. * @param event Defines the related dom event
  8548. */
  8549. constructor(
  8550. /**
  8551. * Defines the type of event (KeyboardEventTypes)
  8552. */
  8553. type: number,
  8554. /**
  8555. * Defines the related dom event
  8556. */
  8557. event: KeyboardEvent);
  8558. }
  8559. }
  8560. declare module "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput" {
  8561. import { Nullable } from "babylonjs/types";
  8562. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  8563. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  8564. /**
  8565. * Manage the keyboard inputs to control the movement of a free camera.
  8566. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  8567. */
  8568. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  8569. /**
  8570. * Defines the camera the input is attached to.
  8571. */
  8572. camera: FreeCamera;
  8573. /**
  8574. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  8575. */
  8576. keysUp: number[];
  8577. /**
  8578. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  8579. */
  8580. keysDown: number[];
  8581. /**
  8582. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  8583. */
  8584. keysLeft: number[];
  8585. /**
  8586. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  8587. */
  8588. keysRight: number[];
  8589. private _keys;
  8590. private _onCanvasBlurObserver;
  8591. private _onKeyboardObserver;
  8592. private _engine;
  8593. private _scene;
  8594. /**
  8595. * Attach the input controls to a specific dom element to get the input from.
  8596. * @param element Defines the element the controls should be listened from
  8597. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  8598. */
  8599. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  8600. /**
  8601. * Detach the current controls from the specified dom element.
  8602. * @param element Defines the element to stop listening the inputs from
  8603. */
  8604. detachControl(element: Nullable<HTMLElement>): void;
  8605. /**
  8606. * Update the current camera state depending on the inputs that have been used this frame.
  8607. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  8608. */
  8609. checkInputs(): void;
  8610. /**
  8611. * Gets the class name of the current intput.
  8612. * @returns the class name
  8613. */
  8614. getClassName(): string;
  8615. /** @hidden */
  8616. _onLostFocus(): void;
  8617. /**
  8618. * Get the friendly name associated with the input class.
  8619. * @returns the input friendly name
  8620. */
  8621. getSimpleName(): string;
  8622. }
  8623. }
  8624. declare module "babylonjs/Lights/shadowLight" {
  8625. import { Camera } from "babylonjs/Cameras/camera";
  8626. import { Scene } from "babylonjs/scene";
  8627. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  8628. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8629. import { Light } from "babylonjs/Lights/light";
  8630. /**
  8631. * Interface describing all the common properties and methods a shadow light needs to implement.
  8632. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  8633. * as well as binding the different shadow properties to the effects.
  8634. */
  8635. export interface IShadowLight extends Light {
  8636. /**
  8637. * The light id in the scene (used in scene.findLighById for instance)
  8638. */
  8639. id: string;
  8640. /**
  8641. * The position the shdow will be casted from.
  8642. */
  8643. position: Vector3;
  8644. /**
  8645. * In 2d mode (needCube being false), the direction used to cast the shadow.
  8646. */
  8647. direction: Vector3;
  8648. /**
  8649. * The transformed position. Position of the light in world space taking parenting in account.
  8650. */
  8651. transformedPosition: Vector3;
  8652. /**
  8653. * The transformed direction. Direction of the light in world space taking parenting in account.
  8654. */
  8655. transformedDirection: Vector3;
  8656. /**
  8657. * The friendly name of the light in the scene.
  8658. */
  8659. name: string;
  8660. /**
  8661. * Defines the shadow projection clipping minimum z value.
  8662. */
  8663. shadowMinZ: number;
  8664. /**
  8665. * Defines the shadow projection clipping maximum z value.
  8666. */
  8667. shadowMaxZ: number;
  8668. /**
  8669. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8670. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8671. */
  8672. computeTransformedInformation(): boolean;
  8673. /**
  8674. * Gets the scene the light belongs to.
  8675. * @returns The scene
  8676. */
  8677. getScene(): Scene;
  8678. /**
  8679. * Callback defining a custom Projection Matrix Builder.
  8680. * This can be used to override the default projection matrix computation.
  8681. */
  8682. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8683. /**
  8684. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  8685. * @param matrix The materix to updated with the projection information
  8686. * @param viewMatrix The transform matrix of the light
  8687. * @param renderList The list of mesh to render in the map
  8688. * @returns The current light
  8689. */
  8690. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  8691. /**
  8692. * Gets the current depth scale used in ESM.
  8693. * @returns The scale
  8694. */
  8695. getDepthScale(): number;
  8696. /**
  8697. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8698. * @returns true if a cube texture needs to be use
  8699. */
  8700. needCube(): boolean;
  8701. /**
  8702. * Detects if the projection matrix requires to be recomputed this frame.
  8703. * @returns true if it requires to be recomputed otherwise, false.
  8704. */
  8705. needProjectionMatrixCompute(): boolean;
  8706. /**
  8707. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8708. */
  8709. forceProjectionMatrixCompute(): void;
  8710. /**
  8711. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8712. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8713. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8714. */
  8715. getShadowDirection(faceIndex?: number): Vector3;
  8716. /**
  8717. * Gets the minZ used for shadow according to both the scene and the light.
  8718. * @param activeCamera The camera we are returning the min for
  8719. * @returns the depth min z
  8720. */
  8721. getDepthMinZ(activeCamera: Camera): number;
  8722. /**
  8723. * Gets the maxZ used for shadow according to both the scene and the light.
  8724. * @param activeCamera The camera we are returning the max for
  8725. * @returns the depth max z
  8726. */
  8727. getDepthMaxZ(activeCamera: Camera): number;
  8728. }
  8729. /**
  8730. * Base implementation IShadowLight
  8731. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  8732. */
  8733. export abstract class ShadowLight extends Light implements IShadowLight {
  8734. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  8735. protected _position: Vector3;
  8736. protected _setPosition(value: Vector3): void;
  8737. /**
  8738. * Sets the position the shadow will be casted from. Also use as the light position for both
  8739. * point and spot lights.
  8740. */
  8741. /**
  8742. * Sets the position the shadow will be casted from. Also use as the light position for both
  8743. * point and spot lights.
  8744. */
  8745. position: Vector3;
  8746. protected _direction: Vector3;
  8747. protected _setDirection(value: Vector3): void;
  8748. /**
  8749. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  8750. * Also use as the light direction on spot and directional lights.
  8751. */
  8752. /**
  8753. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  8754. * Also use as the light direction on spot and directional lights.
  8755. */
  8756. direction: Vector3;
  8757. private _shadowMinZ;
  8758. /**
  8759. * Gets the shadow projection clipping minimum z value.
  8760. */
  8761. /**
  8762. * Sets the shadow projection clipping minimum z value.
  8763. */
  8764. shadowMinZ: number;
  8765. private _shadowMaxZ;
  8766. /**
  8767. * Sets the shadow projection clipping maximum z value.
  8768. */
  8769. /**
  8770. * Gets the shadow projection clipping maximum z value.
  8771. */
  8772. shadowMaxZ: number;
  8773. /**
  8774. * Callback defining a custom Projection Matrix Builder.
  8775. * This can be used to override the default projection matrix computation.
  8776. */
  8777. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8778. /**
  8779. * The transformed position. Position of the light in world space taking parenting in account.
  8780. */
  8781. transformedPosition: Vector3;
  8782. /**
  8783. * The transformed direction. Direction of the light in world space taking parenting in account.
  8784. */
  8785. transformedDirection: Vector3;
  8786. private _needProjectionMatrixCompute;
  8787. /**
  8788. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8789. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8790. */
  8791. computeTransformedInformation(): boolean;
  8792. /**
  8793. * Return the depth scale used for the shadow map.
  8794. * @returns the depth scale.
  8795. */
  8796. getDepthScale(): number;
  8797. /**
  8798. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8799. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8800. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8801. */
  8802. getShadowDirection(faceIndex?: number): Vector3;
  8803. /**
  8804. * Returns the ShadowLight absolute position in the World.
  8805. * @returns the position vector in world space
  8806. */
  8807. getAbsolutePosition(): Vector3;
  8808. /**
  8809. * Sets the ShadowLight direction toward the passed target.
  8810. * @param target The point to target in local space
  8811. * @returns the updated ShadowLight direction
  8812. */
  8813. setDirectionToTarget(target: Vector3): Vector3;
  8814. /**
  8815. * Returns the light rotation in euler definition.
  8816. * @returns the x y z rotation in local space.
  8817. */
  8818. getRotation(): Vector3;
  8819. /**
  8820. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8821. * @returns true if a cube texture needs to be use
  8822. */
  8823. needCube(): boolean;
  8824. /**
  8825. * Detects if the projection matrix requires to be recomputed this frame.
  8826. * @returns true if it requires to be recomputed otherwise, false.
  8827. */
  8828. needProjectionMatrixCompute(): boolean;
  8829. /**
  8830. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8831. */
  8832. forceProjectionMatrixCompute(): void;
  8833. /** @hidden */
  8834. _initCache(): void;
  8835. /** @hidden */
  8836. _isSynchronized(): boolean;
  8837. /**
  8838. * Computes the world matrix of the node
  8839. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  8840. * @returns the world matrix
  8841. */
  8842. computeWorldMatrix(force?: boolean): Matrix;
  8843. /**
  8844. * Gets the minZ used for shadow according to both the scene and the light.
  8845. * @param activeCamera The camera we are returning the min for
  8846. * @returns the depth min z
  8847. */
  8848. getDepthMinZ(activeCamera: Camera): number;
  8849. /**
  8850. * Gets the maxZ used for shadow according to both the scene and the light.
  8851. * @param activeCamera The camera we are returning the max for
  8852. * @returns the depth max z
  8853. */
  8854. getDepthMaxZ(activeCamera: Camera): number;
  8855. /**
  8856. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  8857. * @param matrix The materix to updated with the projection information
  8858. * @param viewMatrix The transform matrix of the light
  8859. * @param renderList The list of mesh to render in the map
  8860. * @returns The current light
  8861. */
  8862. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  8863. }
  8864. }
  8865. declare module "babylonjs/Materials/materialHelper" {
  8866. import { Nullable } from "babylonjs/types";
  8867. import { Scene } from "babylonjs/scene";
  8868. import { Engine } from "babylonjs/Engines/engine";
  8869. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8870. import { Light } from "babylonjs/Lights/light";
  8871. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  8872. import { Effect, EffectFallbacks, EffectCreationOptions } from "babylonjs/Materials/effect";
  8873. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  8874. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  8875. /**
  8876. * "Static Class" containing the most commonly used helper while dealing with material for
  8877. * rendering purpose.
  8878. *
  8879. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  8880. *
  8881. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  8882. */
  8883. export class MaterialHelper {
  8884. /**
  8885. * Bind the current view position to an effect.
  8886. * @param effect The effect to be bound
  8887. * @param scene The scene the eyes position is used from
  8888. */
  8889. static BindEyePosition(effect: Effect, scene: Scene): void;
  8890. /**
  8891. * Helps preparing the defines values about the UVs in used in the effect.
  8892. * UVs are shared as much as we can accross channels in the shaders.
  8893. * @param texture The texture we are preparing the UVs for
  8894. * @param defines The defines to update
  8895. * @param key The channel key "diffuse", "specular"... used in the shader
  8896. */
  8897. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  8898. /**
  8899. * Binds a texture matrix value to its corrsponding uniform
  8900. * @param texture The texture to bind the matrix for
  8901. * @param uniformBuffer The uniform buffer receivin the data
  8902. * @param key The channel key "diffuse", "specular"... used in the shader
  8903. */
  8904. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  8905. /**
  8906. * Gets the current status of the fog (should it be enabled?)
  8907. * @param mesh defines the mesh to evaluate for fog support
  8908. * @param scene defines the hosting scene
  8909. * @returns true if fog must be enabled
  8910. */
  8911. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  8912. /**
  8913. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  8914. * @param mesh defines the current mesh
  8915. * @param scene defines the current scene
  8916. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  8917. * @param pointsCloud defines if point cloud rendering has to be turned on
  8918. * @param fogEnabled defines if fog has to be turned on
  8919. * @param alphaTest defines if alpha testing has to be turned on
  8920. * @param defines defines the current list of defines
  8921. */
  8922. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  8923. /**
  8924. * Helper used to prepare the list of defines associated with frame values for shader compilation
  8925. * @param scene defines the current scene
  8926. * @param engine defines the current engine
  8927. * @param defines specifies the list of active defines
  8928. * @param useInstances defines if instances have to be turned on
  8929. * @param useClipPlane defines if clip plane have to be turned on
  8930. */
  8931. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  8932. /**
  8933. * Prepares the defines for bones
  8934. * @param mesh The mesh containing the geometry data we will draw
  8935. * @param defines The defines to update
  8936. */
  8937. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  8938. /**
  8939. * Prepares the defines for morph targets
  8940. * @param mesh The mesh containing the geometry data we will draw
  8941. * @param defines The defines to update
  8942. */
  8943. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  8944. /**
  8945. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  8946. * @param mesh The mesh containing the geometry data we will draw
  8947. * @param defines The defines to update
  8948. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  8949. * @param useBones Precise whether bones should be used or not (override mesh info)
  8950. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  8951. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  8952. * @returns false if defines are considered not dirty and have not been checked
  8953. */
  8954. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  8955. /**
  8956. * Prepares the defines related to multiview
  8957. * @param scene The scene we are intending to draw
  8958. * @param defines The defines to update
  8959. */
  8960. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  8961. /**
  8962. * Prepares the defines related to the light information passed in parameter
  8963. * @param scene The scene we are intending to draw
  8964. * @param mesh The mesh the effect is compiling for
  8965. * @param light The light the effect is compiling for
  8966. * @param lightIndex The index of the light
  8967. * @param defines The defines to update
  8968. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  8969. * @param state Defines the current state regarding what is needed (normals, etc...)
  8970. */
  8971. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  8972. needNormals: boolean;
  8973. needRebuild: boolean;
  8974. shadowEnabled: boolean;
  8975. specularEnabled: boolean;
  8976. lightmapMode: boolean;
  8977. }): void;
  8978. /**
  8979. * Prepares the defines related to the light information passed in parameter
  8980. * @param scene The scene we are intending to draw
  8981. * @param mesh The mesh the effect is compiling for
  8982. * @param defines The defines to update
  8983. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  8984. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  8985. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  8986. * @returns true if normals will be required for the rest of the effect
  8987. */
  8988. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  8989. /**
  8990. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  8991. * @param lightIndex defines the light index
  8992. * @param uniformsList The uniform list
  8993. * @param samplersList The sampler list
  8994. * @param projectedLightTexture defines if projected texture must be used
  8995. * @param uniformBuffersList defines an optional list of uniform buffers
  8996. */
  8997. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  8998. /**
  8999. * Prepares the uniforms and samplers list to be used in the effect
  9000. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  9001. * @param samplersList The sampler list
  9002. * @param defines The defines helping in the list generation
  9003. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  9004. */
  9005. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | EffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  9006. /**
  9007. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  9008. * @param defines The defines to update while falling back
  9009. * @param fallbacks The authorized effect fallbacks
  9010. * @param maxSimultaneousLights The maximum number of lights allowed
  9011. * @param rank the current rank of the Effect
  9012. * @returns The newly affected rank
  9013. */
  9014. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  9015. private static _TmpMorphInfluencers;
  9016. /**
  9017. * Prepares the list of attributes required for morph targets according to the effect defines.
  9018. * @param attribs The current list of supported attribs
  9019. * @param mesh The mesh to prepare the morph targets attributes for
  9020. * @param influencers The number of influencers
  9021. */
  9022. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  9023. /**
  9024. * Prepares the list of attributes required for morph targets according to the effect defines.
  9025. * @param attribs The current list of supported attribs
  9026. * @param mesh The mesh to prepare the morph targets attributes for
  9027. * @param defines The current Defines of the effect
  9028. */
  9029. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  9030. /**
  9031. * Prepares the list of attributes required for bones according to the effect defines.
  9032. * @param attribs The current list of supported attribs
  9033. * @param mesh The mesh to prepare the bones attributes for
  9034. * @param defines The current Defines of the effect
  9035. * @param fallbacks The current efffect fallback strategy
  9036. */
  9037. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  9038. /**
  9039. * Check and prepare the list of attributes required for instances according to the effect defines.
  9040. * @param attribs The current list of supported attribs
  9041. * @param defines The current MaterialDefines of the effect
  9042. */
  9043. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  9044. /**
  9045. * Add the list of attributes required for instances to the attribs array.
  9046. * @param attribs The current list of supported attribs
  9047. */
  9048. static PushAttributesForInstances(attribs: string[]): void;
  9049. /**
  9050. * Binds the light shadow information to the effect for the given mesh.
  9051. * @param light The light containing the generator
  9052. * @param scene The scene the lights belongs to
  9053. * @param mesh The mesh we are binding the information to render
  9054. * @param lightIndex The light index in the effect used to render the mesh
  9055. * @param effect The effect we are binding the data to
  9056. */
  9057. static BindLightShadow(light: Light, mesh: AbstractMesh, lightIndex: string, effect: Effect): void;
  9058. /**
  9059. * Binds the light information to the effect.
  9060. * @param light The light containing the generator
  9061. * @param effect The effect we are binding the data to
  9062. * @param lightIndex The light index in the effect used to render
  9063. */
  9064. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  9065. /**
  9066. * Binds the lights information from the scene to the effect for the given mesh.
  9067. * @param light Light to bind
  9068. * @param lightIndex Light index
  9069. * @param scene The scene where the light belongs to
  9070. * @param mesh The mesh we are binding the information to render
  9071. * @param effect The effect we are binding the data to
  9072. * @param useSpecular Defines if specular is supported
  9073. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9074. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  9075. */
  9076. static BindLight(light: Light, lightIndex: number, scene: Scene, mesh: AbstractMesh, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  9077. /**
  9078. * Binds the lights information from the scene to the effect for the given mesh.
  9079. * @param scene The scene the lights belongs to
  9080. * @param mesh The mesh we are binding the information to render
  9081. * @param effect The effect we are binding the data to
  9082. * @param defines The generated defines for the effect
  9083. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  9084. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9085. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  9086. */
  9087. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  9088. private static _tempFogColor;
  9089. /**
  9090. * Binds the fog information from the scene to the effect for the given mesh.
  9091. * @param scene The scene the lights belongs to
  9092. * @param mesh The mesh we are binding the information to render
  9093. * @param effect The effect we are binding the data to
  9094. * @param linearSpace Defines if the fog effect is applied in linear space
  9095. */
  9096. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  9097. /**
  9098. * Binds the bones information from the mesh to the effect.
  9099. * @param mesh The mesh we are binding the information to render
  9100. * @param effect The effect we are binding the data to
  9101. */
  9102. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  9103. /**
  9104. * Binds the morph targets information from the mesh to the effect.
  9105. * @param abstractMesh The mesh we are binding the information to render
  9106. * @param effect The effect we are binding the data to
  9107. */
  9108. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  9109. /**
  9110. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  9111. * @param defines The generated defines used in the effect
  9112. * @param effect The effect we are binding the data to
  9113. * @param scene The scene we are willing to render with logarithmic scale for
  9114. */
  9115. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  9116. /**
  9117. * Binds the clip plane information from the scene to the effect.
  9118. * @param scene The scene the clip plane information are extracted from
  9119. * @param effect The effect we are binding the data to
  9120. */
  9121. static BindClipPlane(effect: Effect, scene: Scene): void;
  9122. }
  9123. }
  9124. declare module "babylonjs/Shaders/ShadersInclude/packingFunctions" {
  9125. /** @hidden */
  9126. export var packingFunctions: {
  9127. name: string;
  9128. shader: string;
  9129. };
  9130. }
  9131. declare module "babylonjs/Shaders/shadowMap.fragment" {
  9132. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  9133. /** @hidden */
  9134. export var shadowMapPixelShader: {
  9135. name: string;
  9136. shader: string;
  9137. };
  9138. }
  9139. declare module "babylonjs/Shaders/ShadersInclude/bonesDeclaration" {
  9140. /** @hidden */
  9141. export var bonesDeclaration: {
  9142. name: string;
  9143. shader: string;
  9144. };
  9145. }
  9146. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration" {
  9147. /** @hidden */
  9148. export var morphTargetsVertexGlobalDeclaration: {
  9149. name: string;
  9150. shader: string;
  9151. };
  9152. }
  9153. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration" {
  9154. /** @hidden */
  9155. export var morphTargetsVertexDeclaration: {
  9156. name: string;
  9157. shader: string;
  9158. };
  9159. }
  9160. declare module "babylonjs/Shaders/ShadersInclude/instancesDeclaration" {
  9161. /** @hidden */
  9162. export var instancesDeclaration: {
  9163. name: string;
  9164. shader: string;
  9165. };
  9166. }
  9167. declare module "babylonjs/Shaders/ShadersInclude/helperFunctions" {
  9168. /** @hidden */
  9169. export var helperFunctions: {
  9170. name: string;
  9171. shader: string;
  9172. };
  9173. }
  9174. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertex" {
  9175. /** @hidden */
  9176. export var morphTargetsVertex: {
  9177. name: string;
  9178. shader: string;
  9179. };
  9180. }
  9181. declare module "babylonjs/Shaders/ShadersInclude/instancesVertex" {
  9182. /** @hidden */
  9183. export var instancesVertex: {
  9184. name: string;
  9185. shader: string;
  9186. };
  9187. }
  9188. declare module "babylonjs/Shaders/ShadersInclude/bonesVertex" {
  9189. /** @hidden */
  9190. export var bonesVertex: {
  9191. name: string;
  9192. shader: string;
  9193. };
  9194. }
  9195. declare module "babylonjs/Shaders/shadowMap.vertex" {
  9196. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  9197. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  9198. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  9199. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  9200. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  9201. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  9202. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  9203. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  9204. /** @hidden */
  9205. export var shadowMapVertexShader: {
  9206. name: string;
  9207. shader: string;
  9208. };
  9209. }
  9210. declare module "babylonjs/Shaders/depthBoxBlur.fragment" {
  9211. /** @hidden */
  9212. export var depthBoxBlurPixelShader: {
  9213. name: string;
  9214. shader: string;
  9215. };
  9216. }
  9217. declare module "babylonjs/Lights/Shadows/shadowGenerator" {
  9218. import { Nullable } from "babylonjs/types";
  9219. import { Scene } from "babylonjs/scene";
  9220. import { Matrix } from "babylonjs/Maths/math.vector";
  9221. import { SubMesh } from "babylonjs/Meshes/subMesh";
  9222. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9223. import { Mesh } from "babylonjs/Meshes/mesh";
  9224. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  9225. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  9226. import { Effect } from "babylonjs/Materials/effect";
  9227. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  9228. import "babylonjs/Shaders/shadowMap.fragment";
  9229. import "babylonjs/Shaders/shadowMap.vertex";
  9230. import "babylonjs/Shaders/depthBoxBlur.fragment";
  9231. import { Observable } from "babylonjs/Misc/observable";
  9232. /**
  9233. * Defines the options associated with the creation of a custom shader for a shadow generator.
  9234. */
  9235. export interface ICustomShaderOptions {
  9236. /**
  9237. * Gets or sets the custom shader name to use
  9238. */
  9239. shaderName: string;
  9240. /**
  9241. * The list of attribute names used in the shader
  9242. */
  9243. attributes?: string[];
  9244. /**
  9245. * The list of unifrom names used in the shader
  9246. */
  9247. uniforms?: string[];
  9248. /**
  9249. * The list of sampler names used in the shader
  9250. */
  9251. samplers?: string[];
  9252. /**
  9253. * The list of defines used in the shader
  9254. */
  9255. defines?: string[];
  9256. }
  9257. /**
  9258. * Interface to implement to create a shadow generator compatible with BJS.
  9259. */
  9260. export interface IShadowGenerator {
  9261. /**
  9262. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9263. * @returns The render target texture if present otherwise, null
  9264. */
  9265. getShadowMap(): Nullable<RenderTargetTexture>;
  9266. /**
  9267. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9268. * @returns The render target texture if the shadow map is present otherwise, null
  9269. */
  9270. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9271. /**
  9272. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9273. * @param subMesh The submesh we want to render in the shadow map
  9274. * @param useInstances Defines wether will draw in the map using instances
  9275. * @returns true if ready otherwise, false
  9276. */
  9277. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9278. /**
  9279. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9280. * @param defines Defines of the material we want to update
  9281. * @param lightIndex Index of the light in the enabled light list of the material
  9282. */
  9283. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  9284. /**
  9285. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9286. * defined in the generator but impacting the effect).
  9287. * It implies the unifroms available on the materials are the standard BJS ones.
  9288. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9289. * @param effect The effect we are binfing the information for
  9290. */
  9291. bindShadowLight(lightIndex: string, effect: Effect): void;
  9292. /**
  9293. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9294. * (eq to shadow prjection matrix * light transform matrix)
  9295. * @returns The transform matrix used to create the shadow map
  9296. */
  9297. getTransformMatrix(): Matrix;
  9298. /**
  9299. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9300. * Cube and 2D textures for instance.
  9301. */
  9302. recreateShadowMap(): void;
  9303. /**
  9304. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9305. * @param onCompiled Callback triggered at the and of the effects compilation
  9306. * @param options Sets of optional options forcing the compilation with different modes
  9307. */
  9308. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9309. useInstances: boolean;
  9310. }>): void;
  9311. /**
  9312. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9313. * @param options Sets of optional options forcing the compilation with different modes
  9314. * @returns A promise that resolves when the compilation completes
  9315. */
  9316. forceCompilationAsync(options?: Partial<{
  9317. useInstances: boolean;
  9318. }>): Promise<void>;
  9319. /**
  9320. * Serializes the shadow generator setup to a json object.
  9321. * @returns The serialized JSON object
  9322. */
  9323. serialize(): any;
  9324. /**
  9325. * Disposes the Shadow map and related Textures and effects.
  9326. */
  9327. dispose(): void;
  9328. }
  9329. /**
  9330. * Default implementation IShadowGenerator.
  9331. * This is the main object responsible of generating shadows in the framework.
  9332. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  9333. */
  9334. export class ShadowGenerator implements IShadowGenerator {
  9335. /**
  9336. * Shadow generator mode None: no filtering applied.
  9337. */
  9338. static readonly FILTER_NONE: number;
  9339. /**
  9340. * Shadow generator mode ESM: Exponential Shadow Mapping.
  9341. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9342. */
  9343. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  9344. /**
  9345. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  9346. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  9347. */
  9348. static readonly FILTER_POISSONSAMPLING: number;
  9349. /**
  9350. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  9351. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9352. */
  9353. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  9354. /**
  9355. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  9356. * edge artifacts on steep falloff.
  9357. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9358. */
  9359. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  9360. /**
  9361. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  9362. * edge artifacts on steep falloff.
  9363. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9364. */
  9365. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  9366. /**
  9367. * Shadow generator mode PCF: Percentage Closer Filtering
  9368. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9369. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  9370. */
  9371. static readonly FILTER_PCF: number;
  9372. /**
  9373. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  9374. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9375. * Contact Hardening
  9376. */
  9377. static readonly FILTER_PCSS: number;
  9378. /**
  9379. * Reserved for PCF and PCSS
  9380. * Highest Quality.
  9381. *
  9382. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  9383. *
  9384. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  9385. */
  9386. static readonly QUALITY_HIGH: number;
  9387. /**
  9388. * Reserved for PCF and PCSS
  9389. * Good tradeoff for quality/perf cross devices
  9390. *
  9391. * Execute PCF on a 3*3 kernel.
  9392. *
  9393. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  9394. */
  9395. static readonly QUALITY_MEDIUM: number;
  9396. /**
  9397. * Reserved for PCF and PCSS
  9398. * The lowest quality but the fastest.
  9399. *
  9400. * Execute PCF on a 1*1 kernel.
  9401. *
  9402. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  9403. */
  9404. static readonly QUALITY_LOW: number;
  9405. /** Gets or sets the custom shader name to use */
  9406. customShaderOptions: ICustomShaderOptions;
  9407. /**
  9408. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  9409. */
  9410. onBeforeShadowMapRenderObservable: Observable<Effect>;
  9411. /**
  9412. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  9413. */
  9414. onAfterShadowMapRenderObservable: Observable<Effect>;
  9415. /**
  9416. * Observable triggered before a mesh is rendered in the shadow map.
  9417. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  9418. */
  9419. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  9420. /**
  9421. * Observable triggered after a mesh is rendered in the shadow map.
  9422. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  9423. */
  9424. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  9425. private _bias;
  9426. /**
  9427. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  9428. */
  9429. /**
  9430. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  9431. */
  9432. bias: number;
  9433. private _normalBias;
  9434. /**
  9435. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9436. */
  9437. /**
  9438. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9439. */
  9440. normalBias: number;
  9441. private _blurBoxOffset;
  9442. /**
  9443. * Gets the blur box offset: offset applied during the blur pass.
  9444. * Only useful if useKernelBlur = false
  9445. */
  9446. /**
  9447. * Sets the blur box offset: offset applied during the blur pass.
  9448. * Only useful if useKernelBlur = false
  9449. */
  9450. blurBoxOffset: number;
  9451. private _blurScale;
  9452. /**
  9453. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  9454. * 2 means half of the size.
  9455. */
  9456. /**
  9457. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  9458. * 2 means half of the size.
  9459. */
  9460. blurScale: number;
  9461. private _blurKernel;
  9462. /**
  9463. * Gets the blur kernel: kernel size of the blur pass.
  9464. * Only useful if useKernelBlur = true
  9465. */
  9466. /**
  9467. * Sets the blur kernel: kernel size of the blur pass.
  9468. * Only useful if useKernelBlur = true
  9469. */
  9470. blurKernel: number;
  9471. private _useKernelBlur;
  9472. /**
  9473. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  9474. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9475. */
  9476. /**
  9477. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  9478. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9479. */
  9480. useKernelBlur: boolean;
  9481. private _depthScale;
  9482. /**
  9483. * Gets the depth scale used in ESM mode.
  9484. */
  9485. /**
  9486. * Sets the depth scale used in ESM mode.
  9487. * This can override the scale stored on the light.
  9488. */
  9489. depthScale: number;
  9490. private _filter;
  9491. /**
  9492. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  9493. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9494. */
  9495. /**
  9496. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  9497. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9498. */
  9499. filter: number;
  9500. /**
  9501. * Gets if the current filter is set to Poisson Sampling.
  9502. */
  9503. /**
  9504. * Sets the current filter to Poisson Sampling.
  9505. */
  9506. usePoissonSampling: boolean;
  9507. /**
  9508. * Gets if the current filter is set to ESM.
  9509. */
  9510. /**
  9511. * Sets the current filter is to ESM.
  9512. */
  9513. useExponentialShadowMap: boolean;
  9514. /**
  9515. * Gets if the current filter is set to filtered ESM.
  9516. */
  9517. /**
  9518. * Gets if the current filter is set to filtered ESM.
  9519. */
  9520. useBlurExponentialShadowMap: boolean;
  9521. /**
  9522. * Gets if the current filter is set to "close ESM" (using the inverse of the
  9523. * exponential to prevent steep falloff artifacts).
  9524. */
  9525. /**
  9526. * Sets the current filter to "close ESM" (using the inverse of the
  9527. * exponential to prevent steep falloff artifacts).
  9528. */
  9529. useCloseExponentialShadowMap: boolean;
  9530. /**
  9531. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  9532. * exponential to prevent steep falloff artifacts).
  9533. */
  9534. /**
  9535. * Sets the current filter to filtered "close ESM" (using the inverse of the
  9536. * exponential to prevent steep falloff artifacts).
  9537. */
  9538. useBlurCloseExponentialShadowMap: boolean;
  9539. /**
  9540. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  9541. */
  9542. /**
  9543. * Sets the current filter to "PCF" (percentage closer filtering).
  9544. */
  9545. usePercentageCloserFiltering: boolean;
  9546. private _filteringQuality;
  9547. /**
  9548. * Gets the PCF or PCSS Quality.
  9549. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9550. */
  9551. /**
  9552. * Sets the PCF or PCSS Quality.
  9553. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9554. */
  9555. filteringQuality: number;
  9556. /**
  9557. * Gets if the current filter is set to "PCSS" (contact hardening).
  9558. */
  9559. /**
  9560. * Sets the current filter to "PCSS" (contact hardening).
  9561. */
  9562. useContactHardeningShadow: boolean;
  9563. private _contactHardeningLightSizeUVRatio;
  9564. /**
  9565. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9566. * Using a ratio helps keeping shape stability independently of the map size.
  9567. *
  9568. * It does not account for the light projection as it was having too much
  9569. * instability during the light setup or during light position changes.
  9570. *
  9571. * Only valid if useContactHardeningShadow is true.
  9572. */
  9573. /**
  9574. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9575. * Using a ratio helps keeping shape stability independently of the map size.
  9576. *
  9577. * It does not account for the light projection as it was having too much
  9578. * instability during the light setup or during light position changes.
  9579. *
  9580. * Only valid if useContactHardeningShadow is true.
  9581. */
  9582. contactHardeningLightSizeUVRatio: number;
  9583. private _darkness;
  9584. /** Gets or sets the actual darkness of a shadow */
  9585. darkness: number;
  9586. /**
  9587. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  9588. * 0 means strongest and 1 would means no shadow.
  9589. * @returns the darkness.
  9590. */
  9591. getDarkness(): number;
  9592. /**
  9593. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  9594. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  9595. * @returns the shadow generator allowing fluent coding.
  9596. */
  9597. setDarkness(darkness: number): ShadowGenerator;
  9598. private _transparencyShadow;
  9599. /** Gets or sets the ability to have transparent shadow */
  9600. transparencyShadow: boolean;
  9601. /**
  9602. * Sets the ability to have transparent shadow (boolean).
  9603. * @param transparent True if transparent else False
  9604. * @returns the shadow generator allowing fluent coding
  9605. */
  9606. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  9607. private _shadowMap;
  9608. private _shadowMap2;
  9609. /**
  9610. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9611. * @returns The render target texture if present otherwise, null
  9612. */
  9613. getShadowMap(): Nullable<RenderTargetTexture>;
  9614. /**
  9615. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9616. * @returns The render target texture if the shadow map is present otherwise, null
  9617. */
  9618. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9619. /**
  9620. * Gets the class name of that object
  9621. * @returns "ShadowGenerator"
  9622. */
  9623. getClassName(): string;
  9624. /**
  9625. * Helper function to add a mesh and its descendants to the list of shadow casters.
  9626. * @param mesh Mesh to add
  9627. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  9628. * @returns the Shadow Generator itself
  9629. */
  9630. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9631. /**
  9632. * Helper function to remove a mesh and its descendants from the list of shadow casters
  9633. * @param mesh Mesh to remove
  9634. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  9635. * @returns the Shadow Generator itself
  9636. */
  9637. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9638. /**
  9639. * Controls the extent to which the shadows fade out at the edge of the frustum
  9640. * Used only by directionals and spots
  9641. */
  9642. frustumEdgeFalloff: number;
  9643. private _light;
  9644. /**
  9645. * Returns the associated light object.
  9646. * @returns the light generating the shadow
  9647. */
  9648. getLight(): IShadowLight;
  9649. /**
  9650. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  9651. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  9652. * It might on the other hand introduce peter panning.
  9653. */
  9654. forceBackFacesOnly: boolean;
  9655. private _scene;
  9656. private _lightDirection;
  9657. private _effect;
  9658. private _viewMatrix;
  9659. private _projectionMatrix;
  9660. private _transformMatrix;
  9661. private _cachedPosition;
  9662. private _cachedDirection;
  9663. private _cachedDefines;
  9664. private _currentRenderID;
  9665. private _boxBlurPostprocess;
  9666. private _kernelBlurXPostprocess;
  9667. private _kernelBlurYPostprocess;
  9668. private _blurPostProcesses;
  9669. private _mapSize;
  9670. private _currentFaceIndex;
  9671. private _currentFaceIndexCache;
  9672. private _textureType;
  9673. private _defaultTextureMatrix;
  9674. /** @hidden */
  9675. static _SceneComponentInitialization: (scene: Scene) => void;
  9676. /**
  9677. * Creates a ShadowGenerator object.
  9678. * A ShadowGenerator is the required tool to use the shadows.
  9679. * Each light casting shadows needs to use its own ShadowGenerator.
  9680. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  9681. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  9682. * @param light The light object generating the shadows.
  9683. * @param usefulFloatFirst By default the generator will try to use half float textures but if you need precision (for self shadowing for instance), you can use this option to enforce full float texture.
  9684. */
  9685. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  9686. private _initializeGenerator;
  9687. private _initializeShadowMap;
  9688. private _initializeBlurRTTAndPostProcesses;
  9689. private _renderForShadowMap;
  9690. private _renderSubMeshForShadowMap;
  9691. private _applyFilterValues;
  9692. /**
  9693. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9694. * @param onCompiled Callback triggered at the and of the effects compilation
  9695. * @param options Sets of optional options forcing the compilation with different modes
  9696. */
  9697. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9698. useInstances: boolean;
  9699. }>): void;
  9700. /**
  9701. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9702. * @param options Sets of optional options forcing the compilation with different modes
  9703. * @returns A promise that resolves when the compilation completes
  9704. */
  9705. forceCompilationAsync(options?: Partial<{
  9706. useInstances: boolean;
  9707. }>): Promise<void>;
  9708. /**
  9709. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9710. * @param subMesh The submesh we want to render in the shadow map
  9711. * @param useInstances Defines wether will draw in the map using instances
  9712. * @returns true if ready otherwise, false
  9713. */
  9714. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9715. /**
  9716. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9717. * @param defines Defines of the material we want to update
  9718. * @param lightIndex Index of the light in the enabled light list of the material
  9719. */
  9720. prepareDefines(defines: any, lightIndex: number): void;
  9721. /**
  9722. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9723. * defined in the generator but impacting the effect).
  9724. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9725. * @param effect The effect we are binfing the information for
  9726. */
  9727. bindShadowLight(lightIndex: string, effect: Effect): void;
  9728. /**
  9729. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9730. * (eq to shadow prjection matrix * light transform matrix)
  9731. * @returns The transform matrix used to create the shadow map
  9732. */
  9733. getTransformMatrix(): Matrix;
  9734. /**
  9735. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9736. * Cube and 2D textures for instance.
  9737. */
  9738. recreateShadowMap(): void;
  9739. private _disposeBlurPostProcesses;
  9740. private _disposeRTTandPostProcesses;
  9741. /**
  9742. * Disposes the ShadowGenerator.
  9743. * Returns nothing.
  9744. */
  9745. dispose(): void;
  9746. /**
  9747. * Serializes the shadow generator setup to a json object.
  9748. * @returns The serialized JSON object
  9749. */
  9750. serialize(): any;
  9751. /**
  9752. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  9753. * @param parsedShadowGenerator The JSON object to parse
  9754. * @param scene The scene to create the shadow map for
  9755. * @returns The parsed shadow generator
  9756. */
  9757. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  9758. }
  9759. }
  9760. declare module "babylonjs/Lights/light" {
  9761. import { Nullable } from "babylonjs/types";
  9762. import { Scene } from "babylonjs/scene";
  9763. import { Vector3 } from "babylonjs/Maths/math.vector";
  9764. import { Color3 } from "babylonjs/Maths/math.color";
  9765. import { Node } from "babylonjs/node";
  9766. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9767. import { Effect } from "babylonjs/Materials/effect";
  9768. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  9769. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  9770. /**
  9771. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  9772. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  9773. * All meshes allow light to pass through them unless shadow generation is activated. The default number of lights allowed is four but this can be increased.
  9774. */
  9775. export abstract class Light extends Node {
  9776. /**
  9777. * Falloff Default: light is falling off following the material specification:
  9778. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  9779. */
  9780. static readonly FALLOFF_DEFAULT: number;
  9781. /**
  9782. * Falloff Physical: light is falling off following the inverse squared distance law.
  9783. */
  9784. static readonly FALLOFF_PHYSICAL: number;
  9785. /**
  9786. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  9787. * to enhance interoperability with other engines.
  9788. */
  9789. static readonly FALLOFF_GLTF: number;
  9790. /**
  9791. * Falloff Standard: light is falling off like in the standard material
  9792. * to enhance interoperability with other materials.
  9793. */
  9794. static readonly FALLOFF_STANDARD: number;
  9795. /**
  9796. * If every light affecting the material is in this lightmapMode,
  9797. * material.lightmapTexture adds or multiplies
  9798. * (depends on material.useLightmapAsShadowmap)
  9799. * after every other light calculations.
  9800. */
  9801. static readonly LIGHTMAP_DEFAULT: number;
  9802. /**
  9803. * material.lightmapTexture as only diffuse lighting from this light
  9804. * adds only specular lighting from this light
  9805. * adds dynamic shadows
  9806. */
  9807. static readonly LIGHTMAP_SPECULAR: number;
  9808. /**
  9809. * material.lightmapTexture as only lighting
  9810. * no light calculation from this light
  9811. * only adds dynamic shadows from this light
  9812. */
  9813. static readonly LIGHTMAP_SHADOWSONLY: number;
  9814. /**
  9815. * Each light type uses the default quantity according to its type:
  9816. * point/spot lights use luminous intensity
  9817. * directional lights use illuminance
  9818. */
  9819. static readonly INTENSITYMODE_AUTOMATIC: number;
  9820. /**
  9821. * lumen (lm)
  9822. */
  9823. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  9824. /**
  9825. * candela (lm/sr)
  9826. */
  9827. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  9828. /**
  9829. * lux (lm/m^2)
  9830. */
  9831. static readonly INTENSITYMODE_ILLUMINANCE: number;
  9832. /**
  9833. * nit (cd/m^2)
  9834. */
  9835. static readonly INTENSITYMODE_LUMINANCE: number;
  9836. /**
  9837. * Light type const id of the point light.
  9838. */
  9839. static readonly LIGHTTYPEID_POINTLIGHT: number;
  9840. /**
  9841. * Light type const id of the directional light.
  9842. */
  9843. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  9844. /**
  9845. * Light type const id of the spot light.
  9846. */
  9847. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  9848. /**
  9849. * Light type const id of the hemispheric light.
  9850. */
  9851. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  9852. /**
  9853. * Diffuse gives the basic color to an object.
  9854. */
  9855. diffuse: Color3;
  9856. /**
  9857. * Specular produces a highlight color on an object.
  9858. * Note: This is note affecting PBR materials.
  9859. */
  9860. specular: Color3;
  9861. /**
  9862. * Defines the falloff type for this light. This lets overrriding how punctual light are
  9863. * falling off base on range or angle.
  9864. * This can be set to any values in Light.FALLOFF_x.
  9865. *
  9866. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  9867. * other types of materials.
  9868. */
  9869. falloffType: number;
  9870. /**
  9871. * Strength of the light.
  9872. * Note: By default it is define in the framework own unit.
  9873. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  9874. */
  9875. intensity: number;
  9876. private _range;
  9877. protected _inverseSquaredRange: number;
  9878. /**
  9879. * Defines how far from the source the light is impacting in scene units.
  9880. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  9881. */
  9882. /**
  9883. * Defines how far from the source the light is impacting in scene units.
  9884. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  9885. */
  9886. range: number;
  9887. /**
  9888. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  9889. * of light.
  9890. */
  9891. private _photometricScale;
  9892. private _intensityMode;
  9893. /**
  9894. * Gets the photometric scale used to interpret the intensity.
  9895. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  9896. */
  9897. /**
  9898. * Sets the photometric scale used to interpret the intensity.
  9899. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  9900. */
  9901. intensityMode: number;
  9902. private _radius;
  9903. /**
  9904. * Gets the light radius used by PBR Materials to simulate soft area lights.
  9905. */
  9906. /**
  9907. * sets the light radius used by PBR Materials to simulate soft area lights.
  9908. */
  9909. radius: number;
  9910. private _renderPriority;
  9911. /**
  9912. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  9913. * exceeding the number allowed of the materials.
  9914. */
  9915. renderPriority: number;
  9916. private _shadowEnabled;
  9917. /**
  9918. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  9919. * the current shadow generator.
  9920. */
  9921. /**
  9922. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  9923. * the current shadow generator.
  9924. */
  9925. shadowEnabled: boolean;
  9926. private _includedOnlyMeshes;
  9927. /**
  9928. * Gets the only meshes impacted by this light.
  9929. */
  9930. /**
  9931. * Sets the only meshes impacted by this light.
  9932. */
  9933. includedOnlyMeshes: AbstractMesh[];
  9934. private _excludedMeshes;
  9935. /**
  9936. * Gets the meshes not impacted by this light.
  9937. */
  9938. /**
  9939. * Sets the meshes not impacted by this light.
  9940. */
  9941. excludedMeshes: AbstractMesh[];
  9942. private _excludeWithLayerMask;
  9943. /**
  9944. * Gets the layer id use to find what meshes are not impacted by the light.
  9945. * Inactive if 0
  9946. */
  9947. /**
  9948. * Sets the layer id use to find what meshes are not impacted by the light.
  9949. * Inactive if 0
  9950. */
  9951. excludeWithLayerMask: number;
  9952. private _includeOnlyWithLayerMask;
  9953. /**
  9954. * Gets the layer id use to find what meshes are impacted by the light.
  9955. * Inactive if 0
  9956. */
  9957. /**
  9958. * Sets the layer id use to find what meshes are impacted by the light.
  9959. * Inactive if 0
  9960. */
  9961. includeOnlyWithLayerMask: number;
  9962. private _lightmapMode;
  9963. /**
  9964. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  9965. */
  9966. /**
  9967. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  9968. */
  9969. lightmapMode: number;
  9970. /**
  9971. * Shadow generator associted to the light.
  9972. * @hidden Internal use only.
  9973. */
  9974. _shadowGenerator: Nullable<IShadowGenerator>;
  9975. /**
  9976. * @hidden Internal use only.
  9977. */
  9978. _excludedMeshesIds: string[];
  9979. /**
  9980. * @hidden Internal use only.
  9981. */
  9982. _includedOnlyMeshesIds: string[];
  9983. /**
  9984. * The current light unifom buffer.
  9985. * @hidden Internal use only.
  9986. */
  9987. _uniformBuffer: UniformBuffer;
  9988. /**
  9989. * Creates a Light object in the scene.
  9990. * Documentation : https://doc.babylonjs.com/babylon101/lights
  9991. * @param name The firendly name of the light
  9992. * @param scene The scene the light belongs too
  9993. */
  9994. constructor(name: string, scene: Scene);
  9995. protected abstract _buildUniformLayout(): void;
  9996. /**
  9997. * Sets the passed Effect "effect" with the Light information.
  9998. * @param effect The effect to update
  9999. * @param lightIndex The index of the light in the effect to update
  10000. * @returns The light
  10001. */
  10002. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  10003. /**
  10004. * Sets the passed Effect "effect" with the Light information.
  10005. * @param effect The effect to update
  10006. * @param lightDataUniformName The uniform used to store light data (position or direction)
  10007. * @returns The light
  10008. */
  10009. abstract transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  10010. /**
  10011. * Returns the string "Light".
  10012. * @returns the class name
  10013. */
  10014. getClassName(): string;
  10015. /** @hidden */
  10016. readonly _isLight: boolean;
  10017. /**
  10018. * Converts the light information to a readable string for debug purpose.
  10019. * @param fullDetails Supports for multiple levels of logging within scene loading
  10020. * @returns the human readable light info
  10021. */
  10022. toString(fullDetails?: boolean): string;
  10023. /** @hidden */
  10024. protected _syncParentEnabledState(): void;
  10025. /**
  10026. * Set the enabled state of this node.
  10027. * @param value - the new enabled state
  10028. */
  10029. setEnabled(value: boolean): void;
  10030. /**
  10031. * Returns the Light associated shadow generator if any.
  10032. * @return the associated shadow generator.
  10033. */
  10034. getShadowGenerator(): Nullable<IShadowGenerator>;
  10035. /**
  10036. * Returns a Vector3, the absolute light position in the World.
  10037. * @returns the world space position of the light
  10038. */
  10039. getAbsolutePosition(): Vector3;
  10040. /**
  10041. * Specifies if the light will affect the passed mesh.
  10042. * @param mesh The mesh to test against the light
  10043. * @return true the mesh is affected otherwise, false.
  10044. */
  10045. canAffectMesh(mesh: AbstractMesh): boolean;
  10046. /**
  10047. * Sort function to order lights for rendering.
  10048. * @param a First Light object to compare to second.
  10049. * @param b Second Light object to compare first.
  10050. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  10051. */
  10052. static CompareLightsPriority(a: Light, b: Light): number;
  10053. /**
  10054. * Releases resources associated with this node.
  10055. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  10056. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  10057. */
  10058. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  10059. /**
  10060. * Returns the light type ID (integer).
  10061. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  10062. */
  10063. getTypeID(): number;
  10064. /**
  10065. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  10066. * @returns the scaled intensity in intensity mode unit
  10067. */
  10068. getScaledIntensity(): number;
  10069. /**
  10070. * Returns a new Light object, named "name", from the current one.
  10071. * @param name The name of the cloned light
  10072. * @returns the new created light
  10073. */
  10074. clone(name: string): Nullable<Light>;
  10075. /**
  10076. * Serializes the current light into a Serialization object.
  10077. * @returns the serialized object.
  10078. */
  10079. serialize(): any;
  10080. /**
  10081. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  10082. * This new light is named "name" and added to the passed scene.
  10083. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  10084. * @param name The friendly name of the light
  10085. * @param scene The scene the new light will belong to
  10086. * @returns the constructor function
  10087. */
  10088. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  10089. /**
  10090. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  10091. * @param parsedLight The JSON representation of the light
  10092. * @param scene The scene to create the parsed light in
  10093. * @returns the created light after parsing
  10094. */
  10095. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  10096. private _hookArrayForExcluded;
  10097. private _hookArrayForIncludedOnly;
  10098. private _resyncMeshes;
  10099. /**
  10100. * Forces the meshes to update their light related information in their rendering used effects
  10101. * @hidden Internal Use Only
  10102. */
  10103. _markMeshesAsLightDirty(): void;
  10104. /**
  10105. * Recomputes the cached photometric scale if needed.
  10106. */
  10107. private _computePhotometricScale;
  10108. /**
  10109. * Returns the Photometric Scale according to the light type and intensity mode.
  10110. */
  10111. private _getPhotometricScale;
  10112. /**
  10113. * Reorder the light in the scene according to their defined priority.
  10114. * @hidden Internal Use Only
  10115. */
  10116. _reorderLightsInScene(): void;
  10117. /**
  10118. * Prepares the list of defines specific to the light type.
  10119. * @param defines the list of defines
  10120. * @param lightIndex defines the index of the light for the effect
  10121. */
  10122. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  10123. }
  10124. }
  10125. declare module "babylonjs/Actions/action" {
  10126. import { Observable } from "babylonjs/Misc/observable";
  10127. import { Condition } from "babylonjs/Actions/condition";
  10128. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  10129. import { ActionManager } from "babylonjs/Actions/actionManager";
  10130. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10131. /**
  10132. * Interface used to define Action
  10133. */
  10134. export interface IAction {
  10135. /**
  10136. * Trigger for the action
  10137. */
  10138. trigger: number;
  10139. /** Options of the trigger */
  10140. triggerOptions: any;
  10141. /**
  10142. * Gets the trigger parameters
  10143. * @returns the trigger parameters
  10144. */
  10145. getTriggerParameter(): any;
  10146. /**
  10147. * Internal only - executes current action event
  10148. * @hidden
  10149. */
  10150. _executeCurrent(evt?: ActionEvent): void;
  10151. /**
  10152. * Serialize placeholder for child classes
  10153. * @param parent of child
  10154. * @returns the serialized object
  10155. */
  10156. serialize(parent: any): any;
  10157. /**
  10158. * Internal only
  10159. * @hidden
  10160. */
  10161. _prepare(): void;
  10162. /**
  10163. * Internal only - manager for action
  10164. * @hidden
  10165. */
  10166. _actionManager: AbstractActionManager;
  10167. /**
  10168. * Adds action to chain of actions, may be a DoNothingAction
  10169. * @param action defines the next action to execute
  10170. * @returns The action passed in
  10171. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10172. */
  10173. then(action: IAction): IAction;
  10174. }
  10175. /**
  10176. * The action to be carried out following a trigger
  10177. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  10178. */
  10179. export class Action implements IAction {
  10180. /** the trigger, with or without parameters, for the action */
  10181. triggerOptions: any;
  10182. /**
  10183. * Trigger for the action
  10184. */
  10185. trigger: number;
  10186. /**
  10187. * Internal only - manager for action
  10188. * @hidden
  10189. */
  10190. _actionManager: ActionManager;
  10191. private _nextActiveAction;
  10192. private _child;
  10193. private _condition?;
  10194. private _triggerParameter;
  10195. /**
  10196. * An event triggered prior to action being executed.
  10197. */
  10198. onBeforeExecuteObservable: Observable<Action>;
  10199. /**
  10200. * Creates a new Action
  10201. * @param triggerOptions the trigger, with or without parameters, for the action
  10202. * @param condition an optional determinant of action
  10203. */
  10204. constructor(
  10205. /** the trigger, with or without parameters, for the action */
  10206. triggerOptions: any, condition?: Condition);
  10207. /**
  10208. * Internal only
  10209. * @hidden
  10210. */
  10211. _prepare(): void;
  10212. /**
  10213. * Gets the trigger parameters
  10214. * @returns the trigger parameters
  10215. */
  10216. getTriggerParameter(): any;
  10217. /**
  10218. * Internal only - executes current action event
  10219. * @hidden
  10220. */
  10221. _executeCurrent(evt?: ActionEvent): void;
  10222. /**
  10223. * Execute placeholder for child classes
  10224. * @param evt optional action event
  10225. */
  10226. execute(evt?: ActionEvent): void;
  10227. /**
  10228. * Skips to next active action
  10229. */
  10230. skipToNextActiveAction(): void;
  10231. /**
  10232. * Adds action to chain of actions, may be a DoNothingAction
  10233. * @param action defines the next action to execute
  10234. * @returns The action passed in
  10235. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10236. */
  10237. then(action: Action): Action;
  10238. /**
  10239. * Internal only
  10240. * @hidden
  10241. */
  10242. _getProperty(propertyPath: string): string;
  10243. /**
  10244. * Internal only
  10245. * @hidden
  10246. */
  10247. _getEffectiveTarget(target: any, propertyPath: string): any;
  10248. /**
  10249. * Serialize placeholder for child classes
  10250. * @param parent of child
  10251. * @returns the serialized object
  10252. */
  10253. serialize(parent: any): any;
  10254. /**
  10255. * Internal only called by serialize
  10256. * @hidden
  10257. */
  10258. protected _serialize(serializedAction: any, parent?: any): any;
  10259. /**
  10260. * Internal only
  10261. * @hidden
  10262. */
  10263. static _SerializeValueAsString: (value: any) => string;
  10264. /**
  10265. * Internal only
  10266. * @hidden
  10267. */
  10268. static _GetTargetProperty: (target: import("babylonjs/node").Node | import("babylonjs/scene").Scene) => {
  10269. name: string;
  10270. targetType: string;
  10271. value: string;
  10272. };
  10273. }
  10274. }
  10275. declare module "babylonjs/Actions/condition" {
  10276. import { ActionManager } from "babylonjs/Actions/actionManager";
  10277. /**
  10278. * A Condition applied to an Action
  10279. */
  10280. export class Condition {
  10281. /**
  10282. * Internal only - manager for action
  10283. * @hidden
  10284. */
  10285. _actionManager: ActionManager;
  10286. /**
  10287. * Internal only
  10288. * @hidden
  10289. */
  10290. _evaluationId: number;
  10291. /**
  10292. * Internal only
  10293. * @hidden
  10294. */
  10295. _currentResult: boolean;
  10296. /**
  10297. * Creates a new Condition
  10298. * @param actionManager the manager of the action the condition is applied to
  10299. */
  10300. constructor(actionManager: ActionManager);
  10301. /**
  10302. * Check if the current condition is valid
  10303. * @returns a boolean
  10304. */
  10305. isValid(): boolean;
  10306. /**
  10307. * Internal only
  10308. * @hidden
  10309. */
  10310. _getProperty(propertyPath: string): string;
  10311. /**
  10312. * Internal only
  10313. * @hidden
  10314. */
  10315. _getEffectiveTarget(target: any, propertyPath: string): any;
  10316. /**
  10317. * Serialize placeholder for child classes
  10318. * @returns the serialized object
  10319. */
  10320. serialize(): any;
  10321. /**
  10322. * Internal only
  10323. * @hidden
  10324. */
  10325. protected _serialize(serializedCondition: any): any;
  10326. }
  10327. /**
  10328. * Defines specific conditional operators as extensions of Condition
  10329. */
  10330. export class ValueCondition extends Condition {
  10331. /** path to specify the property of the target the conditional operator uses */
  10332. propertyPath: string;
  10333. /** the value compared by the conditional operator against the current value of the property */
  10334. value: any;
  10335. /** the conditional operator, default ValueCondition.IsEqual */
  10336. operator: number;
  10337. /**
  10338. * Internal only
  10339. * @hidden
  10340. */
  10341. private static _IsEqual;
  10342. /**
  10343. * Internal only
  10344. * @hidden
  10345. */
  10346. private static _IsDifferent;
  10347. /**
  10348. * Internal only
  10349. * @hidden
  10350. */
  10351. private static _IsGreater;
  10352. /**
  10353. * Internal only
  10354. * @hidden
  10355. */
  10356. private static _IsLesser;
  10357. /**
  10358. * returns the number for IsEqual
  10359. */
  10360. static readonly IsEqual: number;
  10361. /**
  10362. * Returns the number for IsDifferent
  10363. */
  10364. static readonly IsDifferent: number;
  10365. /**
  10366. * Returns the number for IsGreater
  10367. */
  10368. static readonly IsGreater: number;
  10369. /**
  10370. * Returns the number for IsLesser
  10371. */
  10372. static readonly IsLesser: number;
  10373. /**
  10374. * Internal only The action manager for the condition
  10375. * @hidden
  10376. */
  10377. _actionManager: ActionManager;
  10378. /**
  10379. * Internal only
  10380. * @hidden
  10381. */
  10382. private _target;
  10383. /**
  10384. * Internal only
  10385. * @hidden
  10386. */
  10387. private _effectiveTarget;
  10388. /**
  10389. * Internal only
  10390. * @hidden
  10391. */
  10392. private _property;
  10393. /**
  10394. * Creates a new ValueCondition
  10395. * @param actionManager manager for the action the condition applies to
  10396. * @param target for the action
  10397. * @param propertyPath path to specify the property of the target the conditional operator uses
  10398. * @param value the value compared by the conditional operator against the current value of the property
  10399. * @param operator the conditional operator, default ValueCondition.IsEqual
  10400. */
  10401. constructor(actionManager: ActionManager, target: any,
  10402. /** path to specify the property of the target the conditional operator uses */
  10403. propertyPath: string,
  10404. /** the value compared by the conditional operator against the current value of the property */
  10405. value: any,
  10406. /** the conditional operator, default ValueCondition.IsEqual */
  10407. operator?: number);
  10408. /**
  10409. * Compares the given value with the property value for the specified conditional operator
  10410. * @returns the result of the comparison
  10411. */
  10412. isValid(): boolean;
  10413. /**
  10414. * Serialize the ValueCondition into a JSON compatible object
  10415. * @returns serialization object
  10416. */
  10417. serialize(): any;
  10418. /**
  10419. * Gets the name of the conditional operator for the ValueCondition
  10420. * @param operator the conditional operator
  10421. * @returns the name
  10422. */
  10423. static GetOperatorName(operator: number): string;
  10424. }
  10425. /**
  10426. * Defines a predicate condition as an extension of Condition
  10427. */
  10428. export class PredicateCondition extends Condition {
  10429. /** defines the predicate function used to validate the condition */
  10430. predicate: () => boolean;
  10431. /**
  10432. * Internal only - manager for action
  10433. * @hidden
  10434. */
  10435. _actionManager: ActionManager;
  10436. /**
  10437. * Creates a new PredicateCondition
  10438. * @param actionManager manager for the action the condition applies to
  10439. * @param predicate defines the predicate function used to validate the condition
  10440. */
  10441. constructor(actionManager: ActionManager,
  10442. /** defines the predicate function used to validate the condition */
  10443. predicate: () => boolean);
  10444. /**
  10445. * @returns the validity of the predicate condition
  10446. */
  10447. isValid(): boolean;
  10448. }
  10449. /**
  10450. * Defines a state condition as an extension of Condition
  10451. */
  10452. export class StateCondition extends Condition {
  10453. /** Value to compare with target state */
  10454. value: string;
  10455. /**
  10456. * Internal only - manager for action
  10457. * @hidden
  10458. */
  10459. _actionManager: ActionManager;
  10460. /**
  10461. * Internal only
  10462. * @hidden
  10463. */
  10464. private _target;
  10465. /**
  10466. * Creates a new StateCondition
  10467. * @param actionManager manager for the action the condition applies to
  10468. * @param target of the condition
  10469. * @param value to compare with target state
  10470. */
  10471. constructor(actionManager: ActionManager, target: any,
  10472. /** Value to compare with target state */
  10473. value: string);
  10474. /**
  10475. * Gets a boolean indicating if the current condition is met
  10476. * @returns the validity of the state
  10477. */
  10478. isValid(): boolean;
  10479. /**
  10480. * Serialize the StateCondition into a JSON compatible object
  10481. * @returns serialization object
  10482. */
  10483. serialize(): any;
  10484. }
  10485. }
  10486. declare module "babylonjs/Actions/directActions" {
  10487. import { Action } from "babylonjs/Actions/action";
  10488. import { Condition } from "babylonjs/Actions/condition";
  10489. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10490. /**
  10491. * This defines an action responsible to toggle a boolean once triggered.
  10492. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10493. */
  10494. export class SwitchBooleanAction extends Action {
  10495. /**
  10496. * The path to the boolean property in the target object
  10497. */
  10498. propertyPath: string;
  10499. private _target;
  10500. private _effectiveTarget;
  10501. private _property;
  10502. /**
  10503. * Instantiate the action
  10504. * @param triggerOptions defines the trigger options
  10505. * @param target defines the object containing the boolean
  10506. * @param propertyPath defines the path to the boolean property in the target object
  10507. * @param condition defines the trigger related conditions
  10508. */
  10509. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  10510. /** @hidden */
  10511. _prepare(): void;
  10512. /**
  10513. * Execute the action toggle the boolean value.
  10514. */
  10515. execute(): void;
  10516. /**
  10517. * Serializes the actions and its related information.
  10518. * @param parent defines the object to serialize in
  10519. * @returns the serialized object
  10520. */
  10521. serialize(parent: any): any;
  10522. }
  10523. /**
  10524. * This defines an action responsible to set a the state field of the target
  10525. * to a desired value once triggered.
  10526. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10527. */
  10528. export class SetStateAction extends Action {
  10529. /**
  10530. * The value to store in the state field.
  10531. */
  10532. value: string;
  10533. private _target;
  10534. /**
  10535. * Instantiate the action
  10536. * @param triggerOptions defines the trigger options
  10537. * @param target defines the object containing the state property
  10538. * @param value defines the value to store in the state field
  10539. * @param condition defines the trigger related conditions
  10540. */
  10541. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  10542. /**
  10543. * Execute the action and store the value on the target state property.
  10544. */
  10545. execute(): void;
  10546. /**
  10547. * Serializes the actions and its related information.
  10548. * @param parent defines the object to serialize in
  10549. * @returns the serialized object
  10550. */
  10551. serialize(parent: any): any;
  10552. }
  10553. /**
  10554. * This defines an action responsible to set a property of the target
  10555. * to a desired value once triggered.
  10556. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10557. */
  10558. export class SetValueAction extends Action {
  10559. /**
  10560. * The path of the property to set in the target.
  10561. */
  10562. propertyPath: string;
  10563. /**
  10564. * The value to set in the property
  10565. */
  10566. value: any;
  10567. private _target;
  10568. private _effectiveTarget;
  10569. private _property;
  10570. /**
  10571. * Instantiate the action
  10572. * @param triggerOptions defines the trigger options
  10573. * @param target defines the object containing the property
  10574. * @param propertyPath defines the path of the property to set in the target
  10575. * @param value defines the value to set in the property
  10576. * @param condition defines the trigger related conditions
  10577. */
  10578. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10579. /** @hidden */
  10580. _prepare(): void;
  10581. /**
  10582. * Execute the action and set the targetted property to the desired value.
  10583. */
  10584. execute(): void;
  10585. /**
  10586. * Serializes the actions and its related information.
  10587. * @param parent defines the object to serialize in
  10588. * @returns the serialized object
  10589. */
  10590. serialize(parent: any): any;
  10591. }
  10592. /**
  10593. * This defines an action responsible to increment the target value
  10594. * to a desired value once triggered.
  10595. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10596. */
  10597. export class IncrementValueAction extends Action {
  10598. /**
  10599. * The path of the property to increment in the target.
  10600. */
  10601. propertyPath: string;
  10602. /**
  10603. * The value we should increment the property by.
  10604. */
  10605. value: any;
  10606. private _target;
  10607. private _effectiveTarget;
  10608. private _property;
  10609. /**
  10610. * Instantiate the action
  10611. * @param triggerOptions defines the trigger options
  10612. * @param target defines the object containing the property
  10613. * @param propertyPath defines the path of the property to increment in the target
  10614. * @param value defines the value value we should increment the property by
  10615. * @param condition defines the trigger related conditions
  10616. */
  10617. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10618. /** @hidden */
  10619. _prepare(): void;
  10620. /**
  10621. * Execute the action and increment the target of the value amount.
  10622. */
  10623. execute(): void;
  10624. /**
  10625. * Serializes the actions and its related information.
  10626. * @param parent defines the object to serialize in
  10627. * @returns the serialized object
  10628. */
  10629. serialize(parent: any): any;
  10630. }
  10631. /**
  10632. * This defines an action responsible to start an animation once triggered.
  10633. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10634. */
  10635. export class PlayAnimationAction extends Action {
  10636. /**
  10637. * Where the animation should start (animation frame)
  10638. */
  10639. from: number;
  10640. /**
  10641. * Where the animation should stop (animation frame)
  10642. */
  10643. to: number;
  10644. /**
  10645. * Define if the animation should loop or stop after the first play.
  10646. */
  10647. loop?: boolean;
  10648. private _target;
  10649. /**
  10650. * Instantiate the action
  10651. * @param triggerOptions defines the trigger options
  10652. * @param target defines the target animation or animation name
  10653. * @param from defines from where the animation should start (animation frame)
  10654. * @param end defines where the animation should stop (animation frame)
  10655. * @param loop defines if the animation should loop or stop after the first play
  10656. * @param condition defines the trigger related conditions
  10657. */
  10658. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  10659. /** @hidden */
  10660. _prepare(): void;
  10661. /**
  10662. * Execute the action and play the animation.
  10663. */
  10664. execute(): void;
  10665. /**
  10666. * Serializes the actions and its related information.
  10667. * @param parent defines the object to serialize in
  10668. * @returns the serialized object
  10669. */
  10670. serialize(parent: any): any;
  10671. }
  10672. /**
  10673. * This defines an action responsible to stop an animation once triggered.
  10674. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10675. */
  10676. export class StopAnimationAction extends Action {
  10677. private _target;
  10678. /**
  10679. * Instantiate the action
  10680. * @param triggerOptions defines the trigger options
  10681. * @param target defines the target animation or animation name
  10682. * @param condition defines the trigger related conditions
  10683. */
  10684. constructor(triggerOptions: any, target: any, condition?: Condition);
  10685. /** @hidden */
  10686. _prepare(): void;
  10687. /**
  10688. * Execute the action and stop the animation.
  10689. */
  10690. execute(): void;
  10691. /**
  10692. * Serializes the actions and its related information.
  10693. * @param parent defines the object to serialize in
  10694. * @returns the serialized object
  10695. */
  10696. serialize(parent: any): any;
  10697. }
  10698. /**
  10699. * This defines an action responsible that does nothing once triggered.
  10700. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10701. */
  10702. export class DoNothingAction extends Action {
  10703. /**
  10704. * Instantiate the action
  10705. * @param triggerOptions defines the trigger options
  10706. * @param condition defines the trigger related conditions
  10707. */
  10708. constructor(triggerOptions?: any, condition?: Condition);
  10709. /**
  10710. * Execute the action and do nothing.
  10711. */
  10712. execute(): void;
  10713. /**
  10714. * Serializes the actions and its related information.
  10715. * @param parent defines the object to serialize in
  10716. * @returns the serialized object
  10717. */
  10718. serialize(parent: any): any;
  10719. }
  10720. /**
  10721. * This defines an action responsible to trigger several actions once triggered.
  10722. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10723. */
  10724. export class CombineAction extends Action {
  10725. /**
  10726. * The list of aggregated animations to run.
  10727. */
  10728. children: Action[];
  10729. /**
  10730. * Instantiate the action
  10731. * @param triggerOptions defines the trigger options
  10732. * @param children defines the list of aggregated animations to run
  10733. * @param condition defines the trigger related conditions
  10734. */
  10735. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  10736. /** @hidden */
  10737. _prepare(): void;
  10738. /**
  10739. * Execute the action and executes all the aggregated actions.
  10740. */
  10741. execute(evt: ActionEvent): void;
  10742. /**
  10743. * Serializes the actions and its related information.
  10744. * @param parent defines the object to serialize in
  10745. * @returns the serialized object
  10746. */
  10747. serialize(parent: any): any;
  10748. }
  10749. /**
  10750. * This defines an action responsible to run code (external event) once triggered.
  10751. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10752. */
  10753. export class ExecuteCodeAction extends Action {
  10754. /**
  10755. * The callback function to run.
  10756. */
  10757. func: (evt: ActionEvent) => void;
  10758. /**
  10759. * Instantiate the action
  10760. * @param triggerOptions defines the trigger options
  10761. * @param func defines the callback function to run
  10762. * @param condition defines the trigger related conditions
  10763. */
  10764. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  10765. /**
  10766. * Execute the action and run the attached code.
  10767. */
  10768. execute(evt: ActionEvent): void;
  10769. }
  10770. /**
  10771. * This defines an action responsible to set the parent property of the target once triggered.
  10772. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10773. */
  10774. export class SetParentAction extends Action {
  10775. private _parent;
  10776. private _target;
  10777. /**
  10778. * Instantiate the action
  10779. * @param triggerOptions defines the trigger options
  10780. * @param target defines the target containing the parent property
  10781. * @param parent defines from where the animation should start (animation frame)
  10782. * @param condition defines the trigger related conditions
  10783. */
  10784. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  10785. /** @hidden */
  10786. _prepare(): void;
  10787. /**
  10788. * Execute the action and set the parent property.
  10789. */
  10790. execute(): void;
  10791. /**
  10792. * Serializes the actions and its related information.
  10793. * @param parent defines the object to serialize in
  10794. * @returns the serialized object
  10795. */
  10796. serialize(parent: any): any;
  10797. }
  10798. }
  10799. declare module "babylonjs/Actions/actionManager" {
  10800. import { Nullable } from "babylonjs/types";
  10801. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  10802. import { Scene } from "babylonjs/scene";
  10803. import { IAction } from "babylonjs/Actions/action";
  10804. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  10805. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  10806. /**
  10807. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  10808. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  10809. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10810. */
  10811. export class ActionManager extends AbstractActionManager {
  10812. /**
  10813. * Nothing
  10814. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10815. */
  10816. static readonly NothingTrigger: number;
  10817. /**
  10818. * On pick
  10819. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10820. */
  10821. static readonly OnPickTrigger: number;
  10822. /**
  10823. * On left pick
  10824. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10825. */
  10826. static readonly OnLeftPickTrigger: number;
  10827. /**
  10828. * On right pick
  10829. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10830. */
  10831. static readonly OnRightPickTrigger: number;
  10832. /**
  10833. * On center pick
  10834. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10835. */
  10836. static readonly OnCenterPickTrigger: number;
  10837. /**
  10838. * On pick down
  10839. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10840. */
  10841. static readonly OnPickDownTrigger: number;
  10842. /**
  10843. * On double pick
  10844. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10845. */
  10846. static readonly OnDoublePickTrigger: number;
  10847. /**
  10848. * On pick up
  10849. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10850. */
  10851. static readonly OnPickUpTrigger: number;
  10852. /**
  10853. * On pick out.
  10854. * This trigger will only be raised if you also declared a OnPickDown
  10855. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10856. */
  10857. static readonly OnPickOutTrigger: number;
  10858. /**
  10859. * On long press
  10860. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10861. */
  10862. static readonly OnLongPressTrigger: number;
  10863. /**
  10864. * On pointer over
  10865. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10866. */
  10867. static readonly OnPointerOverTrigger: number;
  10868. /**
  10869. * On pointer out
  10870. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10871. */
  10872. static readonly OnPointerOutTrigger: number;
  10873. /**
  10874. * On every frame
  10875. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10876. */
  10877. static readonly OnEveryFrameTrigger: number;
  10878. /**
  10879. * On intersection enter
  10880. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10881. */
  10882. static readonly OnIntersectionEnterTrigger: number;
  10883. /**
  10884. * On intersection exit
  10885. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10886. */
  10887. static readonly OnIntersectionExitTrigger: number;
  10888. /**
  10889. * On key down
  10890. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10891. */
  10892. static readonly OnKeyDownTrigger: number;
  10893. /**
  10894. * On key up
  10895. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10896. */
  10897. static readonly OnKeyUpTrigger: number;
  10898. private _scene;
  10899. /**
  10900. * Creates a new action manager
  10901. * @param scene defines the hosting scene
  10902. */
  10903. constructor(scene: Scene);
  10904. /**
  10905. * Releases all associated resources
  10906. */
  10907. dispose(): void;
  10908. /**
  10909. * Gets hosting scene
  10910. * @returns the hosting scene
  10911. */
  10912. getScene(): Scene;
  10913. /**
  10914. * Does this action manager handles actions of any of the given triggers
  10915. * @param triggers defines the triggers to be tested
  10916. * @return a boolean indicating whether one (or more) of the triggers is handled
  10917. */
  10918. hasSpecificTriggers(triggers: number[]): boolean;
  10919. /**
  10920. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  10921. * speed.
  10922. * @param triggerA defines the trigger to be tested
  10923. * @param triggerB defines the trigger to be tested
  10924. * @return a boolean indicating whether one (or more) of the triggers is handled
  10925. */
  10926. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  10927. /**
  10928. * Does this action manager handles actions of a given trigger
  10929. * @param trigger defines the trigger to be tested
  10930. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  10931. * @return whether the trigger is handled
  10932. */
  10933. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  10934. /**
  10935. * Does this action manager has pointer triggers
  10936. */
  10937. readonly hasPointerTriggers: boolean;
  10938. /**
  10939. * Does this action manager has pick triggers
  10940. */
  10941. readonly hasPickTriggers: boolean;
  10942. /**
  10943. * Registers an action to this action manager
  10944. * @param action defines the action to be registered
  10945. * @return the action amended (prepared) after registration
  10946. */
  10947. registerAction(action: IAction): Nullable<IAction>;
  10948. /**
  10949. * Unregisters an action to this action manager
  10950. * @param action defines the action to be unregistered
  10951. * @return a boolean indicating whether the action has been unregistered
  10952. */
  10953. unregisterAction(action: IAction): Boolean;
  10954. /**
  10955. * Process a specific trigger
  10956. * @param trigger defines the trigger to process
  10957. * @param evt defines the event details to be processed
  10958. */
  10959. processTrigger(trigger: number, evt?: IActionEvent): void;
  10960. /** @hidden */
  10961. _getEffectiveTarget(target: any, propertyPath: string): any;
  10962. /** @hidden */
  10963. _getProperty(propertyPath: string): string;
  10964. /**
  10965. * Serialize this manager to a JSON object
  10966. * @param name defines the property name to store this manager
  10967. * @returns a JSON representation of this manager
  10968. */
  10969. serialize(name: string): any;
  10970. /**
  10971. * Creates a new ActionManager from a JSON data
  10972. * @param parsedActions defines the JSON data to read from
  10973. * @param object defines the hosting mesh
  10974. * @param scene defines the hosting scene
  10975. */
  10976. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  10977. /**
  10978. * Get a trigger name by index
  10979. * @param trigger defines the trigger index
  10980. * @returns a trigger name
  10981. */
  10982. static GetTriggerName(trigger: number): string;
  10983. }
  10984. }
  10985. declare module "babylonjs/Culling/ray" {
  10986. import { DeepImmutable, Nullable, float } from "babylonjs/types";
  10987. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  10988. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  10989. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  10990. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  10991. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  10992. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  10993. import { Plane } from "babylonjs/Maths/math.plane";
  10994. /**
  10995. * Class representing a ray with position and direction
  10996. */
  10997. export class Ray {
  10998. /** origin point */
  10999. origin: Vector3;
  11000. /** direction */
  11001. direction: Vector3;
  11002. /** length of the ray */
  11003. length: number;
  11004. private static readonly TmpVector3;
  11005. private _tmpRay;
  11006. /**
  11007. * Creates a new ray
  11008. * @param origin origin point
  11009. * @param direction direction
  11010. * @param length length of the ray
  11011. */
  11012. constructor(
  11013. /** origin point */
  11014. origin: Vector3,
  11015. /** direction */
  11016. direction: Vector3,
  11017. /** length of the ray */
  11018. length?: number);
  11019. /**
  11020. * Checks if the ray intersects a box
  11021. * @param minimum bound of the box
  11022. * @param maximum bound of the box
  11023. * @param intersectionTreshold extra extend to be added to the box in all direction
  11024. * @returns if the box was hit
  11025. */
  11026. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  11027. /**
  11028. * Checks if the ray intersects a box
  11029. * @param box the bounding box to check
  11030. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  11031. * @returns if the box was hit
  11032. */
  11033. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  11034. /**
  11035. * If the ray hits a sphere
  11036. * @param sphere the bounding sphere to check
  11037. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  11038. * @returns true if it hits the sphere
  11039. */
  11040. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  11041. /**
  11042. * If the ray hits a triange
  11043. * @param vertex0 triangle vertex
  11044. * @param vertex1 triangle vertex
  11045. * @param vertex2 triangle vertex
  11046. * @returns intersection information if hit
  11047. */
  11048. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  11049. /**
  11050. * Checks if ray intersects a plane
  11051. * @param plane the plane to check
  11052. * @returns the distance away it was hit
  11053. */
  11054. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  11055. /**
  11056. * Calculate the intercept of a ray on a given axis
  11057. * @param axis to check 'x' | 'y' | 'z'
  11058. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  11059. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  11060. */
  11061. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  11062. /**
  11063. * Checks if ray intersects a mesh
  11064. * @param mesh the mesh to check
  11065. * @param fastCheck if only the bounding box should checked
  11066. * @returns picking info of the intersecton
  11067. */
  11068. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  11069. /**
  11070. * Checks if ray intersects a mesh
  11071. * @param meshes the meshes to check
  11072. * @param fastCheck if only the bounding box should checked
  11073. * @param results array to store result in
  11074. * @returns Array of picking infos
  11075. */
  11076. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  11077. private _comparePickingInfo;
  11078. private static smallnum;
  11079. private static rayl;
  11080. /**
  11081. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  11082. * @param sega the first point of the segment to test the intersection against
  11083. * @param segb the second point of the segment to test the intersection against
  11084. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  11085. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  11086. */
  11087. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  11088. /**
  11089. * Update the ray from viewport position
  11090. * @param x position
  11091. * @param y y position
  11092. * @param viewportWidth viewport width
  11093. * @param viewportHeight viewport height
  11094. * @param world world matrix
  11095. * @param view view matrix
  11096. * @param projection projection matrix
  11097. * @returns this ray updated
  11098. */
  11099. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11100. /**
  11101. * Creates a ray with origin and direction of 0,0,0
  11102. * @returns the new ray
  11103. */
  11104. static Zero(): Ray;
  11105. /**
  11106. * Creates a new ray from screen space and viewport
  11107. * @param x position
  11108. * @param y y position
  11109. * @param viewportWidth viewport width
  11110. * @param viewportHeight viewport height
  11111. * @param world world matrix
  11112. * @param view view matrix
  11113. * @param projection projection matrix
  11114. * @returns new ray
  11115. */
  11116. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11117. /**
  11118. * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be
  11119. * transformed to the given world matrix.
  11120. * @param origin The origin point
  11121. * @param end The end point
  11122. * @param world a matrix to transform the ray to. Default is the identity matrix.
  11123. * @returns the new ray
  11124. */
  11125. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  11126. /**
  11127. * Transforms a ray by a matrix
  11128. * @param ray ray to transform
  11129. * @param matrix matrix to apply
  11130. * @returns the resulting new ray
  11131. */
  11132. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  11133. /**
  11134. * Transforms a ray by a matrix
  11135. * @param ray ray to transform
  11136. * @param matrix matrix to apply
  11137. * @param result ray to store result in
  11138. */
  11139. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  11140. /**
  11141. * Unproject a ray from screen space to object space
  11142. * @param sourceX defines the screen space x coordinate to use
  11143. * @param sourceY defines the screen space y coordinate to use
  11144. * @param viewportWidth defines the current width of the viewport
  11145. * @param viewportHeight defines the current height of the viewport
  11146. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  11147. * @param view defines the view matrix to use
  11148. * @param projection defines the projection matrix to use
  11149. */
  11150. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  11151. }
  11152. /**
  11153. * Type used to define predicate used to select faces when a mesh intersection is detected
  11154. */
  11155. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  11156. module "babylonjs/scene" {
  11157. interface Scene {
  11158. /** @hidden */
  11159. _tempPickingRay: Nullable<Ray>;
  11160. /** @hidden */
  11161. _cachedRayForTransform: Ray;
  11162. /** @hidden */
  11163. _pickWithRayInverseMatrix: Matrix;
  11164. /** @hidden */
  11165. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  11166. /** @hidden */
  11167. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  11168. }
  11169. }
  11170. }
  11171. declare module "babylonjs/sceneComponent" {
  11172. import { Scene } from "babylonjs/scene";
  11173. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11174. import { SubMesh } from "babylonjs/Meshes/subMesh";
  11175. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  11176. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  11177. import { Nullable } from "babylonjs/types";
  11178. import { Camera } from "babylonjs/Cameras/camera";
  11179. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  11180. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11181. import { AbstractScene } from "babylonjs/abstractScene";
  11182. /**
  11183. * Groups all the scene component constants in one place to ease maintenance.
  11184. * @hidden
  11185. */
  11186. export class SceneComponentConstants {
  11187. static readonly NAME_EFFECTLAYER: string;
  11188. static readonly NAME_LAYER: string;
  11189. static readonly NAME_LENSFLARESYSTEM: string;
  11190. static readonly NAME_BOUNDINGBOXRENDERER: string;
  11191. static readonly NAME_PARTICLESYSTEM: string;
  11192. static readonly NAME_GAMEPAD: string;
  11193. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  11194. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  11195. static readonly NAME_DEPTHRENDERER: string;
  11196. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  11197. static readonly NAME_SPRITE: string;
  11198. static readonly NAME_OUTLINERENDERER: string;
  11199. static readonly NAME_PROCEDURALTEXTURE: string;
  11200. static readonly NAME_SHADOWGENERATOR: string;
  11201. static readonly NAME_OCTREE: string;
  11202. static readonly NAME_PHYSICSENGINE: string;
  11203. static readonly NAME_AUDIO: string;
  11204. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  11205. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11206. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  11207. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11208. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  11209. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  11210. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  11211. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  11212. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  11213. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  11214. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  11215. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  11216. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  11217. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  11218. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  11219. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  11220. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  11221. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  11222. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  11223. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  11224. static readonly STEP_AFTERRENDER_AUDIO: number;
  11225. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  11226. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  11227. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  11228. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  11229. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  11230. static readonly STEP_POINTERMOVE_SPRITE: number;
  11231. static readonly STEP_POINTERDOWN_SPRITE: number;
  11232. static readonly STEP_POINTERUP_SPRITE: number;
  11233. }
  11234. /**
  11235. * This represents a scene component.
  11236. *
  11237. * This is used to decouple the dependency the scene is having on the different workloads like
  11238. * layers, post processes...
  11239. */
  11240. export interface ISceneComponent {
  11241. /**
  11242. * The name of the component. Each component must have a unique name.
  11243. */
  11244. name: string;
  11245. /**
  11246. * The scene the component belongs to.
  11247. */
  11248. scene: Scene;
  11249. /**
  11250. * Register the component to one instance of a scene.
  11251. */
  11252. register(): void;
  11253. /**
  11254. * Rebuilds the elements related to this component in case of
  11255. * context lost for instance.
  11256. */
  11257. rebuild(): void;
  11258. /**
  11259. * Disposes the component and the associated ressources.
  11260. */
  11261. dispose(): void;
  11262. }
  11263. /**
  11264. * This represents a SERIALIZABLE scene component.
  11265. *
  11266. * This extends Scene Component to add Serialization methods on top.
  11267. */
  11268. export interface ISceneSerializableComponent extends ISceneComponent {
  11269. /**
  11270. * Adds all the elements from the container to the scene
  11271. * @param container the container holding the elements
  11272. */
  11273. addFromContainer(container: AbstractScene): void;
  11274. /**
  11275. * Removes all the elements in the container from the scene
  11276. * @param container contains the elements to remove
  11277. * @param dispose if the removed element should be disposed (default: false)
  11278. */
  11279. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  11280. /**
  11281. * Serializes the component data to the specified json object
  11282. * @param serializationObject The object to serialize to
  11283. */
  11284. serialize(serializationObject: any): void;
  11285. }
  11286. /**
  11287. * Strong typing of a Mesh related stage step action
  11288. */
  11289. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  11290. /**
  11291. * Strong typing of a Evaluate Sub Mesh related stage step action
  11292. */
  11293. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  11294. /**
  11295. * Strong typing of a Active Mesh related stage step action
  11296. */
  11297. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  11298. /**
  11299. * Strong typing of a Camera related stage step action
  11300. */
  11301. export type CameraStageAction = (camera: Camera) => void;
  11302. /**
  11303. * Strong typing of a Camera Frame buffer related stage step action
  11304. */
  11305. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  11306. /**
  11307. * Strong typing of a Render Target related stage step action
  11308. */
  11309. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  11310. /**
  11311. * Strong typing of a RenderingGroup related stage step action
  11312. */
  11313. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  11314. /**
  11315. * Strong typing of a Mesh Render related stage step action
  11316. */
  11317. export type RenderingMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  11318. /**
  11319. * Strong typing of a simple stage step action
  11320. */
  11321. export type SimpleStageAction = () => void;
  11322. /**
  11323. * Strong typing of a render target action.
  11324. */
  11325. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  11326. /**
  11327. * Strong typing of a pointer move action.
  11328. */
  11329. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, canvas: HTMLCanvasElement) => Nullable<PickingInfo>;
  11330. /**
  11331. * Strong typing of a pointer up/down action.
  11332. */
  11333. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  11334. /**
  11335. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  11336. * @hidden
  11337. */
  11338. export class Stage<T extends Function> extends Array<{
  11339. index: number;
  11340. component: ISceneComponent;
  11341. action: T;
  11342. }> {
  11343. /**
  11344. * Hide ctor from the rest of the world.
  11345. * @param items The items to add.
  11346. */
  11347. private constructor();
  11348. /**
  11349. * Creates a new Stage.
  11350. * @returns A new instance of a Stage
  11351. */
  11352. static Create<T extends Function>(): Stage<T>;
  11353. /**
  11354. * Registers a step in an ordered way in the targeted stage.
  11355. * @param index Defines the position to register the step in
  11356. * @param component Defines the component attached to the step
  11357. * @param action Defines the action to launch during the step
  11358. */
  11359. registerStep(index: number, component: ISceneComponent, action: T): void;
  11360. /**
  11361. * Clears all the steps from the stage.
  11362. */
  11363. clear(): void;
  11364. }
  11365. }
  11366. declare module "babylonjs/Sprites/spriteSceneComponent" {
  11367. import { Nullable } from "babylonjs/types";
  11368. import { Observable } from "babylonjs/Misc/observable";
  11369. import { Scene } from "babylonjs/scene";
  11370. import { Sprite } from "babylonjs/Sprites/sprite";
  11371. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11372. import { Ray } from "babylonjs/Culling/ray";
  11373. import { Camera } from "babylonjs/Cameras/camera";
  11374. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11375. import { ISceneComponent } from "babylonjs/sceneComponent";
  11376. module "babylonjs/scene" {
  11377. interface Scene {
  11378. /** @hidden */
  11379. _pointerOverSprite: Nullable<Sprite>;
  11380. /** @hidden */
  11381. _pickedDownSprite: Nullable<Sprite>;
  11382. /** @hidden */
  11383. _tempSpritePickingRay: Nullable<Ray>;
  11384. /**
  11385. * All of the sprite managers added to this scene
  11386. * @see http://doc.babylonjs.com/babylon101/sprites
  11387. */
  11388. spriteManagers: Array<ISpriteManager>;
  11389. /**
  11390. * An event triggered when sprites rendering is about to start
  11391. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11392. */
  11393. onBeforeSpritesRenderingObservable: Observable<Scene>;
  11394. /**
  11395. * An event triggered when sprites rendering is done
  11396. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11397. */
  11398. onAfterSpritesRenderingObservable: Observable<Scene>;
  11399. /** @hidden */
  11400. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11401. /** Launch a ray to try to pick a sprite in the scene
  11402. * @param x position on screen
  11403. * @param y position on screen
  11404. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  11405. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11406. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  11407. * @returns a PickingInfo
  11408. */
  11409. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11410. /** Use the given ray to pick a sprite in the scene
  11411. * @param ray The ray (in world space) to use to pick meshes
  11412. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  11413. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11414. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  11415. * @returns a PickingInfo
  11416. */
  11417. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11418. /** @hidden */
  11419. _internalMultiPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11420. /** Launch a ray to try to pick sprites in the scene
  11421. * @param x position on screen
  11422. * @param y position on screen
  11423. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  11424. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  11425. * @returns a PickingInfo array
  11426. */
  11427. multiPickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11428. /** Use the given ray to pick sprites in the scene
  11429. * @param ray The ray (in world space) to use to pick meshes
  11430. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  11431. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  11432. * @returns a PickingInfo array
  11433. */
  11434. multiPickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11435. /**
  11436. * Force the sprite under the pointer
  11437. * @param sprite defines the sprite to use
  11438. */
  11439. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  11440. /**
  11441. * Gets the sprite under the pointer
  11442. * @returns a Sprite or null if no sprite is under the pointer
  11443. */
  11444. getPointerOverSprite(): Nullable<Sprite>;
  11445. }
  11446. }
  11447. /**
  11448. * Defines the sprite scene component responsible to manage sprites
  11449. * in a given scene.
  11450. */
  11451. export class SpriteSceneComponent implements ISceneComponent {
  11452. /**
  11453. * The component name helpfull to identify the component in the list of scene components.
  11454. */
  11455. readonly name: string;
  11456. /**
  11457. * The scene the component belongs to.
  11458. */
  11459. scene: Scene;
  11460. /** @hidden */
  11461. private _spritePredicate;
  11462. /**
  11463. * Creates a new instance of the component for the given scene
  11464. * @param scene Defines the scene to register the component in
  11465. */
  11466. constructor(scene: Scene);
  11467. /**
  11468. * Registers the component in a given scene
  11469. */
  11470. register(): void;
  11471. /**
  11472. * Rebuilds the elements related to this component in case of
  11473. * context lost for instance.
  11474. */
  11475. rebuild(): void;
  11476. /**
  11477. * Disposes the component and the associated ressources.
  11478. */
  11479. dispose(): void;
  11480. private _pickSpriteButKeepRay;
  11481. private _pointerMove;
  11482. private _pointerDown;
  11483. private _pointerUp;
  11484. }
  11485. }
  11486. declare module "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration" {
  11487. /** @hidden */
  11488. export var fogFragmentDeclaration: {
  11489. name: string;
  11490. shader: string;
  11491. };
  11492. }
  11493. declare module "babylonjs/Shaders/ShadersInclude/fogFragment" {
  11494. /** @hidden */
  11495. export var fogFragment: {
  11496. name: string;
  11497. shader: string;
  11498. };
  11499. }
  11500. declare module "babylonjs/Shaders/sprites.fragment" {
  11501. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  11502. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  11503. /** @hidden */
  11504. export var spritesPixelShader: {
  11505. name: string;
  11506. shader: string;
  11507. };
  11508. }
  11509. declare module "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration" {
  11510. /** @hidden */
  11511. export var fogVertexDeclaration: {
  11512. name: string;
  11513. shader: string;
  11514. };
  11515. }
  11516. declare module "babylonjs/Shaders/sprites.vertex" {
  11517. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  11518. /** @hidden */
  11519. export var spritesVertexShader: {
  11520. name: string;
  11521. shader: string;
  11522. };
  11523. }
  11524. declare module "babylonjs/Sprites/spriteManager" {
  11525. import { IDisposable, Scene } from "babylonjs/scene";
  11526. import { Nullable } from "babylonjs/types";
  11527. import { Observable } from "babylonjs/Misc/observable";
  11528. import { Sprite } from "babylonjs/Sprites/sprite";
  11529. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11530. import { Camera } from "babylonjs/Cameras/camera";
  11531. import { Texture } from "babylonjs/Materials/Textures/texture";
  11532. import "babylonjs/Shaders/sprites.fragment";
  11533. import "babylonjs/Shaders/sprites.vertex";
  11534. import { Ray } from "babylonjs/Culling/ray";
  11535. /**
  11536. * Defines the minimum interface to fullfil in order to be a sprite manager.
  11537. */
  11538. export interface ISpriteManager extends IDisposable {
  11539. /**
  11540. * Restricts the camera to viewing objects with the same layerMask.
  11541. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  11542. */
  11543. layerMask: number;
  11544. /**
  11545. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  11546. */
  11547. isPickable: boolean;
  11548. /**
  11549. * Specifies the rendering group id for this mesh (0 by default)
  11550. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  11551. */
  11552. renderingGroupId: number;
  11553. /**
  11554. * Defines the list of sprites managed by the manager.
  11555. */
  11556. sprites: Array<Sprite>;
  11557. /**
  11558. * Tests the intersection of a sprite with a specific ray.
  11559. * @param ray The ray we are sending to test the collision
  11560. * @param camera The camera space we are sending rays in
  11561. * @param predicate A predicate allowing excluding sprites from the list of object to test
  11562. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  11563. * @returns picking info or null.
  11564. */
  11565. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11566. /**
  11567. * Intersects the sprites with a ray
  11568. * @param ray defines the ray to intersect with
  11569. * @param camera defines the current active camera
  11570. * @param predicate defines a predicate used to select candidate sprites
  11571. * @returns null if no hit or a PickingInfo array
  11572. */
  11573. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  11574. /**
  11575. * Renders the list of sprites on screen.
  11576. */
  11577. render(): void;
  11578. }
  11579. /**
  11580. * Class used to manage multiple sprites on the same spritesheet
  11581. * @see http://doc.babylonjs.com/babylon101/sprites
  11582. */
  11583. export class SpriteManager implements ISpriteManager {
  11584. /** defines the manager's name */
  11585. name: string;
  11586. /** Gets the list of sprites */
  11587. sprites: Sprite[];
  11588. /** Gets or sets the rendering group id (0 by default) */
  11589. renderingGroupId: number;
  11590. /** Gets or sets camera layer mask */
  11591. layerMask: number;
  11592. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  11593. fogEnabled: boolean;
  11594. /** Gets or sets a boolean indicating if the sprites are pickable */
  11595. isPickable: boolean;
  11596. /** Defines the default width of a cell in the spritesheet */
  11597. cellWidth: number;
  11598. /** Defines the default height of a cell in the spritesheet */
  11599. cellHeight: number;
  11600. /** Associative array from JSON sprite data file */
  11601. private _cellData;
  11602. /** Array of sprite names from JSON sprite data file */
  11603. private _spriteMap;
  11604. /** True when packed cell data from JSON file is ready*/
  11605. private _packedAndReady;
  11606. /**
  11607. * An event triggered when the manager is disposed.
  11608. */
  11609. onDisposeObservable: Observable<SpriteManager>;
  11610. private _onDisposeObserver;
  11611. /**
  11612. * Callback called when the manager is disposed
  11613. */
  11614. onDispose: () => void;
  11615. private _capacity;
  11616. private _fromPacked;
  11617. private _spriteTexture;
  11618. private _epsilon;
  11619. private _scene;
  11620. private _vertexData;
  11621. private _buffer;
  11622. private _vertexBuffers;
  11623. private _indexBuffer;
  11624. private _effectBase;
  11625. private _effectFog;
  11626. /**
  11627. * Gets or sets the spritesheet texture
  11628. */
  11629. texture: Texture;
  11630. /**
  11631. * Creates a new sprite manager
  11632. * @param name defines the manager's name
  11633. * @param imgUrl defines the sprite sheet url
  11634. * @param capacity defines the maximum allowed number of sprites
  11635. * @param cellSize defines the size of a sprite cell
  11636. * @param scene defines the hosting scene
  11637. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  11638. * @param samplingMode defines the smapling mode to use with spritesheet
  11639. * @param fromPacked set to false; do not alter
  11640. * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter
  11641. */
  11642. constructor(
  11643. /** defines the manager's name */
  11644. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number, fromPacked?: boolean, spriteJSON?: string | null);
  11645. private _makePacked;
  11646. private _appendSpriteVertex;
  11647. /**
  11648. * Intersects the sprites with a ray
  11649. * @param ray defines the ray to intersect with
  11650. * @param camera defines the current active camera
  11651. * @param predicate defines a predicate used to select candidate sprites
  11652. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  11653. * @returns null if no hit or a PickingInfo
  11654. */
  11655. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11656. /**
  11657. * Intersects the sprites with a ray
  11658. * @param ray defines the ray to intersect with
  11659. * @param camera defines the current active camera
  11660. * @param predicate defines a predicate used to select candidate sprites
  11661. * @returns null if no hit or a PickingInfo array
  11662. */
  11663. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  11664. /**
  11665. * Render all child sprites
  11666. */
  11667. render(): void;
  11668. /**
  11669. * Release associated resources
  11670. */
  11671. dispose(): void;
  11672. }
  11673. }
  11674. declare module "babylonjs/Sprites/sprite" {
  11675. import { Vector3 } from "babylonjs/Maths/math.vector";
  11676. import { Nullable } from "babylonjs/types";
  11677. import { ActionManager } from "babylonjs/Actions/actionManager";
  11678. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11679. import { Color4 } from "babylonjs/Maths/math.color";
  11680. /**
  11681. * Class used to represent a sprite
  11682. * @see http://doc.babylonjs.com/babylon101/sprites
  11683. */
  11684. export class Sprite {
  11685. /** defines the name */
  11686. name: string;
  11687. /** Gets or sets the current world position */
  11688. position: Vector3;
  11689. /** Gets or sets the main color */
  11690. color: Color4;
  11691. /** Gets or sets the width */
  11692. width: number;
  11693. /** Gets or sets the height */
  11694. height: number;
  11695. /** Gets or sets rotation angle */
  11696. angle: number;
  11697. /** Gets or sets the cell index in the sprite sheet */
  11698. cellIndex: number;
  11699. /** Gets or sets the cell reference in the sprite sheet, uses sprite's filename when added to sprite sheet */
  11700. cellRef: string;
  11701. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  11702. invertU: number;
  11703. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  11704. invertV: number;
  11705. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  11706. disposeWhenFinishedAnimating: boolean;
  11707. /** Gets the list of attached animations */
  11708. animations: Animation[];
  11709. /** Gets or sets a boolean indicating if the sprite can be picked */
  11710. isPickable: boolean;
  11711. /**
  11712. * Gets or sets the associated action manager
  11713. */
  11714. actionManager: Nullable<ActionManager>;
  11715. private _animationStarted;
  11716. private _loopAnimation;
  11717. private _fromIndex;
  11718. private _toIndex;
  11719. private _delay;
  11720. private _direction;
  11721. private _manager;
  11722. private _time;
  11723. private _onAnimationEnd;
  11724. /**
  11725. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  11726. */
  11727. isVisible: boolean;
  11728. /**
  11729. * Gets or sets the sprite size
  11730. */
  11731. size: number;
  11732. /**
  11733. * Creates a new Sprite
  11734. * @param name defines the name
  11735. * @param manager defines the manager
  11736. */
  11737. constructor(
  11738. /** defines the name */
  11739. name: string, manager: ISpriteManager);
  11740. /**
  11741. * Starts an animation
  11742. * @param from defines the initial key
  11743. * @param to defines the end key
  11744. * @param loop defines if the animation must loop
  11745. * @param delay defines the start delay (in ms)
  11746. * @param onAnimationEnd defines a callback to call when animation ends
  11747. */
  11748. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  11749. /** Stops current animation (if any) */
  11750. stopAnimation(): void;
  11751. /** @hidden */
  11752. _animate(deltaTime: number): void;
  11753. /** Release associated resources */
  11754. dispose(): void;
  11755. }
  11756. }
  11757. declare module "babylonjs/Collisions/pickingInfo" {
  11758. import { Nullable } from "babylonjs/types";
  11759. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  11760. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11761. import { Sprite } from "babylonjs/Sprites/sprite";
  11762. import { Ray } from "babylonjs/Culling/ray";
  11763. /**
  11764. * Information about the result of picking within a scene
  11765. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  11766. */
  11767. export class PickingInfo {
  11768. /** @hidden */
  11769. _pickingUnavailable: boolean;
  11770. /**
  11771. * If the pick collided with an object
  11772. */
  11773. hit: boolean;
  11774. /**
  11775. * Distance away where the pick collided
  11776. */
  11777. distance: number;
  11778. /**
  11779. * The location of pick collision
  11780. */
  11781. pickedPoint: Nullable<Vector3>;
  11782. /**
  11783. * The mesh corresponding the the pick collision
  11784. */
  11785. pickedMesh: Nullable<AbstractMesh>;
  11786. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  11787. bu: number;
  11788. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  11789. bv: number;
  11790. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  11791. faceId: number;
  11792. /** Id of the the submesh that was picked */
  11793. subMeshId: number;
  11794. /** If a sprite was picked, this will be the sprite the pick collided with */
  11795. pickedSprite: Nullable<Sprite>;
  11796. /**
  11797. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  11798. */
  11799. originMesh: Nullable<AbstractMesh>;
  11800. /**
  11801. * The ray that was used to perform the picking.
  11802. */
  11803. ray: Nullable<Ray>;
  11804. /**
  11805. * Gets the normal correspodning to the face the pick collided with
  11806. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  11807. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  11808. * @returns The normal correspodning to the face the pick collided with
  11809. */
  11810. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  11811. /**
  11812. * Gets the texture coordinates of where the pick occured
  11813. * @returns the vector containing the coordnates of the texture
  11814. */
  11815. getTextureCoordinates(): Nullable<Vector2>;
  11816. }
  11817. }
  11818. declare module "babylonjs/Events/pointerEvents" {
  11819. import { Nullable } from "babylonjs/types";
  11820. import { Vector2 } from "babylonjs/Maths/math.vector";
  11821. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11822. import { Ray } from "babylonjs/Culling/ray";
  11823. /**
  11824. * Gather the list of pointer event types as constants.
  11825. */
  11826. export class PointerEventTypes {
  11827. /**
  11828. * The pointerdown event is fired when a pointer becomes active. For mouse, it is fired when the device transitions from no buttons depressed to at least one button depressed. For touch, it is fired when physical contact is made with the digitizer. For pen, it is fired when the stylus makes physical contact with the digitizer.
  11829. */
  11830. static readonly POINTERDOWN: number;
  11831. /**
  11832. * The pointerup event is fired when a pointer is no longer active.
  11833. */
  11834. static readonly POINTERUP: number;
  11835. /**
  11836. * The pointermove event is fired when a pointer changes coordinates.
  11837. */
  11838. static readonly POINTERMOVE: number;
  11839. /**
  11840. * The pointerwheel event is fired when a mouse wheel has been rotated.
  11841. */
  11842. static readonly POINTERWHEEL: number;
  11843. /**
  11844. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  11845. */
  11846. static readonly POINTERPICK: number;
  11847. /**
  11848. * The pointertap event is fired when a the object has been touched and released without drag.
  11849. */
  11850. static readonly POINTERTAP: number;
  11851. /**
  11852. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  11853. */
  11854. static readonly POINTERDOUBLETAP: number;
  11855. }
  11856. /**
  11857. * Base class of pointer info types.
  11858. */
  11859. export class PointerInfoBase {
  11860. /**
  11861. * Defines the type of event (PointerEventTypes)
  11862. */
  11863. type: number;
  11864. /**
  11865. * Defines the related dom event
  11866. */
  11867. event: PointerEvent | MouseWheelEvent;
  11868. /**
  11869. * Instantiates the base class of pointers info.
  11870. * @param type Defines the type of event (PointerEventTypes)
  11871. * @param event Defines the related dom event
  11872. */
  11873. constructor(
  11874. /**
  11875. * Defines the type of event (PointerEventTypes)
  11876. */
  11877. type: number,
  11878. /**
  11879. * Defines the related dom event
  11880. */
  11881. event: PointerEvent | MouseWheelEvent);
  11882. }
  11883. /**
  11884. * This class is used to store pointer related info for the onPrePointerObservable event.
  11885. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  11886. */
  11887. export class PointerInfoPre extends PointerInfoBase {
  11888. /**
  11889. * Ray from a pointer if availible (eg. 6dof controller)
  11890. */
  11891. ray: Nullable<Ray>;
  11892. /**
  11893. * Defines the local position of the pointer on the canvas.
  11894. */
  11895. localPosition: Vector2;
  11896. /**
  11897. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  11898. */
  11899. skipOnPointerObservable: boolean;
  11900. /**
  11901. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  11902. * @param type Defines the type of event (PointerEventTypes)
  11903. * @param event Defines the related dom event
  11904. * @param localX Defines the local x coordinates of the pointer when the event occured
  11905. * @param localY Defines the local y coordinates of the pointer when the event occured
  11906. */
  11907. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  11908. }
  11909. /**
  11910. * This type contains all the data related to a pointer event in Babylon.js.
  11911. * The event member is an instance of PointerEvent for all types except PointerWheel and is of type MouseWheelEvent when type equals PointerWheel. The different event types can be found in the PointerEventTypes class.
  11912. */
  11913. export class PointerInfo extends PointerInfoBase {
  11914. /**
  11915. * Defines the picking info associated to the info (if any)\
  11916. */
  11917. pickInfo: Nullable<PickingInfo>;
  11918. /**
  11919. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  11920. * @param type Defines the type of event (PointerEventTypes)
  11921. * @param event Defines the related dom event
  11922. * @param pickInfo Defines the picking info associated to the info (if any)\
  11923. */
  11924. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  11925. /**
  11926. * Defines the picking info associated to the info (if any)\
  11927. */
  11928. pickInfo: Nullable<PickingInfo>);
  11929. }
  11930. /**
  11931. * Data relating to a touch event on the screen.
  11932. */
  11933. export interface PointerTouch {
  11934. /**
  11935. * X coordinate of touch.
  11936. */
  11937. x: number;
  11938. /**
  11939. * Y coordinate of touch.
  11940. */
  11941. y: number;
  11942. /**
  11943. * Id of touch. Unique for each finger.
  11944. */
  11945. pointerId: number;
  11946. /**
  11947. * Event type passed from DOM.
  11948. */
  11949. type: any;
  11950. }
  11951. }
  11952. declare module "babylonjs/Cameras/Inputs/freeCameraMouseInput" {
  11953. import { Observable } from "babylonjs/Misc/observable";
  11954. import { Nullable } from "babylonjs/types";
  11955. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  11956. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  11957. /**
  11958. * Manage the mouse inputs to control the movement of a free camera.
  11959. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  11960. */
  11961. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  11962. /**
  11963. * Define if touch is enabled in the mouse input
  11964. */
  11965. touchEnabled: boolean;
  11966. /**
  11967. * Defines the camera the input is attached to.
  11968. */
  11969. camera: FreeCamera;
  11970. /**
  11971. * Defines the buttons associated with the input to handle camera move.
  11972. */
  11973. buttons: number[];
  11974. /**
  11975. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  11976. */
  11977. angularSensibility: number;
  11978. private _pointerInput;
  11979. private _onMouseMove;
  11980. private _observer;
  11981. private previousPosition;
  11982. /**
  11983. * Observable for when a pointer move event occurs containing the move offset
  11984. */
  11985. onPointerMovedObservable: Observable<{
  11986. offsetX: number;
  11987. offsetY: number;
  11988. }>;
  11989. /**
  11990. * @hidden
  11991. * If the camera should be rotated automatically based on pointer movement
  11992. */
  11993. _allowCameraRotation: boolean;
  11994. /**
  11995. * Manage the mouse inputs to control the movement of a free camera.
  11996. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  11997. * @param touchEnabled Defines if touch is enabled or not
  11998. */
  11999. constructor(
  12000. /**
  12001. * Define if touch is enabled in the mouse input
  12002. */
  12003. touchEnabled?: boolean);
  12004. /**
  12005. * Attach the input controls to a specific dom element to get the input from.
  12006. * @param element Defines the element the controls should be listened from
  12007. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12008. */
  12009. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12010. /**
  12011. * Called on JS contextmenu event.
  12012. * Override this method to provide functionality.
  12013. */
  12014. protected onContextMenu(evt: PointerEvent): void;
  12015. /**
  12016. * Detach the current controls from the specified dom element.
  12017. * @param element Defines the element to stop listening the inputs from
  12018. */
  12019. detachControl(element: Nullable<HTMLElement>): void;
  12020. /**
  12021. * Gets the class name of the current intput.
  12022. * @returns the class name
  12023. */
  12024. getClassName(): string;
  12025. /**
  12026. * Get the friendly name associated with the input class.
  12027. * @returns the input friendly name
  12028. */
  12029. getSimpleName(): string;
  12030. }
  12031. }
  12032. declare module "babylonjs/Cameras/Inputs/freeCameraTouchInput" {
  12033. import { Nullable } from "babylonjs/types";
  12034. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  12035. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12036. /**
  12037. * Manage the touch inputs to control the movement of a free camera.
  12038. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12039. */
  12040. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  12041. /**
  12042. * Defines the camera the input is attached to.
  12043. */
  12044. camera: FreeCamera;
  12045. /**
  12046. * Defines the touch sensibility for rotation.
  12047. * The higher the faster.
  12048. */
  12049. touchAngularSensibility: number;
  12050. /**
  12051. * Defines the touch sensibility for move.
  12052. * The higher the faster.
  12053. */
  12054. touchMoveSensibility: number;
  12055. private _offsetX;
  12056. private _offsetY;
  12057. private _pointerPressed;
  12058. private _pointerInput;
  12059. private _observer;
  12060. private _onLostFocus;
  12061. /**
  12062. * Attach the input controls to a specific dom element to get the input from.
  12063. * @param element Defines the element the controls should be listened from
  12064. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12065. */
  12066. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12067. /**
  12068. * Detach the current controls from the specified dom element.
  12069. * @param element Defines the element to stop listening the inputs from
  12070. */
  12071. detachControl(element: Nullable<HTMLElement>): void;
  12072. /**
  12073. * Update the current camera state depending on the inputs that have been used this frame.
  12074. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  12075. */
  12076. checkInputs(): void;
  12077. /**
  12078. * Gets the class name of the current intput.
  12079. * @returns the class name
  12080. */
  12081. getClassName(): string;
  12082. /**
  12083. * Get the friendly name associated with the input class.
  12084. * @returns the input friendly name
  12085. */
  12086. getSimpleName(): string;
  12087. }
  12088. }
  12089. declare module "babylonjs/Cameras/freeCameraInputsManager" {
  12090. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12091. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  12092. import { FreeCameraMouseInput } from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  12093. import { Nullable } from "babylonjs/types";
  12094. /**
  12095. * Default Inputs manager for the FreeCamera.
  12096. * It groups all the default supported inputs for ease of use.
  12097. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12098. */
  12099. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  12100. /**
  12101. * @hidden
  12102. */
  12103. _mouseInput: Nullable<FreeCameraMouseInput>;
  12104. /**
  12105. * Instantiates a new FreeCameraInputsManager.
  12106. * @param camera Defines the camera the inputs belong to
  12107. */
  12108. constructor(camera: FreeCamera);
  12109. /**
  12110. * Add keyboard input support to the input manager.
  12111. * @returns the current input manager
  12112. */
  12113. addKeyboard(): FreeCameraInputsManager;
  12114. /**
  12115. * Add mouse input support to the input manager.
  12116. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  12117. * @returns the current input manager
  12118. */
  12119. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  12120. /**
  12121. * Removes the mouse input support from the manager
  12122. * @returns the current input manager
  12123. */
  12124. removeMouse(): FreeCameraInputsManager;
  12125. /**
  12126. * Add touch input support to the input manager.
  12127. * @returns the current input manager
  12128. */
  12129. addTouch(): FreeCameraInputsManager;
  12130. /**
  12131. * Remove all attached input methods from a camera
  12132. */
  12133. clear(): void;
  12134. }
  12135. }
  12136. declare module "babylonjs/Cameras/freeCamera" {
  12137. import { Vector3 } from "babylonjs/Maths/math.vector";
  12138. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  12139. import { Scene } from "babylonjs/scene";
  12140. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  12141. import { FreeCameraInputsManager } from "babylonjs/Cameras/freeCameraInputsManager";
  12142. /**
  12143. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12144. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  12145. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12146. */
  12147. export class FreeCamera extends TargetCamera {
  12148. /**
  12149. * Define the collision ellipsoid of the camera.
  12150. * This is helpful to simulate a camera body like the player body around the camera
  12151. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  12152. */
  12153. ellipsoid: Vector3;
  12154. /**
  12155. * Define an offset for the position of the ellipsoid around the camera.
  12156. * This can be helpful to determine the center of the body near the gravity center of the body
  12157. * instead of its head.
  12158. */
  12159. ellipsoidOffset: Vector3;
  12160. /**
  12161. * Enable or disable collisions of the camera with the rest of the scene objects.
  12162. */
  12163. checkCollisions: boolean;
  12164. /**
  12165. * Enable or disable gravity on the camera.
  12166. */
  12167. applyGravity: boolean;
  12168. /**
  12169. * Define the input manager associated to the camera.
  12170. */
  12171. inputs: FreeCameraInputsManager;
  12172. /**
  12173. * Gets the input sensibility for a mouse input. (default is 2000.0)
  12174. * Higher values reduce sensitivity.
  12175. */
  12176. /**
  12177. * Sets the input sensibility for a mouse input. (default is 2000.0)
  12178. * Higher values reduce sensitivity.
  12179. */
  12180. angularSensibility: number;
  12181. /**
  12182. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  12183. */
  12184. keysUp: number[];
  12185. /**
  12186. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  12187. */
  12188. keysDown: number[];
  12189. /**
  12190. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  12191. */
  12192. keysLeft: number[];
  12193. /**
  12194. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  12195. */
  12196. keysRight: number[];
  12197. /**
  12198. * Event raised when the camera collide with a mesh in the scene.
  12199. */
  12200. onCollide: (collidedMesh: AbstractMesh) => void;
  12201. private _collider;
  12202. private _needMoveForGravity;
  12203. private _oldPosition;
  12204. private _diffPosition;
  12205. private _newPosition;
  12206. /** @hidden */
  12207. _localDirection: Vector3;
  12208. /** @hidden */
  12209. _transformedDirection: Vector3;
  12210. /**
  12211. * Instantiates a Free Camera.
  12212. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12213. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  12214. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12215. * @param name Define the name of the camera in the scene
  12216. * @param position Define the start position of the camera in the scene
  12217. * @param scene Define the scene the camera belongs to
  12218. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  12219. */
  12220. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  12221. /**
  12222. * Attached controls to the current camera.
  12223. * @param element Defines the element the controls should be listened from
  12224. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12225. */
  12226. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12227. /**
  12228. * Detach the current controls from the camera.
  12229. * The camera will stop reacting to inputs.
  12230. * @param element Defines the element to stop listening the inputs from
  12231. */
  12232. detachControl(element: HTMLElement): void;
  12233. private _collisionMask;
  12234. /**
  12235. * Define a collision mask to limit the list of object the camera can collide with
  12236. */
  12237. collisionMask: number;
  12238. /** @hidden */
  12239. _collideWithWorld(displacement: Vector3): void;
  12240. private _onCollisionPositionChange;
  12241. /** @hidden */
  12242. _checkInputs(): void;
  12243. /** @hidden */
  12244. _decideIfNeedsToMove(): boolean;
  12245. /** @hidden */
  12246. _updatePosition(): void;
  12247. /**
  12248. * Destroy the camera and release the current resources hold by it.
  12249. */
  12250. dispose(): void;
  12251. /**
  12252. * Gets the current object class name.
  12253. * @return the class name
  12254. */
  12255. getClassName(): string;
  12256. }
  12257. }
  12258. declare module "babylonjs/Gamepads/gamepad" {
  12259. import { Observable } from "babylonjs/Misc/observable";
  12260. /**
  12261. * Represents a gamepad control stick position
  12262. */
  12263. export class StickValues {
  12264. /**
  12265. * The x component of the control stick
  12266. */
  12267. x: number;
  12268. /**
  12269. * The y component of the control stick
  12270. */
  12271. y: number;
  12272. /**
  12273. * Initializes the gamepad x and y control stick values
  12274. * @param x The x component of the gamepad control stick value
  12275. * @param y The y component of the gamepad control stick value
  12276. */
  12277. constructor(
  12278. /**
  12279. * The x component of the control stick
  12280. */
  12281. x: number,
  12282. /**
  12283. * The y component of the control stick
  12284. */
  12285. y: number);
  12286. }
  12287. /**
  12288. * An interface which manages callbacks for gamepad button changes
  12289. */
  12290. export interface GamepadButtonChanges {
  12291. /**
  12292. * Called when a gamepad has been changed
  12293. */
  12294. changed: boolean;
  12295. /**
  12296. * Called when a gamepad press event has been triggered
  12297. */
  12298. pressChanged: boolean;
  12299. /**
  12300. * Called when a touch event has been triggered
  12301. */
  12302. touchChanged: boolean;
  12303. /**
  12304. * Called when a value has changed
  12305. */
  12306. valueChanged: boolean;
  12307. }
  12308. /**
  12309. * Represents a gamepad
  12310. */
  12311. export class Gamepad {
  12312. /**
  12313. * The id of the gamepad
  12314. */
  12315. id: string;
  12316. /**
  12317. * The index of the gamepad
  12318. */
  12319. index: number;
  12320. /**
  12321. * The browser gamepad
  12322. */
  12323. browserGamepad: any;
  12324. /**
  12325. * Specifies what type of gamepad this represents
  12326. */
  12327. type: number;
  12328. private _leftStick;
  12329. private _rightStick;
  12330. /** @hidden */
  12331. _isConnected: boolean;
  12332. private _leftStickAxisX;
  12333. private _leftStickAxisY;
  12334. private _rightStickAxisX;
  12335. private _rightStickAxisY;
  12336. /**
  12337. * Triggered when the left control stick has been changed
  12338. */
  12339. private _onleftstickchanged;
  12340. /**
  12341. * Triggered when the right control stick has been changed
  12342. */
  12343. private _onrightstickchanged;
  12344. /**
  12345. * Represents a gamepad controller
  12346. */
  12347. static GAMEPAD: number;
  12348. /**
  12349. * Represents a generic controller
  12350. */
  12351. static GENERIC: number;
  12352. /**
  12353. * Represents an XBox controller
  12354. */
  12355. static XBOX: number;
  12356. /**
  12357. * Represents a pose-enabled controller
  12358. */
  12359. static POSE_ENABLED: number;
  12360. /**
  12361. * Represents an Dual Shock controller
  12362. */
  12363. static DUALSHOCK: number;
  12364. /**
  12365. * Specifies whether the left control stick should be Y-inverted
  12366. */
  12367. protected _invertLeftStickY: boolean;
  12368. /**
  12369. * Specifies if the gamepad has been connected
  12370. */
  12371. readonly isConnected: boolean;
  12372. /**
  12373. * Initializes the gamepad
  12374. * @param id The id of the gamepad
  12375. * @param index The index of the gamepad
  12376. * @param browserGamepad The browser gamepad
  12377. * @param leftStickX The x component of the left joystick
  12378. * @param leftStickY The y component of the left joystick
  12379. * @param rightStickX The x component of the right joystick
  12380. * @param rightStickY The y component of the right joystick
  12381. */
  12382. constructor(
  12383. /**
  12384. * The id of the gamepad
  12385. */
  12386. id: string,
  12387. /**
  12388. * The index of the gamepad
  12389. */
  12390. index: number,
  12391. /**
  12392. * The browser gamepad
  12393. */
  12394. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  12395. /**
  12396. * Callback triggered when the left joystick has changed
  12397. * @param callback
  12398. */
  12399. onleftstickchanged(callback: (values: StickValues) => void): void;
  12400. /**
  12401. * Callback triggered when the right joystick has changed
  12402. * @param callback
  12403. */
  12404. onrightstickchanged(callback: (values: StickValues) => void): void;
  12405. /**
  12406. * Gets the left joystick
  12407. */
  12408. /**
  12409. * Sets the left joystick values
  12410. */
  12411. leftStick: StickValues;
  12412. /**
  12413. * Gets the right joystick
  12414. */
  12415. /**
  12416. * Sets the right joystick value
  12417. */
  12418. rightStick: StickValues;
  12419. /**
  12420. * Updates the gamepad joystick positions
  12421. */
  12422. update(): void;
  12423. /**
  12424. * Disposes the gamepad
  12425. */
  12426. dispose(): void;
  12427. }
  12428. /**
  12429. * Represents a generic gamepad
  12430. */
  12431. export class GenericPad extends Gamepad {
  12432. private _buttons;
  12433. private _onbuttondown;
  12434. private _onbuttonup;
  12435. /**
  12436. * Observable triggered when a button has been pressed
  12437. */
  12438. onButtonDownObservable: Observable<number>;
  12439. /**
  12440. * Observable triggered when a button has been released
  12441. */
  12442. onButtonUpObservable: Observable<number>;
  12443. /**
  12444. * Callback triggered when a button has been pressed
  12445. * @param callback Called when a button has been pressed
  12446. */
  12447. onbuttondown(callback: (buttonPressed: number) => void): void;
  12448. /**
  12449. * Callback triggered when a button has been released
  12450. * @param callback Called when a button has been released
  12451. */
  12452. onbuttonup(callback: (buttonReleased: number) => void): void;
  12453. /**
  12454. * Initializes the generic gamepad
  12455. * @param id The id of the generic gamepad
  12456. * @param index The index of the generic gamepad
  12457. * @param browserGamepad The browser gamepad
  12458. */
  12459. constructor(id: string, index: number, browserGamepad: any);
  12460. private _setButtonValue;
  12461. /**
  12462. * Updates the generic gamepad
  12463. */
  12464. update(): void;
  12465. /**
  12466. * Disposes the generic gamepad
  12467. */
  12468. dispose(): void;
  12469. }
  12470. }
  12471. declare module "babylonjs/Engines/Extensions/engine.rawTexture" {
  12472. import { Nullable } from "babylonjs/types";
  12473. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  12474. import { Scene } from "babylonjs/scene";
  12475. module "babylonjs/Engines/engine" {
  12476. interface Engine {
  12477. /**
  12478. * Creates a raw texture
  12479. * @param data defines the data to store in the texture
  12480. * @param width defines the width of the texture
  12481. * @param height defines the height of the texture
  12482. * @param format defines the format of the data
  12483. * @param generateMipMaps defines if the engine should generate the mip levels
  12484. * @param invertY defines if data must be stored with Y axis inverted
  12485. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  12486. * @param compression defines the compression used (null by default)
  12487. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12488. * @returns the raw texture inside an InternalTexture
  12489. */
  12490. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  12491. /**
  12492. * Update a raw texture
  12493. * @param texture defines the texture to update
  12494. * @param data defines the data to store in the texture
  12495. * @param format defines the format of the data
  12496. * @param invertY defines if data must be stored with Y axis inverted
  12497. */
  12498. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12499. /**
  12500. * Update a raw texture
  12501. * @param texture defines the texture to update
  12502. * @param data defines the data to store in the texture
  12503. * @param format defines the format of the data
  12504. * @param invertY defines if data must be stored with Y axis inverted
  12505. * @param compression defines the compression used (null by default)
  12506. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12507. */
  12508. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  12509. /**
  12510. * Creates a new raw cube texture
  12511. * @param data defines the array of data to use to create each face
  12512. * @param size defines the size of the textures
  12513. * @param format defines the format of the data
  12514. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12515. * @param generateMipMaps defines if the engine should generate the mip levels
  12516. * @param invertY defines if data must be stored with Y axis inverted
  12517. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12518. * @param compression defines the compression used (null by default)
  12519. * @returns the cube texture as an InternalTexture
  12520. */
  12521. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  12522. /**
  12523. * Update a raw cube texture
  12524. * @param texture defines the texture to udpdate
  12525. * @param data defines the data to store
  12526. * @param format defines the data format
  12527. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12528. * @param invertY defines if data must be stored with Y axis inverted
  12529. */
  12530. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  12531. /**
  12532. * Update a raw cube texture
  12533. * @param texture defines the texture to udpdate
  12534. * @param data defines the data to store
  12535. * @param format defines the data format
  12536. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12537. * @param invertY defines if data must be stored with Y axis inverted
  12538. * @param compression defines the compression used (null by default)
  12539. */
  12540. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  12541. /**
  12542. * Update a raw cube texture
  12543. * @param texture defines the texture to udpdate
  12544. * @param data defines the data to store
  12545. * @param format defines the data format
  12546. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12547. * @param invertY defines if data must be stored with Y axis inverted
  12548. * @param compression defines the compression used (null by default)
  12549. * @param level defines which level of the texture to update
  12550. */
  12551. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  12552. /**
  12553. * Creates a new raw cube texture from a specified url
  12554. * @param url defines the url where the data is located
  12555. * @param scene defines the current scene
  12556. * @param size defines the size of the textures
  12557. * @param format defines the format of the data
  12558. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12559. * @param noMipmap defines if the engine should avoid generating the mip levels
  12560. * @param callback defines a callback used to extract texture data from loaded data
  12561. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12562. * @param onLoad defines a callback called when texture is loaded
  12563. * @param onError defines a callback called if there is an error
  12564. * @returns the cube texture as an InternalTexture
  12565. */
  12566. createRawCubeTextureFromUrl(url: string, scene: Scene, size: number, format: number, type: number, noMipmap: boolean, callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>, mipmapGenerator: Nullable<((faces: ArrayBufferView[]) => ArrayBufferView[][])>, onLoad: Nullable<() => void>, onError: Nullable<(message?: string, exception?: any) => void>): InternalTexture;
  12567. /**
  12568. * Creates a new raw cube texture from a specified url
  12569. * @param url defines the url where the data is located
  12570. * @param scene defines the current scene
  12571. * @param size defines the size of the textures
  12572. * @param format defines the format of the data
  12573. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12574. * @param noMipmap defines if the engine should avoid generating the mip levels
  12575. * @param callback defines a callback used to extract texture data from loaded data
  12576. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12577. * @param onLoad defines a callback called when texture is loaded
  12578. * @param onError defines a callback called if there is an error
  12579. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12580. * @param invertY defines if data must be stored with Y axis inverted
  12581. * @returns the cube texture as an InternalTexture
  12582. */
  12583. createRawCubeTextureFromUrl(url: string, scene: Scene, size: number, format: number, type: number, noMipmap: boolean, callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>, mipmapGenerator: Nullable<((faces: ArrayBufferView[]) => ArrayBufferView[][])>, onLoad: Nullable<() => void>, onError: Nullable<(message?: string, exception?: any) => void>, samplingMode: number, invertY: boolean): InternalTexture;
  12584. /**
  12585. * Creates a new raw 3D texture
  12586. * @param data defines the data used to create the texture
  12587. * @param width defines the width of the texture
  12588. * @param height defines the height of the texture
  12589. * @param depth defines the depth of the texture
  12590. * @param format defines the format of the texture
  12591. * @param generateMipMaps defines if the engine must generate mip levels
  12592. * @param invertY defines if data must be stored with Y axis inverted
  12593. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12594. * @param compression defines the compressed used (can be null)
  12595. * @param textureType defines the compressed used (can be null)
  12596. * @returns a new raw 3D texture (stored in an InternalTexture)
  12597. */
  12598. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  12599. /**
  12600. * Update a raw 3D texture
  12601. * @param texture defines the texture to update
  12602. * @param data defines the data to store
  12603. * @param format defines the data format
  12604. * @param invertY defines if data must be stored with Y axis inverted
  12605. */
  12606. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12607. /**
  12608. * Update a raw 3D texture
  12609. * @param texture defines the texture to update
  12610. * @param data defines the data to store
  12611. * @param format defines the data format
  12612. * @param invertY defines if data must be stored with Y axis inverted
  12613. * @param compression defines the used compression (can be null)
  12614. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  12615. */
  12616. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  12617. }
  12618. }
  12619. }
  12620. declare module "babylonjs/Materials/Textures/rawTexture" {
  12621. import { Scene } from "babylonjs/scene";
  12622. import { Texture } from "babylonjs/Materials/Textures/texture";
  12623. import "babylonjs/Engines/Extensions/engine.rawTexture";
  12624. /**
  12625. * Raw texture can help creating a texture directly from an array of data.
  12626. * This can be super useful if you either get the data from an uncompressed source or
  12627. * if you wish to create your texture pixel by pixel.
  12628. */
  12629. export class RawTexture extends Texture {
  12630. /**
  12631. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12632. */
  12633. format: number;
  12634. private _engine;
  12635. /**
  12636. * Instantiates a new RawTexture.
  12637. * Raw texture can help creating a texture directly from an array of data.
  12638. * This can be super useful if you either get the data from an uncompressed source or
  12639. * if you wish to create your texture pixel by pixel.
  12640. * @param data define the array of data to use to create the texture
  12641. * @param width define the width of the texture
  12642. * @param height define the height of the texture
  12643. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12644. * @param scene define the scene the texture belongs to
  12645. * @param generateMipMaps define whether mip maps should be generated or not
  12646. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12647. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12648. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12649. */
  12650. constructor(data: ArrayBufferView, width: number, height: number,
  12651. /**
  12652. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12653. */
  12654. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  12655. /**
  12656. * Updates the texture underlying data.
  12657. * @param data Define the new data of the texture
  12658. */
  12659. update(data: ArrayBufferView): void;
  12660. /**
  12661. * Creates a luminance texture from some data.
  12662. * @param data Define the texture data
  12663. * @param width Define the width of the texture
  12664. * @param height Define the height of the texture
  12665. * @param scene Define the scene the texture belongs to
  12666. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12667. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12668. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12669. * @returns the luminance texture
  12670. */
  12671. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12672. /**
  12673. * Creates a luminance alpha texture from some data.
  12674. * @param data Define the texture data
  12675. * @param width Define the width of the texture
  12676. * @param height Define the height of the texture
  12677. * @param scene Define the scene the texture belongs to
  12678. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12679. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12680. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12681. * @returns the luminance alpha texture
  12682. */
  12683. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12684. /**
  12685. * Creates an alpha texture from some data.
  12686. * @param data Define the texture data
  12687. * @param width Define the width of the texture
  12688. * @param height Define the height of the texture
  12689. * @param scene Define the scene the texture belongs to
  12690. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12691. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12692. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12693. * @returns the alpha texture
  12694. */
  12695. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12696. /**
  12697. * Creates a RGB texture from some data.
  12698. * @param data Define the texture data
  12699. * @param width Define the width of the texture
  12700. * @param height Define the height of the texture
  12701. * @param scene Define the scene the texture belongs to
  12702. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12703. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12704. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12705. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12706. * @returns the RGB alpha texture
  12707. */
  12708. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12709. /**
  12710. * Creates a RGBA texture from some data.
  12711. * @param data Define the texture data
  12712. * @param width Define the width of the texture
  12713. * @param height Define the height of the texture
  12714. * @param scene Define the scene the texture belongs to
  12715. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12716. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12717. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12718. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12719. * @returns the RGBA texture
  12720. */
  12721. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12722. /**
  12723. * Creates a R texture from some data.
  12724. * @param data Define the texture data
  12725. * @param width Define the width of the texture
  12726. * @param height Define the height of the texture
  12727. * @param scene Define the scene the texture belongs to
  12728. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12729. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12730. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12731. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12732. * @returns the R texture
  12733. */
  12734. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12735. }
  12736. }
  12737. declare module "babylonjs/Maths/math.size" {
  12738. /**
  12739. * Interface for the size containing width and height
  12740. */
  12741. export interface ISize {
  12742. /**
  12743. * Width
  12744. */
  12745. width: number;
  12746. /**
  12747. * Heighht
  12748. */
  12749. height: number;
  12750. }
  12751. /**
  12752. * Size containing widht and height
  12753. */
  12754. export class Size implements ISize {
  12755. /**
  12756. * Width
  12757. */
  12758. width: number;
  12759. /**
  12760. * Height
  12761. */
  12762. height: number;
  12763. /**
  12764. * Creates a Size object from the given width and height (floats).
  12765. * @param width width of the new size
  12766. * @param height height of the new size
  12767. */
  12768. constructor(width: number, height: number);
  12769. /**
  12770. * Returns a string with the Size width and height
  12771. * @returns a string with the Size width and height
  12772. */
  12773. toString(): string;
  12774. /**
  12775. * "Size"
  12776. * @returns the string "Size"
  12777. */
  12778. getClassName(): string;
  12779. /**
  12780. * Returns the Size hash code.
  12781. * @returns a hash code for a unique width and height
  12782. */
  12783. getHashCode(): number;
  12784. /**
  12785. * Updates the current size from the given one.
  12786. * @param src the given size
  12787. */
  12788. copyFrom(src: Size): void;
  12789. /**
  12790. * Updates in place the current Size from the given floats.
  12791. * @param width width of the new size
  12792. * @param height height of the new size
  12793. * @returns the updated Size.
  12794. */
  12795. copyFromFloats(width: number, height: number): Size;
  12796. /**
  12797. * Updates in place the current Size from the given floats.
  12798. * @param width width to set
  12799. * @param height height to set
  12800. * @returns the updated Size.
  12801. */
  12802. set(width: number, height: number): Size;
  12803. /**
  12804. * Multiplies the width and height by numbers
  12805. * @param w factor to multiple the width by
  12806. * @param h factor to multiple the height by
  12807. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  12808. */
  12809. multiplyByFloats(w: number, h: number): Size;
  12810. /**
  12811. * Clones the size
  12812. * @returns a new Size copied from the given one.
  12813. */
  12814. clone(): Size;
  12815. /**
  12816. * True if the current Size and the given one width and height are strictly equal.
  12817. * @param other the other size to compare against
  12818. * @returns True if the current Size and the given one width and height are strictly equal.
  12819. */
  12820. equals(other: Size): boolean;
  12821. /**
  12822. * The surface of the Size : width * height (float).
  12823. */
  12824. readonly surface: number;
  12825. /**
  12826. * Create a new size of zero
  12827. * @returns a new Size set to (0.0, 0.0)
  12828. */
  12829. static Zero(): Size;
  12830. /**
  12831. * Sums the width and height of two sizes
  12832. * @param otherSize size to add to this size
  12833. * @returns a new Size set as the addition result of the current Size and the given one.
  12834. */
  12835. add(otherSize: Size): Size;
  12836. /**
  12837. * Subtracts the width and height of two
  12838. * @param otherSize size to subtract to this size
  12839. * @returns a new Size set as the subtraction result of the given one from the current Size.
  12840. */
  12841. subtract(otherSize: Size): Size;
  12842. /**
  12843. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  12844. * @param start starting size to lerp between
  12845. * @param end end size to lerp between
  12846. * @param amount amount to lerp between the start and end values
  12847. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  12848. */
  12849. static Lerp(start: Size, end: Size, amount: number): Size;
  12850. }
  12851. }
  12852. declare module "babylonjs/Animations/runtimeAnimation" {
  12853. import { Animation, _IAnimationState } from "babylonjs/Animations/animation";
  12854. import { Animatable } from "babylonjs/Animations/animatable";
  12855. import { Scene } from "babylonjs/scene";
  12856. /**
  12857. * Defines a runtime animation
  12858. */
  12859. export class RuntimeAnimation {
  12860. private _events;
  12861. /**
  12862. * The current frame of the runtime animation
  12863. */
  12864. private _currentFrame;
  12865. /**
  12866. * The animation used by the runtime animation
  12867. */
  12868. private _animation;
  12869. /**
  12870. * The target of the runtime animation
  12871. */
  12872. private _target;
  12873. /**
  12874. * The initiating animatable
  12875. */
  12876. private _host;
  12877. /**
  12878. * The original value of the runtime animation
  12879. */
  12880. private _originalValue;
  12881. /**
  12882. * The original blend value of the runtime animation
  12883. */
  12884. private _originalBlendValue;
  12885. /**
  12886. * The offsets cache of the runtime animation
  12887. */
  12888. private _offsetsCache;
  12889. /**
  12890. * The high limits cache of the runtime animation
  12891. */
  12892. private _highLimitsCache;
  12893. /**
  12894. * Specifies if the runtime animation has been stopped
  12895. */
  12896. private _stopped;
  12897. /**
  12898. * The blending factor of the runtime animation
  12899. */
  12900. private _blendingFactor;
  12901. /**
  12902. * The BabylonJS scene
  12903. */
  12904. private _scene;
  12905. /**
  12906. * The current value of the runtime animation
  12907. */
  12908. private _currentValue;
  12909. /** @hidden */
  12910. _animationState: _IAnimationState;
  12911. /**
  12912. * The active target of the runtime animation
  12913. */
  12914. private _activeTargets;
  12915. private _currentActiveTarget;
  12916. private _directTarget;
  12917. /**
  12918. * The target path of the runtime animation
  12919. */
  12920. private _targetPath;
  12921. /**
  12922. * The weight of the runtime animation
  12923. */
  12924. private _weight;
  12925. /**
  12926. * The ratio offset of the runtime animation
  12927. */
  12928. private _ratioOffset;
  12929. /**
  12930. * The previous delay of the runtime animation
  12931. */
  12932. private _previousDelay;
  12933. /**
  12934. * The previous ratio of the runtime animation
  12935. */
  12936. private _previousRatio;
  12937. private _enableBlending;
  12938. private _keys;
  12939. private _minFrame;
  12940. private _maxFrame;
  12941. private _minValue;
  12942. private _maxValue;
  12943. private _targetIsArray;
  12944. /**
  12945. * Gets the current frame of the runtime animation
  12946. */
  12947. readonly currentFrame: number;
  12948. /**
  12949. * Gets the weight of the runtime animation
  12950. */
  12951. readonly weight: number;
  12952. /**
  12953. * Gets the current value of the runtime animation
  12954. */
  12955. readonly currentValue: any;
  12956. /**
  12957. * Gets the target path of the runtime animation
  12958. */
  12959. readonly targetPath: string;
  12960. /**
  12961. * Gets the actual target of the runtime animation
  12962. */
  12963. readonly target: any;
  12964. /** @hidden */
  12965. _onLoop: () => void;
  12966. /**
  12967. * Create a new RuntimeAnimation object
  12968. * @param target defines the target of the animation
  12969. * @param animation defines the source animation object
  12970. * @param scene defines the hosting scene
  12971. * @param host defines the initiating Animatable
  12972. */
  12973. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  12974. private _preparePath;
  12975. /**
  12976. * Gets the animation from the runtime animation
  12977. */
  12978. readonly animation: Animation;
  12979. /**
  12980. * Resets the runtime animation to the beginning
  12981. * @param restoreOriginal defines whether to restore the target property to the original value
  12982. */
  12983. reset(restoreOriginal?: boolean): void;
  12984. /**
  12985. * Specifies if the runtime animation is stopped
  12986. * @returns Boolean specifying if the runtime animation is stopped
  12987. */
  12988. isStopped(): boolean;
  12989. /**
  12990. * Disposes of the runtime animation
  12991. */
  12992. dispose(): void;
  12993. /**
  12994. * Apply the interpolated value to the target
  12995. * @param currentValue defines the value computed by the animation
  12996. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  12997. */
  12998. setValue(currentValue: any, weight: number): void;
  12999. private _getOriginalValues;
  13000. private _setValue;
  13001. /**
  13002. * Gets the loop pmode of the runtime animation
  13003. * @returns Loop Mode
  13004. */
  13005. private _getCorrectLoopMode;
  13006. /**
  13007. * Move the current animation to a given frame
  13008. * @param frame defines the frame to move to
  13009. */
  13010. goToFrame(frame: number): void;
  13011. /**
  13012. * @hidden Internal use only
  13013. */
  13014. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  13015. /**
  13016. * Execute the current animation
  13017. * @param delay defines the delay to add to the current frame
  13018. * @param from defines the lower bound of the animation range
  13019. * @param to defines the upper bound of the animation range
  13020. * @param loop defines if the current animation must loop
  13021. * @param speedRatio defines the current speed ratio
  13022. * @param weight defines the weight of the animation (default is -1 so no weight)
  13023. * @param onLoop optional callback called when animation loops
  13024. * @returns a boolean indicating if the animation is running
  13025. */
  13026. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  13027. }
  13028. }
  13029. declare module "babylonjs/Animations/animatable" {
  13030. import { Animation } from "babylonjs/Animations/animation";
  13031. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  13032. import { Nullable } from "babylonjs/types";
  13033. import { Observable } from "babylonjs/Misc/observable";
  13034. import { Scene } from "babylonjs/scene";
  13035. import { Matrix, Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  13036. import { Node } from "babylonjs/node";
  13037. /**
  13038. * Class used to store an actual running animation
  13039. */
  13040. export class Animatable {
  13041. /** defines the target object */
  13042. target: any;
  13043. /** defines the starting frame number (default is 0) */
  13044. fromFrame: number;
  13045. /** defines the ending frame number (default is 100) */
  13046. toFrame: number;
  13047. /** defines if the animation must loop (default is false) */
  13048. loopAnimation: boolean;
  13049. /** defines a callback to call when animation ends if it is not looping */
  13050. onAnimationEnd?: (() => void) | null | undefined;
  13051. /** defines a callback to call when animation loops */
  13052. onAnimationLoop?: (() => void) | null | undefined;
  13053. private _localDelayOffset;
  13054. private _pausedDelay;
  13055. private _runtimeAnimations;
  13056. private _paused;
  13057. private _scene;
  13058. private _speedRatio;
  13059. private _weight;
  13060. private _syncRoot;
  13061. /**
  13062. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  13063. * This will only apply for non looping animation (default is true)
  13064. */
  13065. disposeOnEnd: boolean;
  13066. /**
  13067. * Gets a boolean indicating if the animation has started
  13068. */
  13069. animationStarted: boolean;
  13070. /**
  13071. * Observer raised when the animation ends
  13072. */
  13073. onAnimationEndObservable: Observable<Animatable>;
  13074. /**
  13075. * Observer raised when the animation loops
  13076. */
  13077. onAnimationLoopObservable: Observable<Animatable>;
  13078. /**
  13079. * Gets the root Animatable used to synchronize and normalize animations
  13080. */
  13081. readonly syncRoot: Nullable<Animatable>;
  13082. /**
  13083. * Gets the current frame of the first RuntimeAnimation
  13084. * Used to synchronize Animatables
  13085. */
  13086. readonly masterFrame: number;
  13087. /**
  13088. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  13089. */
  13090. weight: number;
  13091. /**
  13092. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  13093. */
  13094. speedRatio: number;
  13095. /**
  13096. * Creates a new Animatable
  13097. * @param scene defines the hosting scene
  13098. * @param target defines the target object
  13099. * @param fromFrame defines the starting frame number (default is 0)
  13100. * @param toFrame defines the ending frame number (default is 100)
  13101. * @param loopAnimation defines if the animation must loop (default is false)
  13102. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  13103. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  13104. * @param animations defines a group of animation to add to the new Animatable
  13105. * @param onAnimationLoop defines a callback to call when animation loops
  13106. */
  13107. constructor(scene: Scene,
  13108. /** defines the target object */
  13109. target: any,
  13110. /** defines the starting frame number (default is 0) */
  13111. fromFrame?: number,
  13112. /** defines the ending frame number (default is 100) */
  13113. toFrame?: number,
  13114. /** defines if the animation must loop (default is false) */
  13115. loopAnimation?: boolean, speedRatio?: number,
  13116. /** defines a callback to call when animation ends if it is not looping */
  13117. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  13118. /** defines a callback to call when animation loops */
  13119. onAnimationLoop?: (() => void) | null | undefined);
  13120. /**
  13121. * Synchronize and normalize current Animatable with a source Animatable
  13122. * This is useful when using animation weights and when animations are not of the same length
  13123. * @param root defines the root Animatable to synchronize with
  13124. * @returns the current Animatable
  13125. */
  13126. syncWith(root: Animatable): Animatable;
  13127. /**
  13128. * Gets the list of runtime animations
  13129. * @returns an array of RuntimeAnimation
  13130. */
  13131. getAnimations(): RuntimeAnimation[];
  13132. /**
  13133. * Adds more animations to the current animatable
  13134. * @param target defines the target of the animations
  13135. * @param animations defines the new animations to add
  13136. */
  13137. appendAnimations(target: any, animations: Animation[]): void;
  13138. /**
  13139. * Gets the source animation for a specific property
  13140. * @param property defines the propertyu to look for
  13141. * @returns null or the source animation for the given property
  13142. */
  13143. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  13144. /**
  13145. * Gets the runtime animation for a specific property
  13146. * @param property defines the propertyu to look for
  13147. * @returns null or the runtime animation for the given property
  13148. */
  13149. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  13150. /**
  13151. * Resets the animatable to its original state
  13152. */
  13153. reset(): void;
  13154. /**
  13155. * Allows the animatable to blend with current running animations
  13156. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13157. * @param blendingSpeed defines the blending speed to use
  13158. */
  13159. enableBlending(blendingSpeed: number): void;
  13160. /**
  13161. * Disable animation blending
  13162. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13163. */
  13164. disableBlending(): void;
  13165. /**
  13166. * Jump directly to a given frame
  13167. * @param frame defines the frame to jump to
  13168. */
  13169. goToFrame(frame: number): void;
  13170. /**
  13171. * Pause the animation
  13172. */
  13173. pause(): void;
  13174. /**
  13175. * Restart the animation
  13176. */
  13177. restart(): void;
  13178. private _raiseOnAnimationEnd;
  13179. /**
  13180. * Stop and delete the current animation
  13181. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  13182. * @param targetMask - a function that determines if the animation should be stopped based on its target (all animations will be stopped if both this and animationName are empty)
  13183. */
  13184. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  13185. /**
  13186. * Wait asynchronously for the animation to end
  13187. * @returns a promise which will be fullfilled when the animation ends
  13188. */
  13189. waitAsync(): Promise<Animatable>;
  13190. /** @hidden */
  13191. _animate(delay: number): boolean;
  13192. }
  13193. module "babylonjs/scene" {
  13194. interface Scene {
  13195. /** @hidden */
  13196. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  13197. /** @hidden */
  13198. _processLateAnimationBindingsForMatrices(holder: {
  13199. totalWeight: number;
  13200. animations: RuntimeAnimation[];
  13201. originalValue: Matrix;
  13202. }): any;
  13203. /** @hidden */
  13204. _processLateAnimationBindingsForQuaternions(holder: {
  13205. totalWeight: number;
  13206. animations: RuntimeAnimation[];
  13207. originalValue: Quaternion;
  13208. }, refQuaternion: Quaternion): Quaternion;
  13209. /** @hidden */
  13210. _processLateAnimationBindings(): void;
  13211. /**
  13212. * Will start the animation sequence of a given target
  13213. * @param target defines the target
  13214. * @param from defines from which frame should animation start
  13215. * @param to defines until which frame should animation run.
  13216. * @param weight defines the weight to apply to the animation (1.0 by default)
  13217. * @param loop defines if the animation loops
  13218. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13219. * @param onAnimationEnd defines the function to be executed when the animation ends
  13220. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13221. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13222. * @param onAnimationLoop defines the callback to call when an animation loops
  13223. * @returns the animatable object created for this animation
  13224. */
  13225. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13226. /**
  13227. * Will start the animation sequence of a given target
  13228. * @param target defines the target
  13229. * @param from defines from which frame should animation start
  13230. * @param to defines until which frame should animation run.
  13231. * @param loop defines if the animation loops
  13232. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13233. * @param onAnimationEnd defines the function to be executed when the animation ends
  13234. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13235. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13236. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  13237. * @param onAnimationLoop defines the callback to call when an animation loops
  13238. * @returns the animatable object created for this animation
  13239. */
  13240. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13241. /**
  13242. * Will start the animation sequence of a given target and its hierarchy
  13243. * @param target defines the target
  13244. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used.
  13245. * @param from defines from which frame should animation start
  13246. * @param to defines until which frame should animation run.
  13247. * @param loop defines if the animation loops
  13248. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13249. * @param onAnimationEnd defines the function to be executed when the animation ends
  13250. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13251. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13252. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13253. * @param onAnimationLoop defines the callback to call when an animation loops
  13254. * @returns the list of created animatables
  13255. */
  13256. beginHierarchyAnimation(target: any, directDescendantsOnly: boolean, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable[];
  13257. /**
  13258. * Begin a new animation on a given node
  13259. * @param target defines the target where the animation will take place
  13260. * @param animations defines the list of animations to start
  13261. * @param from defines the initial value
  13262. * @param to defines the final value
  13263. * @param loop defines if you want animation to loop (off by default)
  13264. * @param speedRatio defines the speed ratio to apply to all animations
  13265. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13266. * @param onAnimationLoop defines the callback to call when an animation loops
  13267. * @returns the list of created animatables
  13268. */
  13269. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  13270. /**
  13271. * Begin a new animation on a given node and its hierarchy
  13272. * @param target defines the root node where the animation will take place
  13273. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used.
  13274. * @param animations defines the list of animations to start
  13275. * @param from defines the initial value
  13276. * @param to defines the final value
  13277. * @param loop defines if you want animation to loop (off by default)
  13278. * @param speedRatio defines the speed ratio to apply to all animations
  13279. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13280. * @param onAnimationLoop defines the callback to call when an animation loops
  13281. * @returns the list of animatables created for all nodes
  13282. */
  13283. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  13284. /**
  13285. * Gets the animatable associated with a specific target
  13286. * @param target defines the target of the animatable
  13287. * @returns the required animatable if found
  13288. */
  13289. getAnimatableByTarget(target: any): Nullable<Animatable>;
  13290. /**
  13291. * Gets all animatables associated with a given target
  13292. * @param target defines the target to look animatables for
  13293. * @returns an array of Animatables
  13294. */
  13295. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  13296. /**
  13297. * Stops and removes all animations that have been applied to the scene
  13298. */
  13299. stopAllAnimations(): void;
  13300. }
  13301. }
  13302. module "babylonjs/Bones/bone" {
  13303. interface Bone {
  13304. /**
  13305. * Copy an animation range from another bone
  13306. * @param source defines the source bone
  13307. * @param rangeName defines the range name to copy
  13308. * @param frameOffset defines the frame offset
  13309. * @param rescaleAsRequired defines if rescaling must be applied if required
  13310. * @param skelDimensionsRatio defines the scaling ratio
  13311. * @returns true if operation was successful
  13312. */
  13313. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  13314. }
  13315. }
  13316. }
  13317. declare module "babylonjs/Animations/animationPropertiesOverride" {
  13318. /**
  13319. * Class used to override all child animations of a given target
  13320. */
  13321. export class AnimationPropertiesOverride {
  13322. /**
  13323. * Gets or sets a value indicating if animation blending must be used
  13324. */
  13325. enableBlending: boolean;
  13326. /**
  13327. * Gets or sets the blending speed to use when enableBlending is true
  13328. */
  13329. blendingSpeed: number;
  13330. /**
  13331. * Gets or sets the default loop mode to use
  13332. */
  13333. loopMode: number;
  13334. }
  13335. }
  13336. declare module "babylonjs/Bones/skeleton" {
  13337. import { Bone } from "babylonjs/Bones/bone";
  13338. import { Observable } from "babylonjs/Misc/observable";
  13339. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  13340. import { Scene } from "babylonjs/scene";
  13341. import { Nullable } from "babylonjs/types";
  13342. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13343. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  13344. import { Animatable } from "babylonjs/Animations/animatable";
  13345. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13346. import { Animation } from "babylonjs/Animations/animation";
  13347. import { AnimationRange } from "babylonjs/Animations/animationRange";
  13348. import { IInspectable } from "babylonjs/Misc/iInspectable";
  13349. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  13350. /**
  13351. * Class used to handle skinning animations
  13352. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13353. */
  13354. export class Skeleton implements IAnimatable {
  13355. /** defines the skeleton name */
  13356. name: string;
  13357. /** defines the skeleton Id */
  13358. id: string;
  13359. /**
  13360. * Defines the list of child bones
  13361. */
  13362. bones: Bone[];
  13363. /**
  13364. * Defines an estimate of the dimension of the skeleton at rest
  13365. */
  13366. dimensionsAtRest: Vector3;
  13367. /**
  13368. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  13369. */
  13370. needInitialSkinMatrix: boolean;
  13371. /**
  13372. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  13373. */
  13374. overrideMesh: Nullable<AbstractMesh>;
  13375. /**
  13376. * Gets the list of animations attached to this skeleton
  13377. */
  13378. animations: Array<Animation>;
  13379. private _scene;
  13380. private _isDirty;
  13381. private _transformMatrices;
  13382. private _transformMatrixTexture;
  13383. private _meshesWithPoseMatrix;
  13384. private _animatables;
  13385. private _identity;
  13386. private _synchronizedWithMesh;
  13387. private _ranges;
  13388. private _lastAbsoluteTransformsUpdateId;
  13389. private _canUseTextureForBones;
  13390. private _uniqueId;
  13391. /** @hidden */
  13392. _numBonesWithLinkedTransformNode: number;
  13393. /** @hidden */
  13394. _hasWaitingData: Nullable<boolean>;
  13395. /**
  13396. * Specifies if the skeleton should be serialized
  13397. */
  13398. doNotSerialize: boolean;
  13399. private _useTextureToStoreBoneMatrices;
  13400. /**
  13401. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  13402. * Please note that this option is not available if the hardware does not support it
  13403. */
  13404. useTextureToStoreBoneMatrices: boolean;
  13405. private _animationPropertiesOverride;
  13406. /**
  13407. * Gets or sets the animation properties override
  13408. */
  13409. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13410. /**
  13411. * List of inspectable custom properties (used by the Inspector)
  13412. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  13413. */
  13414. inspectableCustomProperties: IInspectable[];
  13415. /**
  13416. * An observable triggered before computing the skeleton's matrices
  13417. */
  13418. onBeforeComputeObservable: Observable<Skeleton>;
  13419. /**
  13420. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  13421. */
  13422. readonly isUsingTextureForMatrices: boolean;
  13423. /**
  13424. * Gets the unique ID of this skeleton
  13425. */
  13426. readonly uniqueId: number;
  13427. /**
  13428. * Creates a new skeleton
  13429. * @param name defines the skeleton name
  13430. * @param id defines the skeleton Id
  13431. * @param scene defines the hosting scene
  13432. */
  13433. constructor(
  13434. /** defines the skeleton name */
  13435. name: string,
  13436. /** defines the skeleton Id */
  13437. id: string, scene: Scene);
  13438. /**
  13439. * Gets the current object class name.
  13440. * @return the class name
  13441. */
  13442. getClassName(): string;
  13443. /**
  13444. * Returns an array containing the root bones
  13445. * @returns an array containing the root bones
  13446. */
  13447. getChildren(): Array<Bone>;
  13448. /**
  13449. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  13450. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13451. * @returns a Float32Array containing matrices data
  13452. */
  13453. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  13454. /**
  13455. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  13456. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13457. * @returns a raw texture containing the data
  13458. */
  13459. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  13460. /**
  13461. * Gets the current hosting scene
  13462. * @returns a scene object
  13463. */
  13464. getScene(): Scene;
  13465. /**
  13466. * Gets a string representing the current skeleton data
  13467. * @param fullDetails defines a boolean indicating if we want a verbose version
  13468. * @returns a string representing the current skeleton data
  13469. */
  13470. toString(fullDetails?: boolean): string;
  13471. /**
  13472. * Get bone's index searching by name
  13473. * @param name defines bone's name to search for
  13474. * @return the indice of the bone. Returns -1 if not found
  13475. */
  13476. getBoneIndexByName(name: string): number;
  13477. /**
  13478. * Creater a new animation range
  13479. * @param name defines the name of the range
  13480. * @param from defines the start key
  13481. * @param to defines the end key
  13482. */
  13483. createAnimationRange(name: string, from: number, to: number): void;
  13484. /**
  13485. * Delete a specific animation range
  13486. * @param name defines the name of the range
  13487. * @param deleteFrames defines if frames must be removed as well
  13488. */
  13489. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  13490. /**
  13491. * Gets a specific animation range
  13492. * @param name defines the name of the range to look for
  13493. * @returns the requested animation range or null if not found
  13494. */
  13495. getAnimationRange(name: string): Nullable<AnimationRange>;
  13496. /**
  13497. * Gets the list of all animation ranges defined on this skeleton
  13498. * @returns an array
  13499. */
  13500. getAnimationRanges(): Nullable<AnimationRange>[];
  13501. /**
  13502. * Copy animation range from a source skeleton.
  13503. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  13504. * @param source defines the source skeleton
  13505. * @param name defines the name of the range to copy
  13506. * @param rescaleAsRequired defines if rescaling must be applied if required
  13507. * @returns true if operation was successful
  13508. */
  13509. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  13510. /**
  13511. * Forces the skeleton to go to rest pose
  13512. */
  13513. returnToRest(): void;
  13514. private _getHighestAnimationFrame;
  13515. /**
  13516. * Begin a specific animation range
  13517. * @param name defines the name of the range to start
  13518. * @param loop defines if looping must be turned on (false by default)
  13519. * @param speedRatio defines the speed ratio to apply (1 by default)
  13520. * @param onAnimationEnd defines a callback which will be called when animation will end
  13521. * @returns a new animatable
  13522. */
  13523. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  13524. /** @hidden */
  13525. _markAsDirty(): void;
  13526. /** @hidden */
  13527. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13528. /** @hidden */
  13529. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13530. private _computeTransformMatrices;
  13531. /**
  13532. * Build all resources required to render a skeleton
  13533. */
  13534. prepare(): void;
  13535. /**
  13536. * Gets the list of animatables currently running for this skeleton
  13537. * @returns an array of animatables
  13538. */
  13539. getAnimatables(): IAnimatable[];
  13540. /**
  13541. * Clone the current skeleton
  13542. * @param name defines the name of the new skeleton
  13543. * @param id defines the id of the new skeleton
  13544. * @returns the new skeleton
  13545. */
  13546. clone(name: string, id: string): Skeleton;
  13547. /**
  13548. * Enable animation blending for this skeleton
  13549. * @param blendingSpeed defines the blending speed to apply
  13550. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13551. */
  13552. enableBlending(blendingSpeed?: number): void;
  13553. /**
  13554. * Releases all resources associated with the current skeleton
  13555. */
  13556. dispose(): void;
  13557. /**
  13558. * Serialize the skeleton in a JSON object
  13559. * @returns a JSON object
  13560. */
  13561. serialize(): any;
  13562. /**
  13563. * Creates a new skeleton from serialized data
  13564. * @param parsedSkeleton defines the serialized data
  13565. * @param scene defines the hosting scene
  13566. * @returns a new skeleton
  13567. */
  13568. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  13569. /**
  13570. * Compute all node absolute transforms
  13571. * @param forceUpdate defines if computation must be done even if cache is up to date
  13572. */
  13573. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  13574. /**
  13575. * Gets the root pose matrix
  13576. * @returns a matrix
  13577. */
  13578. getPoseMatrix(): Nullable<Matrix>;
  13579. /**
  13580. * Sorts bones per internal index
  13581. */
  13582. sortBones(): void;
  13583. private _sortBones;
  13584. }
  13585. }
  13586. declare module "babylonjs/Bones/bone" {
  13587. import { Skeleton } from "babylonjs/Bones/skeleton";
  13588. import { Vector3, Quaternion, Matrix } from "babylonjs/Maths/math.vector";
  13589. import { Nullable } from "babylonjs/types";
  13590. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13591. import { TransformNode } from "babylonjs/Meshes/transformNode";
  13592. import { Node } from "babylonjs/node";
  13593. import { Space } from "babylonjs/Maths/math.axis";
  13594. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13595. /**
  13596. * Class used to store bone information
  13597. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13598. */
  13599. export class Bone extends Node {
  13600. /**
  13601. * defines the bone name
  13602. */
  13603. name: string;
  13604. private static _tmpVecs;
  13605. private static _tmpQuat;
  13606. private static _tmpMats;
  13607. /**
  13608. * Gets the list of child bones
  13609. */
  13610. children: Bone[];
  13611. /** Gets the animations associated with this bone */
  13612. animations: import("babylonjs/Animations/animation").Animation[];
  13613. /**
  13614. * Gets or sets bone length
  13615. */
  13616. length: number;
  13617. /**
  13618. * @hidden Internal only
  13619. * Set this value to map this bone to a different index in the transform matrices
  13620. * Set this value to -1 to exclude the bone from the transform matrices
  13621. */
  13622. _index: Nullable<number>;
  13623. private _skeleton;
  13624. private _localMatrix;
  13625. private _restPose;
  13626. private _baseMatrix;
  13627. private _absoluteTransform;
  13628. private _invertedAbsoluteTransform;
  13629. private _parent;
  13630. private _scalingDeterminant;
  13631. private _worldTransform;
  13632. private _localScaling;
  13633. private _localRotation;
  13634. private _localPosition;
  13635. private _needToDecompose;
  13636. private _needToCompose;
  13637. /** @hidden */
  13638. _linkedTransformNode: Nullable<TransformNode>;
  13639. /** @hidden */
  13640. _waitingTransformNodeId: Nullable<string>;
  13641. /** @hidden */
  13642. /** @hidden */
  13643. _matrix: Matrix;
  13644. /**
  13645. * Create a new bone
  13646. * @param name defines the bone name
  13647. * @param skeleton defines the parent skeleton
  13648. * @param parentBone defines the parent (can be null if the bone is the root)
  13649. * @param localMatrix defines the local matrix
  13650. * @param restPose defines the rest pose matrix
  13651. * @param baseMatrix defines the base matrix
  13652. * @param index defines index of the bone in the hiearchy
  13653. */
  13654. constructor(
  13655. /**
  13656. * defines the bone name
  13657. */
  13658. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  13659. /**
  13660. * Gets the current object class name.
  13661. * @return the class name
  13662. */
  13663. getClassName(): string;
  13664. /**
  13665. * Gets the parent skeleton
  13666. * @returns a skeleton
  13667. */
  13668. getSkeleton(): Skeleton;
  13669. /**
  13670. * Gets parent bone
  13671. * @returns a bone or null if the bone is the root of the bone hierarchy
  13672. */
  13673. getParent(): Nullable<Bone>;
  13674. /**
  13675. * Returns an array containing the root bones
  13676. * @returns an array containing the root bones
  13677. */
  13678. getChildren(): Array<Bone>;
  13679. /**
  13680. * Sets the parent bone
  13681. * @param parent defines the parent (can be null if the bone is the root)
  13682. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13683. */
  13684. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  13685. /**
  13686. * Gets the local matrix
  13687. * @returns a matrix
  13688. */
  13689. getLocalMatrix(): Matrix;
  13690. /**
  13691. * Gets the base matrix (initial matrix which remains unchanged)
  13692. * @returns a matrix
  13693. */
  13694. getBaseMatrix(): Matrix;
  13695. /**
  13696. * Gets the rest pose matrix
  13697. * @returns a matrix
  13698. */
  13699. getRestPose(): Matrix;
  13700. /**
  13701. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  13702. */
  13703. getWorldMatrix(): Matrix;
  13704. /**
  13705. * Sets the local matrix to rest pose matrix
  13706. */
  13707. returnToRest(): void;
  13708. /**
  13709. * Gets the inverse of the absolute transform matrix.
  13710. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  13711. * @returns a matrix
  13712. */
  13713. getInvertedAbsoluteTransform(): Matrix;
  13714. /**
  13715. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  13716. * @returns a matrix
  13717. */
  13718. getAbsoluteTransform(): Matrix;
  13719. /**
  13720. * Links with the given transform node.
  13721. * The local matrix of this bone is copied from the transform node every frame.
  13722. * @param transformNode defines the transform node to link to
  13723. */
  13724. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  13725. /**
  13726. * Gets the node used to drive the bone's transformation
  13727. * @returns a transform node or null
  13728. */
  13729. getTransformNode(): Nullable<TransformNode>;
  13730. /** Gets or sets current position (in local space) */
  13731. position: Vector3;
  13732. /** Gets or sets current rotation (in local space) */
  13733. rotation: Vector3;
  13734. /** Gets or sets current rotation quaternion (in local space) */
  13735. rotationQuaternion: Quaternion;
  13736. /** Gets or sets current scaling (in local space) */
  13737. scaling: Vector3;
  13738. /**
  13739. * Gets the animation properties override
  13740. */
  13741. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13742. private _decompose;
  13743. private _compose;
  13744. /**
  13745. * Update the base and local matrices
  13746. * @param matrix defines the new base or local matrix
  13747. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13748. * @param updateLocalMatrix defines if the local matrix should be updated
  13749. */
  13750. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  13751. /** @hidden */
  13752. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  13753. /**
  13754. * Flag the bone as dirty (Forcing it to update everything)
  13755. */
  13756. markAsDirty(): void;
  13757. /** @hidden */
  13758. _markAsDirtyAndCompose(): void;
  13759. private _markAsDirtyAndDecompose;
  13760. /**
  13761. * Translate the bone in local or world space
  13762. * @param vec The amount to translate the bone
  13763. * @param space The space that the translation is in
  13764. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13765. */
  13766. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13767. /**
  13768. * Set the postion of the bone in local or world space
  13769. * @param position The position to set the bone
  13770. * @param space The space that the position is in
  13771. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13772. */
  13773. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13774. /**
  13775. * Set the absolute position of the bone (world space)
  13776. * @param position The position to set the bone
  13777. * @param mesh The mesh that this bone is attached to
  13778. */
  13779. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  13780. /**
  13781. * Scale the bone on the x, y and z axes (in local space)
  13782. * @param x The amount to scale the bone on the x axis
  13783. * @param y The amount to scale the bone on the y axis
  13784. * @param z The amount to scale the bone on the z axis
  13785. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  13786. */
  13787. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  13788. /**
  13789. * Set the bone scaling in local space
  13790. * @param scale defines the scaling vector
  13791. */
  13792. setScale(scale: Vector3): void;
  13793. /**
  13794. * Gets the current scaling in local space
  13795. * @returns the current scaling vector
  13796. */
  13797. getScale(): Vector3;
  13798. /**
  13799. * Gets the current scaling in local space and stores it in a target vector
  13800. * @param result defines the target vector
  13801. */
  13802. getScaleToRef(result: Vector3): void;
  13803. /**
  13804. * Set the yaw, pitch, and roll of the bone in local or world space
  13805. * @param yaw The rotation of the bone on the y axis
  13806. * @param pitch The rotation of the bone on the x axis
  13807. * @param roll The rotation of the bone on the z axis
  13808. * @param space The space that the axes of rotation are in
  13809. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13810. */
  13811. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  13812. /**
  13813. * Add a rotation to the bone on an axis in local or world space
  13814. * @param axis The axis to rotate the bone on
  13815. * @param amount The amount to rotate the bone
  13816. * @param space The space that the axis is in
  13817. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13818. */
  13819. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  13820. /**
  13821. * Set the rotation of the bone to a particular axis angle in local or world space
  13822. * @param axis The axis to rotate the bone on
  13823. * @param angle The angle that the bone should be rotated to
  13824. * @param space The space that the axis is in
  13825. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13826. */
  13827. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  13828. /**
  13829. * Set the euler rotation of the bone in local of world space
  13830. * @param rotation The euler rotation that the bone should be set to
  13831. * @param space The space that the rotation is in
  13832. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13833. */
  13834. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13835. /**
  13836. * Set the quaternion rotation of the bone in local of world space
  13837. * @param quat The quaternion rotation that the bone should be set to
  13838. * @param space The space that the rotation is in
  13839. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13840. */
  13841. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  13842. /**
  13843. * Set the rotation matrix of the bone in local of world space
  13844. * @param rotMat The rotation matrix that the bone should be set to
  13845. * @param space The space that the rotation is in
  13846. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13847. */
  13848. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  13849. private _rotateWithMatrix;
  13850. private _getNegativeRotationToRef;
  13851. /**
  13852. * Get the position of the bone in local or world space
  13853. * @param space The space that the returned position is in
  13854. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13855. * @returns The position of the bone
  13856. */
  13857. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  13858. /**
  13859. * Copy the position of the bone to a vector3 in local or world space
  13860. * @param space The space that the returned position is in
  13861. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13862. * @param result The vector3 to copy the position to
  13863. */
  13864. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  13865. /**
  13866. * Get the absolute position of the bone (world space)
  13867. * @param mesh The mesh that this bone is attached to
  13868. * @returns The absolute position of the bone
  13869. */
  13870. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  13871. /**
  13872. * Copy the absolute position of the bone (world space) to the result param
  13873. * @param mesh The mesh that this bone is attached to
  13874. * @param result The vector3 to copy the absolute position to
  13875. */
  13876. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  13877. /**
  13878. * Compute the absolute transforms of this bone and its children
  13879. */
  13880. computeAbsoluteTransforms(): void;
  13881. /**
  13882. * Get the world direction from an axis that is in the local space of the bone
  13883. * @param localAxis The local direction that is used to compute the world direction
  13884. * @param mesh The mesh that this bone is attached to
  13885. * @returns The world direction
  13886. */
  13887. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13888. /**
  13889. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  13890. * @param localAxis The local direction that is used to compute the world direction
  13891. * @param mesh The mesh that this bone is attached to
  13892. * @param result The vector3 that the world direction will be copied to
  13893. */
  13894. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13895. /**
  13896. * Get the euler rotation of the bone in local or world space
  13897. * @param space The space that the rotation should be in
  13898. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13899. * @returns The euler rotation
  13900. */
  13901. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  13902. /**
  13903. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  13904. * @param space The space that the rotation should be in
  13905. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13906. * @param result The vector3 that the rotation should be copied to
  13907. */
  13908. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13909. /**
  13910. * Get the quaternion rotation of the bone in either local or world space
  13911. * @param space The space that the rotation should be in
  13912. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13913. * @returns The quaternion rotation
  13914. */
  13915. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  13916. /**
  13917. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  13918. * @param space The space that the rotation should be in
  13919. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13920. * @param result The quaternion that the rotation should be copied to
  13921. */
  13922. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  13923. /**
  13924. * Get the rotation matrix of the bone in local or world space
  13925. * @param space The space that the rotation should be in
  13926. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13927. * @returns The rotation matrix
  13928. */
  13929. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  13930. /**
  13931. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  13932. * @param space The space that the rotation should be in
  13933. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13934. * @param result The quaternion that the rotation should be copied to
  13935. */
  13936. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  13937. /**
  13938. * Get the world position of a point that is in the local space of the bone
  13939. * @param position The local position
  13940. * @param mesh The mesh that this bone is attached to
  13941. * @returns The world position
  13942. */
  13943. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13944. /**
  13945. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  13946. * @param position The local position
  13947. * @param mesh The mesh that this bone is attached to
  13948. * @param result The vector3 that the world position should be copied to
  13949. */
  13950. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13951. /**
  13952. * Get the local position of a point that is in world space
  13953. * @param position The world position
  13954. * @param mesh The mesh that this bone is attached to
  13955. * @returns The local position
  13956. */
  13957. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13958. /**
  13959. * Get the local position of a point that is in world space and copy it to the result param
  13960. * @param position The world position
  13961. * @param mesh The mesh that this bone is attached to
  13962. * @param result The vector3 that the local position should be copied to
  13963. */
  13964. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13965. }
  13966. }
  13967. declare module "babylonjs/Meshes/transformNode" {
  13968. import { DeepImmutable } from "babylonjs/types";
  13969. import { Observable } from "babylonjs/Misc/observable";
  13970. import { Nullable } from "babylonjs/types";
  13971. import { Camera } from "babylonjs/Cameras/camera";
  13972. import { Scene } from "babylonjs/scene";
  13973. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  13974. import { Node } from "babylonjs/node";
  13975. import { Bone } from "babylonjs/Bones/bone";
  13976. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13977. import { Space } from "babylonjs/Maths/math.axis";
  13978. /**
  13979. * A TransformNode is an object that is not rendered but can be used as a center of transformation. This can decrease memory usage and increase rendering speed compared to using an empty mesh as a parent and is less complicated than using a pivot matrix.
  13980. * @see https://doc.babylonjs.com/how_to/transformnode
  13981. */
  13982. export class TransformNode extends Node {
  13983. /**
  13984. * Object will not rotate to face the camera
  13985. */
  13986. static BILLBOARDMODE_NONE: number;
  13987. /**
  13988. * Object will rotate to face the camera but only on the x axis
  13989. */
  13990. static BILLBOARDMODE_X: number;
  13991. /**
  13992. * Object will rotate to face the camera but only on the y axis
  13993. */
  13994. static BILLBOARDMODE_Y: number;
  13995. /**
  13996. * Object will rotate to face the camera but only on the z axis
  13997. */
  13998. static BILLBOARDMODE_Z: number;
  13999. /**
  14000. * Object will rotate to face the camera
  14001. */
  14002. static BILLBOARDMODE_ALL: number;
  14003. /**
  14004. * Object will rotate to face the camera's position instead of orientation
  14005. */
  14006. static BILLBOARDMODE_USE_POSITION: number;
  14007. private _forward;
  14008. private _forwardInverted;
  14009. private _up;
  14010. private _right;
  14011. private _rightInverted;
  14012. private _position;
  14013. private _rotation;
  14014. private _rotationQuaternion;
  14015. protected _scaling: Vector3;
  14016. protected _isDirty: boolean;
  14017. private _transformToBoneReferal;
  14018. private _isAbsoluteSynced;
  14019. private _billboardMode;
  14020. /**
  14021. * Gets or sets the billboard mode. Default is 0.
  14022. *
  14023. * | Value | Type | Description |
  14024. * | --- | --- | --- |
  14025. * | 0 | BILLBOARDMODE_NONE | |
  14026. * | 1 | BILLBOARDMODE_X | |
  14027. * | 2 | BILLBOARDMODE_Y | |
  14028. * | 4 | BILLBOARDMODE_Z | |
  14029. * | 7 | BILLBOARDMODE_ALL | |
  14030. *
  14031. */
  14032. billboardMode: number;
  14033. private _preserveParentRotationForBillboard;
  14034. /**
  14035. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  14036. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  14037. */
  14038. preserveParentRotationForBillboard: boolean;
  14039. /**
  14040. * Multiplication factor on scale x/y/z when computing the world matrix. Eg. for a 1x1x1 cube setting this to 2 will make it a 2x2x2 cube
  14041. */
  14042. scalingDeterminant: number;
  14043. private _infiniteDistance;
  14044. /**
  14045. * Gets or sets the distance of the object to max, often used by skybox
  14046. */
  14047. infiniteDistance: boolean;
  14048. /**
  14049. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  14050. * By default the system will update normals to compensate
  14051. */
  14052. ignoreNonUniformScaling: boolean;
  14053. /**
  14054. * Gets or sets a boolean indicating that even if rotationQuaternion is defined, you can keep updating rotation property and Babylon.js will just mix both
  14055. */
  14056. reIntegrateRotationIntoRotationQuaternion: boolean;
  14057. /** @hidden */
  14058. _poseMatrix: Nullable<Matrix>;
  14059. /** @hidden */
  14060. _localMatrix: Matrix;
  14061. private _usePivotMatrix;
  14062. private _absolutePosition;
  14063. private _absoluteScaling;
  14064. private _absoluteRotationQuaternion;
  14065. private _pivotMatrix;
  14066. private _pivotMatrixInverse;
  14067. protected _postMultiplyPivotMatrix: boolean;
  14068. protected _isWorldMatrixFrozen: boolean;
  14069. /** @hidden */
  14070. _indexInSceneTransformNodesArray: number;
  14071. /**
  14072. * An event triggered after the world matrix is updated
  14073. */
  14074. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  14075. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  14076. /**
  14077. * Gets a string identifying the name of the class
  14078. * @returns "TransformNode" string
  14079. */
  14080. getClassName(): string;
  14081. /**
  14082. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  14083. */
  14084. position: Vector3;
  14085. /**
  14086. * Gets or sets the rotation property : a Vector3 defining the rotation value in radians around each local axis X, Y, Z (default is (0.0, 0.0, 0.0)).
  14087. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  14088. */
  14089. rotation: Vector3;
  14090. /**
  14091. * Gets or sets the scaling property : a Vector3 defining the node scaling along each local axis X, Y, Z (default is (0.0, 0.0, 0.0)).
  14092. */
  14093. scaling: Vector3;
  14094. /**
  14095. * Gets or sets the rotation Quaternion property : this a Quaternion object defining the node rotation by using a unit quaternion (undefined by default, but can be null).
  14096. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  14097. */
  14098. rotationQuaternion: Nullable<Quaternion>;
  14099. /**
  14100. * The forward direction of that transform in world space.
  14101. */
  14102. readonly forward: Vector3;
  14103. /**
  14104. * The up direction of that transform in world space.
  14105. */
  14106. readonly up: Vector3;
  14107. /**
  14108. * The right direction of that transform in world space.
  14109. */
  14110. readonly right: Vector3;
  14111. /**
  14112. * Copies the parameter passed Matrix into the mesh Pose matrix.
  14113. * @param matrix the matrix to copy the pose from
  14114. * @returns this TransformNode.
  14115. */
  14116. updatePoseMatrix(matrix: Matrix): TransformNode;
  14117. /**
  14118. * Returns the mesh Pose matrix.
  14119. * @returns the pose matrix
  14120. */
  14121. getPoseMatrix(): Matrix;
  14122. /** @hidden */
  14123. _isSynchronized(): boolean;
  14124. /** @hidden */
  14125. _initCache(): void;
  14126. /**
  14127. * Flag the transform node as dirty (Forcing it to update everything)
  14128. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  14129. * @returns this transform node
  14130. */
  14131. markAsDirty(property: string): TransformNode;
  14132. /**
  14133. * Returns the current mesh absolute position.
  14134. * Returns a Vector3.
  14135. */
  14136. readonly absolutePosition: Vector3;
  14137. /**
  14138. * Returns the current mesh absolute scaling.
  14139. * Returns a Vector3.
  14140. */
  14141. readonly absoluteScaling: Vector3;
  14142. /**
  14143. * Returns the current mesh absolute rotation.
  14144. * Returns a Quaternion.
  14145. */
  14146. readonly absoluteRotationQuaternion: Quaternion;
  14147. /**
  14148. * Sets a new matrix to apply before all other transformation
  14149. * @param matrix defines the transform matrix
  14150. * @returns the current TransformNode
  14151. */
  14152. setPreTransformMatrix(matrix: Matrix): TransformNode;
  14153. /**
  14154. * Sets a new pivot matrix to the current node
  14155. * @param matrix defines the new pivot matrix to use
  14156. * @param postMultiplyPivotMatrix defines if the pivot matrix must be cancelled in the world matrix. When this parameter is set to true (default), the inverse of the pivot matrix is also applied at the end to cancel the transformation effect
  14157. * @returns the current TransformNode
  14158. */
  14159. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  14160. /**
  14161. * Returns the mesh pivot matrix.
  14162. * Default : Identity.
  14163. * @returns the matrix
  14164. */
  14165. getPivotMatrix(): Matrix;
  14166. /**
  14167. * Instantiate (when possible) or clone that node with its hierarchy
  14168. * @param newParent defines the new parent to use for the instance (or clone)
  14169. * @returns an instance (or a clone) of the current node with its hiearchy
  14170. */
  14171. instantiateHierarychy(newParent?: Nullable<TransformNode>): Nullable<TransformNode>;
  14172. /**
  14173. * Prevents the World matrix to be computed any longer
  14174. * @param newWorldMatrix defines an optional matrix to use as world matrix
  14175. * @returns the TransformNode.
  14176. */
  14177. freezeWorldMatrix(newWorldMatrix?: Nullable<Matrix>): TransformNode;
  14178. /**
  14179. * Allows back the World matrix computation.
  14180. * @returns the TransformNode.
  14181. */
  14182. unfreezeWorldMatrix(): this;
  14183. /**
  14184. * True if the World matrix has been frozen.
  14185. */
  14186. readonly isWorldMatrixFrozen: boolean;
  14187. /**
  14188. * Retuns the mesh absolute position in the World.
  14189. * @returns a Vector3.
  14190. */
  14191. getAbsolutePosition(): Vector3;
  14192. /**
  14193. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  14194. * @param absolutePosition the absolute position to set
  14195. * @returns the TransformNode.
  14196. */
  14197. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  14198. /**
  14199. * Sets the mesh position in its local space.
  14200. * @param vector3 the position to set in localspace
  14201. * @returns the TransformNode.
  14202. */
  14203. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  14204. /**
  14205. * Returns the mesh position in the local space from the current World matrix values.
  14206. * @returns a new Vector3.
  14207. */
  14208. getPositionExpressedInLocalSpace(): Vector3;
  14209. /**
  14210. * Translates the mesh along the passed Vector3 in its local space.
  14211. * @param vector3 the distance to translate in localspace
  14212. * @returns the TransformNode.
  14213. */
  14214. locallyTranslate(vector3: Vector3): TransformNode;
  14215. private static _lookAtVectorCache;
  14216. /**
  14217. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  14218. * @param targetPoint the position (must be in same space as current mesh) to look at
  14219. * @param yawCor optional yaw (y-axis) correction in radians
  14220. * @param pitchCor optional pitch (x-axis) correction in radians
  14221. * @param rollCor optional roll (z-axis) correction in radians
  14222. * @param space the choosen space of the target
  14223. * @returns the TransformNode.
  14224. */
  14225. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  14226. /**
  14227. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14228. * This Vector3 is expressed in the World space.
  14229. * @param localAxis axis to rotate
  14230. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14231. */
  14232. getDirection(localAxis: Vector3): Vector3;
  14233. /**
  14234. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  14235. * localAxis is expressed in the mesh local space.
  14236. * result is computed in the Wordl space from the mesh World matrix.
  14237. * @param localAxis axis to rotate
  14238. * @param result the resulting transformnode
  14239. * @returns this TransformNode.
  14240. */
  14241. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  14242. /**
  14243. * Sets this transform node rotation to the given local axis.
  14244. * @param localAxis the axis in local space
  14245. * @param yawCor optional yaw (y-axis) correction in radians
  14246. * @param pitchCor optional pitch (x-axis) correction in radians
  14247. * @param rollCor optional roll (z-axis) correction in radians
  14248. * @returns this TransformNode
  14249. */
  14250. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  14251. /**
  14252. * Sets a new pivot point to the current node
  14253. * @param point defines the new pivot point to use
  14254. * @param space defines if the point is in world or local space (local by default)
  14255. * @returns the current TransformNode
  14256. */
  14257. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  14258. /**
  14259. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  14260. * @returns the pivot point
  14261. */
  14262. getPivotPoint(): Vector3;
  14263. /**
  14264. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  14265. * @param result the vector3 to store the result
  14266. * @returns this TransformNode.
  14267. */
  14268. getPivotPointToRef(result: Vector3): TransformNode;
  14269. /**
  14270. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  14271. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  14272. */
  14273. getAbsolutePivotPoint(): Vector3;
  14274. /**
  14275. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  14276. * @param result vector3 to store the result
  14277. * @returns this TransformNode.
  14278. */
  14279. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  14280. /**
  14281. * Defines the passed node as the parent of the current node.
  14282. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  14283. * @see https://doc.babylonjs.com/how_to/parenting
  14284. * @param node the node ot set as the parent
  14285. * @returns this TransformNode.
  14286. */
  14287. setParent(node: Nullable<Node>): TransformNode;
  14288. private _nonUniformScaling;
  14289. /**
  14290. * True if the scaling property of this object is non uniform eg. (1,2,1)
  14291. */
  14292. readonly nonUniformScaling: boolean;
  14293. /** @hidden */
  14294. _updateNonUniformScalingState(value: boolean): boolean;
  14295. /**
  14296. * Attach the current TransformNode to another TransformNode associated with a bone
  14297. * @param bone Bone affecting the TransformNode
  14298. * @param affectedTransformNode TransformNode associated with the bone
  14299. * @returns this object
  14300. */
  14301. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  14302. /**
  14303. * Detach the transform node if its associated with a bone
  14304. * @returns this object
  14305. */
  14306. detachFromBone(): TransformNode;
  14307. private static _rotationAxisCache;
  14308. /**
  14309. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  14310. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14311. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14312. * The passed axis is also normalized.
  14313. * @param axis the axis to rotate around
  14314. * @param amount the amount to rotate in radians
  14315. * @param space Space to rotate in (Default: local)
  14316. * @returns the TransformNode.
  14317. */
  14318. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  14319. /**
  14320. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  14321. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14322. * The passed axis is also normalized. .
  14323. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  14324. * @param point the point to rotate around
  14325. * @param axis the axis to rotate around
  14326. * @param amount the amount to rotate in radians
  14327. * @returns the TransformNode
  14328. */
  14329. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  14330. /**
  14331. * Translates the mesh along the axis vector for the passed distance in the given space.
  14332. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14333. * @param axis the axis to translate in
  14334. * @param distance the distance to translate
  14335. * @param space Space to rotate in (Default: local)
  14336. * @returns the TransformNode.
  14337. */
  14338. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  14339. /**
  14340. * Adds a rotation step to the mesh current rotation.
  14341. * x, y, z are Euler angles expressed in radians.
  14342. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  14343. * This means this rotation is made in the mesh local space only.
  14344. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  14345. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  14346. * ```javascript
  14347. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  14348. * ```
  14349. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  14350. * Under the hood, only quaternions are used. So it's a little faster is you use .rotationQuaternion because it doesn't need to translate them back to Euler angles.
  14351. * @param x Rotation to add
  14352. * @param y Rotation to add
  14353. * @param z Rotation to add
  14354. * @returns the TransformNode.
  14355. */
  14356. addRotation(x: number, y: number, z: number): TransformNode;
  14357. /**
  14358. * @hidden
  14359. */
  14360. protected _getEffectiveParent(): Nullable<Node>;
  14361. /**
  14362. * Computes the world matrix of the node
  14363. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14364. * @returns the world matrix
  14365. */
  14366. computeWorldMatrix(force?: boolean): Matrix;
  14367. protected _afterComputeWorldMatrix(): void;
  14368. /**
  14369. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  14370. * @param func callback function to add
  14371. *
  14372. * @returns the TransformNode.
  14373. */
  14374. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14375. /**
  14376. * Removes a registered callback function.
  14377. * @param func callback function to remove
  14378. * @returns the TransformNode.
  14379. */
  14380. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14381. /**
  14382. * Gets the position of the current mesh in camera space
  14383. * @param camera defines the camera to use
  14384. * @returns a position
  14385. */
  14386. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  14387. /**
  14388. * Returns the distance from the mesh to the active camera
  14389. * @param camera defines the camera to use
  14390. * @returns the distance
  14391. */
  14392. getDistanceToCamera(camera?: Nullable<Camera>): number;
  14393. /**
  14394. * Clone the current transform node
  14395. * @param name Name of the new clone
  14396. * @param newParent New parent for the clone
  14397. * @param doNotCloneChildren Do not clone children hierarchy
  14398. * @returns the new transform node
  14399. */
  14400. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  14401. /**
  14402. * Serializes the objects information.
  14403. * @param currentSerializationObject defines the object to serialize in
  14404. * @returns the serialized object
  14405. */
  14406. serialize(currentSerializationObject?: any): any;
  14407. /**
  14408. * Returns a new TransformNode object parsed from the source provided.
  14409. * @param parsedTransformNode is the source.
  14410. * @param scene the scne the object belongs to
  14411. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  14412. * @returns a new TransformNode object parsed from the source provided.
  14413. */
  14414. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  14415. /**
  14416. * Get all child-transformNodes of this node
  14417. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
  14418. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  14419. * @returns an array of TransformNode
  14420. */
  14421. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  14422. /**
  14423. * Releases resources associated with this transform node.
  14424. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  14425. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  14426. */
  14427. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  14428. /**
  14429. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  14430. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  14431. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  14432. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  14433. * @returns the current mesh
  14434. */
  14435. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  14436. private _syncAbsoluteScalingAndRotation;
  14437. }
  14438. }
  14439. declare module "babylonjs/Gamepads/Controllers/poseEnabledController" {
  14440. import { Observable } from "babylonjs/Misc/observable";
  14441. import { Nullable } from "babylonjs/types";
  14442. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14443. import { TransformNode } from "babylonjs/Meshes/transformNode";
  14444. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14445. import { Ray } from "babylonjs/Culling/ray";
  14446. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  14447. import { PoseControlled, DevicePose } from "babylonjs/Cameras/VR/webVRCamera";
  14448. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  14449. /**
  14450. * Defines the types of pose enabled controllers that are supported
  14451. */
  14452. export enum PoseEnabledControllerType {
  14453. /**
  14454. * HTC Vive
  14455. */
  14456. VIVE = 0,
  14457. /**
  14458. * Oculus Rift
  14459. */
  14460. OCULUS = 1,
  14461. /**
  14462. * Windows mixed reality
  14463. */
  14464. WINDOWS = 2,
  14465. /**
  14466. * Samsung gear VR
  14467. */
  14468. GEAR_VR = 3,
  14469. /**
  14470. * Google Daydream
  14471. */
  14472. DAYDREAM = 4,
  14473. /**
  14474. * Generic
  14475. */
  14476. GENERIC = 5
  14477. }
  14478. /**
  14479. * Defines the MutableGamepadButton interface for the state of a gamepad button
  14480. */
  14481. export interface MutableGamepadButton {
  14482. /**
  14483. * Value of the button/trigger
  14484. */
  14485. value: number;
  14486. /**
  14487. * If the button/trigger is currently touched
  14488. */
  14489. touched: boolean;
  14490. /**
  14491. * If the button/trigger is currently pressed
  14492. */
  14493. pressed: boolean;
  14494. }
  14495. /**
  14496. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  14497. * @hidden
  14498. */
  14499. export interface ExtendedGamepadButton extends GamepadButton {
  14500. /**
  14501. * If the button/trigger is currently pressed
  14502. */
  14503. readonly pressed: boolean;
  14504. /**
  14505. * If the button/trigger is currently touched
  14506. */
  14507. readonly touched: boolean;
  14508. /**
  14509. * Value of the button/trigger
  14510. */
  14511. readonly value: number;
  14512. }
  14513. /** @hidden */
  14514. export interface _GamePadFactory {
  14515. /**
  14516. * Returns wether or not the current gamepad can be created for this type of controller.
  14517. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14518. * @returns true if it can be created, otherwise false
  14519. */
  14520. canCreate(gamepadInfo: any): boolean;
  14521. /**
  14522. * Creates a new instance of the Gamepad.
  14523. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14524. * @returns the new gamepad instance
  14525. */
  14526. create(gamepadInfo: any): Gamepad;
  14527. }
  14528. /**
  14529. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14530. */
  14531. export class PoseEnabledControllerHelper {
  14532. /** @hidden */
  14533. static _ControllerFactories: _GamePadFactory[];
  14534. /** @hidden */
  14535. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  14536. /**
  14537. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14538. * @param vrGamepad the gamepad to initialized
  14539. * @returns a vr controller of the type the gamepad identified as
  14540. */
  14541. static InitiateController(vrGamepad: any): Gamepad;
  14542. }
  14543. /**
  14544. * Defines the PoseEnabledController object that contains state of a vr capable controller
  14545. */
  14546. export class PoseEnabledController extends Gamepad implements PoseControlled {
  14547. /**
  14548. * If the controller is used in a webXR session
  14549. */
  14550. isXR: boolean;
  14551. private _deviceRoomPosition;
  14552. private _deviceRoomRotationQuaternion;
  14553. /**
  14554. * The device position in babylon space
  14555. */
  14556. devicePosition: Vector3;
  14557. /**
  14558. * The device rotation in babylon space
  14559. */
  14560. deviceRotationQuaternion: Quaternion;
  14561. /**
  14562. * The scale factor of the device in babylon space
  14563. */
  14564. deviceScaleFactor: number;
  14565. /**
  14566. * (Likely devicePosition should be used instead) The device position in its room space
  14567. */
  14568. position: Vector3;
  14569. /**
  14570. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  14571. */
  14572. rotationQuaternion: Quaternion;
  14573. /**
  14574. * The type of controller (Eg. Windows mixed reality)
  14575. */
  14576. controllerType: PoseEnabledControllerType;
  14577. protected _calculatedPosition: Vector3;
  14578. private _calculatedRotation;
  14579. /**
  14580. * The raw pose from the device
  14581. */
  14582. rawPose: DevicePose;
  14583. private _trackPosition;
  14584. private _maxRotationDistFromHeadset;
  14585. private _draggedRoomRotation;
  14586. /**
  14587. * @hidden
  14588. */
  14589. _disableTrackPosition(fixedPosition: Vector3): void;
  14590. /**
  14591. * Internal, the mesh attached to the controller
  14592. * @hidden
  14593. */
  14594. _mesh: Nullable<AbstractMesh>;
  14595. private _poseControlledCamera;
  14596. private _leftHandSystemQuaternion;
  14597. /**
  14598. * Internal, matrix used to convert room space to babylon space
  14599. * @hidden
  14600. */
  14601. _deviceToWorld: Matrix;
  14602. /**
  14603. * Node to be used when casting a ray from the controller
  14604. * @hidden
  14605. */
  14606. _pointingPoseNode: Nullable<TransformNode>;
  14607. /**
  14608. * Name of the child mesh that can be used to cast a ray from the controller
  14609. */
  14610. static readonly POINTING_POSE: string;
  14611. /**
  14612. * Creates a new PoseEnabledController from a gamepad
  14613. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  14614. */
  14615. constructor(browserGamepad: any);
  14616. private _workingMatrix;
  14617. /**
  14618. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  14619. */
  14620. update(): void;
  14621. /**
  14622. * Updates only the pose device and mesh without doing any button event checking
  14623. */
  14624. protected _updatePoseAndMesh(): void;
  14625. /**
  14626. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  14627. * @param poseData raw pose fromthe device
  14628. */
  14629. updateFromDevice(poseData: DevicePose): void;
  14630. /**
  14631. * @hidden
  14632. */
  14633. _meshAttachedObservable: Observable<AbstractMesh>;
  14634. /**
  14635. * Attaches a mesh to the controller
  14636. * @param mesh the mesh to be attached
  14637. */
  14638. attachToMesh(mesh: AbstractMesh): void;
  14639. /**
  14640. * Attaches the controllers mesh to a camera
  14641. * @param camera the camera the mesh should be attached to
  14642. */
  14643. attachToPoseControlledCamera(camera: TargetCamera): void;
  14644. /**
  14645. * Disposes of the controller
  14646. */
  14647. dispose(): void;
  14648. /**
  14649. * The mesh that is attached to the controller
  14650. */
  14651. readonly mesh: Nullable<AbstractMesh>;
  14652. /**
  14653. * Gets the ray of the controller in the direction the controller is pointing
  14654. * @param length the length the resulting ray should be
  14655. * @returns a ray in the direction the controller is pointing
  14656. */
  14657. getForwardRay(length?: number): Ray;
  14658. }
  14659. }
  14660. declare module "babylonjs/Gamepads/Controllers/webVRController" {
  14661. import { Observable } from "babylonjs/Misc/observable";
  14662. import { Scene } from "babylonjs/scene";
  14663. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14664. import { PoseEnabledController, ExtendedGamepadButton, MutableGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  14665. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  14666. /**
  14667. * Defines the WebVRController object that represents controllers tracked in 3D space
  14668. */
  14669. export abstract class WebVRController extends PoseEnabledController {
  14670. /**
  14671. * Internal, the default controller model for the controller
  14672. */
  14673. protected _defaultModel: AbstractMesh;
  14674. /**
  14675. * Fired when the trigger state has changed
  14676. */
  14677. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  14678. /**
  14679. * Fired when the main button state has changed
  14680. */
  14681. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14682. /**
  14683. * Fired when the secondary button state has changed
  14684. */
  14685. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14686. /**
  14687. * Fired when the pad state has changed
  14688. */
  14689. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  14690. /**
  14691. * Fired when controllers stick values have changed
  14692. */
  14693. onPadValuesChangedObservable: Observable<StickValues>;
  14694. /**
  14695. * Array of button availible on the controller
  14696. */
  14697. protected _buttons: Array<MutableGamepadButton>;
  14698. private _onButtonStateChange;
  14699. /**
  14700. * Fired when a controller button's state has changed
  14701. * @param callback the callback containing the button that was modified
  14702. */
  14703. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  14704. /**
  14705. * X and Y axis corresponding to the controllers joystick
  14706. */
  14707. pad: StickValues;
  14708. /**
  14709. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  14710. */
  14711. hand: string;
  14712. /**
  14713. * The default controller model for the controller
  14714. */
  14715. readonly defaultModel: AbstractMesh;
  14716. /**
  14717. * Creates a new WebVRController from a gamepad
  14718. * @param vrGamepad the gamepad that the WebVRController should be created from
  14719. */
  14720. constructor(vrGamepad: any);
  14721. /**
  14722. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  14723. */
  14724. update(): void;
  14725. /**
  14726. * Function to be called when a button is modified
  14727. */
  14728. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  14729. /**
  14730. * Loads a mesh and attaches it to the controller
  14731. * @param scene the scene the mesh should be added to
  14732. * @param meshLoaded callback for when the mesh has been loaded
  14733. */
  14734. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  14735. private _setButtonValue;
  14736. private _changes;
  14737. private _checkChanges;
  14738. /**
  14739. * Disposes of th webVRCOntroller
  14740. */
  14741. dispose(): void;
  14742. }
  14743. }
  14744. declare module "babylonjs/Lights/hemisphericLight" {
  14745. import { Nullable } from "babylonjs/types";
  14746. import { Scene } from "babylonjs/scene";
  14747. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14748. import { Color3 } from "babylonjs/Maths/math.color";
  14749. import { Effect } from "babylonjs/Materials/effect";
  14750. import { Light } from "babylonjs/Lights/light";
  14751. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  14752. /**
  14753. * The HemisphericLight simulates the ambient environment light,
  14754. * so the passed direction is the light reflection direction, not the incoming direction.
  14755. */
  14756. export class HemisphericLight extends Light {
  14757. /**
  14758. * The groundColor is the light in the opposite direction to the one specified during creation.
  14759. * You can think of the diffuse and specular light as coming from the centre of the object in the given direction and the groundColor light in the opposite direction.
  14760. */
  14761. groundColor: Color3;
  14762. /**
  14763. * The light reflection direction, not the incoming direction.
  14764. */
  14765. direction: Vector3;
  14766. /**
  14767. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  14768. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  14769. * The HemisphericLight can't cast shadows.
  14770. * Documentation : https://doc.babylonjs.com/babylon101/lights
  14771. * @param name The friendly name of the light
  14772. * @param direction The direction of the light reflection
  14773. * @param scene The scene the light belongs to
  14774. */
  14775. constructor(name: string, direction: Vector3, scene: Scene);
  14776. protected _buildUniformLayout(): void;
  14777. /**
  14778. * Returns the string "HemisphericLight".
  14779. * @return The class name
  14780. */
  14781. getClassName(): string;
  14782. /**
  14783. * Sets the HemisphericLight direction towards the passed target (Vector3).
  14784. * Returns the updated direction.
  14785. * @param target The target the direction should point to
  14786. * @return The computed direction
  14787. */
  14788. setDirectionToTarget(target: Vector3): Vector3;
  14789. /**
  14790. * Returns the shadow generator associated to the light.
  14791. * @returns Always null for hemispheric lights because it does not support shadows.
  14792. */
  14793. getShadowGenerator(): Nullable<IShadowGenerator>;
  14794. /**
  14795. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  14796. * @param effect The effect to update
  14797. * @param lightIndex The index of the light in the effect to update
  14798. * @returns The hemispheric light
  14799. */
  14800. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  14801. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  14802. /**
  14803. * Computes the world matrix of the node
  14804. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14805. * @param useWasUpdatedFlag defines a reserved property
  14806. * @returns the world matrix
  14807. */
  14808. computeWorldMatrix(): Matrix;
  14809. /**
  14810. * Returns the integer 3.
  14811. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  14812. */
  14813. getTypeID(): number;
  14814. /**
  14815. * Prepares the list of defines specific to the light type.
  14816. * @param defines the list of defines
  14817. * @param lightIndex defines the index of the light for the effect
  14818. */
  14819. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  14820. }
  14821. }
  14822. declare module "babylonjs/Shaders/vrMultiviewToSingleview.fragment" {
  14823. /** @hidden */
  14824. export var vrMultiviewToSingleviewPixelShader: {
  14825. name: string;
  14826. shader: string;
  14827. };
  14828. }
  14829. declare module "babylonjs/Materials/Textures/MultiviewRenderTarget" {
  14830. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  14831. import { Scene } from "babylonjs/scene";
  14832. /**
  14833. * Renders to multiple views with a single draw call
  14834. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  14835. */
  14836. export class MultiviewRenderTarget extends RenderTargetTexture {
  14837. /**
  14838. * Creates a multiview render target
  14839. * @param scene scene used with the render target
  14840. * @param size the size of the render target (used for each view)
  14841. */
  14842. constructor(scene: Scene, size?: number | {
  14843. width: number;
  14844. height: number;
  14845. } | {
  14846. ratio: number;
  14847. });
  14848. /**
  14849. * @hidden
  14850. * @param faceIndex the face index, if its a cube texture
  14851. */
  14852. _bindFrameBuffer(faceIndex?: number): void;
  14853. /**
  14854. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  14855. * @returns the view count
  14856. */
  14857. getViewCount(): number;
  14858. }
  14859. }
  14860. declare module "babylonjs/Maths/math.frustum" {
  14861. import { Matrix } from "babylonjs/Maths/math.vector";
  14862. import { DeepImmutable } from "babylonjs/types";
  14863. import { Plane } from "babylonjs/Maths/math.plane";
  14864. /**
  14865. * Reprasents a camera frustum
  14866. */
  14867. export class Frustum {
  14868. /**
  14869. * Gets the planes representing the frustum
  14870. * @param transform matrix to be applied to the returned planes
  14871. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  14872. */
  14873. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  14874. /**
  14875. * Gets the near frustum plane transformed by the transform matrix
  14876. * @param transform transformation matrix to be applied to the resulting frustum plane
  14877. * @param frustumPlane the resuling frustum plane
  14878. */
  14879. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14880. /**
  14881. * Gets the far frustum plane transformed by the transform matrix
  14882. * @param transform transformation matrix to be applied to the resulting frustum plane
  14883. * @param frustumPlane the resuling frustum plane
  14884. */
  14885. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14886. /**
  14887. * Gets the left frustum plane transformed by the transform matrix
  14888. * @param transform transformation matrix to be applied to the resulting frustum plane
  14889. * @param frustumPlane the resuling frustum plane
  14890. */
  14891. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14892. /**
  14893. * Gets the right frustum plane transformed by the transform matrix
  14894. * @param transform transformation matrix to be applied to the resulting frustum plane
  14895. * @param frustumPlane the resuling frustum plane
  14896. */
  14897. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14898. /**
  14899. * Gets the top frustum plane transformed by the transform matrix
  14900. * @param transform transformation matrix to be applied to the resulting frustum plane
  14901. * @param frustumPlane the resuling frustum plane
  14902. */
  14903. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14904. /**
  14905. * Gets the bottom frustum plane transformed by the transform matrix
  14906. * @param transform transformation matrix to be applied to the resulting frustum plane
  14907. * @param frustumPlane the resuling frustum plane
  14908. */
  14909. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14910. /**
  14911. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  14912. * @param transform transformation matrix to be applied to the resulting frustum planes
  14913. * @param frustumPlanes the resuling frustum planes
  14914. */
  14915. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  14916. }
  14917. }
  14918. declare module "babylonjs/Engines/Extensions/engine.multiview" {
  14919. import { Camera } from "babylonjs/Cameras/camera";
  14920. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  14921. import { Nullable } from "babylonjs/types";
  14922. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  14923. import { Matrix } from "babylonjs/Maths/math.vector";
  14924. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  14925. module "babylonjs/Engines/engine" {
  14926. interface Engine {
  14927. /**
  14928. * Creates a new multiview render target
  14929. * @param width defines the width of the texture
  14930. * @param height defines the height of the texture
  14931. * @returns the created multiview texture
  14932. */
  14933. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  14934. /**
  14935. * Binds a multiview framebuffer to be drawn to
  14936. * @param multiviewTexture texture to bind
  14937. */
  14938. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  14939. }
  14940. }
  14941. module "babylonjs/Cameras/camera" {
  14942. interface Camera {
  14943. /**
  14944. * @hidden
  14945. * For cameras that cannot use multiview images to display directly. (e.g. webVR camera will render to multiview texture, then copy to each eye texture and go from there)
  14946. */
  14947. _useMultiviewToSingleView: boolean;
  14948. /**
  14949. * @hidden
  14950. * For cameras that cannot use multiview images to display directly. (e.g. webVR camera will render to multiview texture, then copy to each eye texture and go from there)
  14951. */
  14952. _multiviewTexture: Nullable<RenderTargetTexture>;
  14953. /**
  14954. * @hidden
  14955. * ensures the multiview texture of the camera exists and has the specified width/height
  14956. * @param width height to set on the multiview texture
  14957. * @param height width to set on the multiview texture
  14958. */
  14959. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  14960. }
  14961. }
  14962. module "babylonjs/scene" {
  14963. interface Scene {
  14964. /** @hidden */
  14965. _transformMatrixR: Matrix;
  14966. /** @hidden */
  14967. _multiviewSceneUbo: Nullable<UniformBuffer>;
  14968. /** @hidden */
  14969. _createMultiviewUbo(): void;
  14970. /** @hidden */
  14971. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  14972. /** @hidden */
  14973. _renderMultiviewToSingleView(camera: Camera): void;
  14974. }
  14975. }
  14976. }
  14977. declare module "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess" {
  14978. import { Camera } from "babylonjs/Cameras/camera";
  14979. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  14980. import "babylonjs/Shaders/vrMultiviewToSingleview.fragment";
  14981. import "babylonjs/Engines/Extensions/engine.multiview";
  14982. /**
  14983. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  14984. * This will not be used for webXR as it supports displaying texture arrays directly
  14985. */
  14986. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  14987. /**
  14988. * Initializes a VRMultiviewToSingleview
  14989. * @param name name of the post process
  14990. * @param camera camera to be applied to
  14991. * @param scaleFactor scaling factor to the size of the output texture
  14992. */
  14993. constructor(name: string, camera: Camera, scaleFactor: number);
  14994. }
  14995. }
  14996. declare module "babylonjs/Cameras/RigModes/webVRRigMode" { }
  14997. declare module "babylonjs/Engines/Extensions/engine.webVR" {
  14998. import { Nullable } from "babylonjs/types";
  14999. import { Size } from "babylonjs/Maths/math.size";
  15000. import { Observable } from "babylonjs/Misc/observable";
  15001. module "babylonjs/Engines/engine" {
  15002. interface Engine {
  15003. /** @hidden */
  15004. _vrDisplay: any;
  15005. /** @hidden */
  15006. _vrSupported: boolean;
  15007. /** @hidden */
  15008. _oldSize: Size;
  15009. /** @hidden */
  15010. _oldHardwareScaleFactor: number;
  15011. /** @hidden */
  15012. _vrExclusivePointerMode: boolean;
  15013. /** @hidden */
  15014. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  15015. /** @hidden */
  15016. _onVRDisplayPointerRestricted: () => void;
  15017. /** @hidden */
  15018. _onVRDisplayPointerUnrestricted: () => void;
  15019. /** @hidden */
  15020. _onVrDisplayConnect: Nullable<(display: any) => void>;
  15021. /** @hidden */
  15022. _onVrDisplayDisconnect: Nullable<() => void>;
  15023. /** @hidden */
  15024. _onVrDisplayPresentChange: Nullable<() => void>;
  15025. /**
  15026. * Observable signaled when VR display mode changes
  15027. */
  15028. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  15029. /**
  15030. * Observable signaled when VR request present is complete
  15031. */
  15032. onVRRequestPresentComplete: Observable<boolean>;
  15033. /**
  15034. * Observable signaled when VR request present starts
  15035. */
  15036. onVRRequestPresentStart: Observable<Engine>;
  15037. /**
  15038. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  15039. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  15040. */
  15041. isInVRExclusivePointerMode: boolean;
  15042. /**
  15043. * Gets a boolean indicating if a webVR device was detected
  15044. * @returns true if a webVR device was detected
  15045. */
  15046. isVRDevicePresent(): boolean;
  15047. /**
  15048. * Gets the current webVR device
  15049. * @returns the current webVR device (or null)
  15050. */
  15051. getVRDevice(): any;
  15052. /**
  15053. * Initializes a webVR display and starts listening to display change events
  15054. * The onVRDisplayChangedObservable will be notified upon these changes
  15055. * @returns A promise containing a VRDisplay and if vr is supported
  15056. */
  15057. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  15058. /** @hidden */
  15059. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  15060. /**
  15061. * Call this function to switch to webVR mode
  15062. * Will do nothing if webVR is not supported or if there is no webVR device
  15063. * @see http://doc.babylonjs.com/how_to/webvr_camera
  15064. */
  15065. enableVR(): void;
  15066. /** @hidden */
  15067. _onVRFullScreenTriggered(): void;
  15068. }
  15069. }
  15070. }
  15071. declare module "babylonjs/Cameras/VR/webVRCamera" {
  15072. import { Nullable } from "babylonjs/types";
  15073. import { Observable } from "babylonjs/Misc/observable";
  15074. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  15075. import { Scene } from "babylonjs/scene";
  15076. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  15077. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  15078. import { Node } from "babylonjs/node";
  15079. import { Ray } from "babylonjs/Culling/ray";
  15080. import "babylonjs/Cameras/RigModes/webVRRigMode";
  15081. import "babylonjs/Engines/Extensions/engine.webVR";
  15082. /**
  15083. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  15084. * IMPORTANT!! The data is right-hand data.
  15085. * @export
  15086. * @interface DevicePose
  15087. */
  15088. export interface DevicePose {
  15089. /**
  15090. * The position of the device, values in array are [x,y,z].
  15091. */
  15092. readonly position: Nullable<Float32Array>;
  15093. /**
  15094. * The linearVelocity of the device, values in array are [x,y,z].
  15095. */
  15096. readonly linearVelocity: Nullable<Float32Array>;
  15097. /**
  15098. * The linearAcceleration of the device, values in array are [x,y,z].
  15099. */
  15100. readonly linearAcceleration: Nullable<Float32Array>;
  15101. /**
  15102. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  15103. */
  15104. readonly orientation: Nullable<Float32Array>;
  15105. /**
  15106. * The angularVelocity of the device, values in array are [x,y,z].
  15107. */
  15108. readonly angularVelocity: Nullable<Float32Array>;
  15109. /**
  15110. * The angularAcceleration of the device, values in array are [x,y,z].
  15111. */
  15112. readonly angularAcceleration: Nullable<Float32Array>;
  15113. }
  15114. /**
  15115. * Interface representing a pose controlled object in Babylon.
  15116. * A pose controlled object has both regular pose values as well as pose values
  15117. * from an external device such as a VR head mounted display
  15118. */
  15119. export interface PoseControlled {
  15120. /**
  15121. * The position of the object in babylon space.
  15122. */
  15123. position: Vector3;
  15124. /**
  15125. * The rotation quaternion of the object in babylon space.
  15126. */
  15127. rotationQuaternion: Quaternion;
  15128. /**
  15129. * The position of the device in babylon space.
  15130. */
  15131. devicePosition?: Vector3;
  15132. /**
  15133. * The rotation quaternion of the device in babylon space.
  15134. */
  15135. deviceRotationQuaternion: Quaternion;
  15136. /**
  15137. * The raw pose coming from the device.
  15138. */
  15139. rawPose: Nullable<DevicePose>;
  15140. /**
  15141. * The scale of the device to be used when translating from device space to babylon space.
  15142. */
  15143. deviceScaleFactor: number;
  15144. /**
  15145. * Updates the poseControlled values based on the input device pose.
  15146. * @param poseData the pose data to update the object with
  15147. */
  15148. updateFromDevice(poseData: DevicePose): void;
  15149. }
  15150. /**
  15151. * Set of options to customize the webVRCamera
  15152. */
  15153. export interface WebVROptions {
  15154. /**
  15155. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  15156. */
  15157. trackPosition?: boolean;
  15158. /**
  15159. * Sets the scale of the vrDevice in babylon space. (default: 1)
  15160. */
  15161. positionScale?: number;
  15162. /**
  15163. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  15164. */
  15165. displayName?: string;
  15166. /**
  15167. * Should the native controller meshes be initialized. (default: true)
  15168. */
  15169. controllerMeshes?: boolean;
  15170. /**
  15171. * Creating a default HemiLight only on controllers. (default: true)
  15172. */
  15173. defaultLightingOnControllers?: boolean;
  15174. /**
  15175. * If you don't want to use the default VR button of the helper. (default: false)
  15176. */
  15177. useCustomVRButton?: boolean;
  15178. /**
  15179. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  15180. */
  15181. customVRButton?: HTMLButtonElement;
  15182. /**
  15183. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  15184. */
  15185. rayLength?: number;
  15186. /**
  15187. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  15188. */
  15189. defaultHeight?: number;
  15190. /**
  15191. * If multiview should be used if availible (default: false)
  15192. */
  15193. useMultiview?: boolean;
  15194. }
  15195. /**
  15196. * This represents a WebVR camera.
  15197. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  15198. * @example http://doc.babylonjs.com/how_to/webvr_camera
  15199. */
  15200. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  15201. private webVROptions;
  15202. /**
  15203. * @hidden
  15204. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  15205. */
  15206. _vrDevice: any;
  15207. /**
  15208. * The rawPose of the vrDevice.
  15209. */
  15210. rawPose: Nullable<DevicePose>;
  15211. private _onVREnabled;
  15212. private _specsVersion;
  15213. private _attached;
  15214. private _frameData;
  15215. protected _descendants: Array<Node>;
  15216. private _deviceRoomPosition;
  15217. /** @hidden */
  15218. _deviceRoomRotationQuaternion: Quaternion;
  15219. private _standingMatrix;
  15220. /**
  15221. * Represents device position in babylon space.
  15222. */
  15223. devicePosition: Vector3;
  15224. /**
  15225. * Represents device rotation in babylon space.
  15226. */
  15227. deviceRotationQuaternion: Quaternion;
  15228. /**
  15229. * The scale of the device to be used when translating from device space to babylon space.
  15230. */
  15231. deviceScaleFactor: number;
  15232. private _deviceToWorld;
  15233. private _worldToDevice;
  15234. /**
  15235. * References to the webVR controllers for the vrDevice.
  15236. */
  15237. controllers: Array<WebVRController>;
  15238. /**
  15239. * Emits an event when a controller is attached.
  15240. */
  15241. onControllersAttachedObservable: Observable<WebVRController[]>;
  15242. /**
  15243. * Emits an event when a controller's mesh has been loaded;
  15244. */
  15245. onControllerMeshLoadedObservable: Observable<WebVRController>;
  15246. /**
  15247. * Emits an event when the HMD's pose has been updated.
  15248. */
  15249. onPoseUpdatedFromDeviceObservable: Observable<any>;
  15250. private _poseSet;
  15251. /**
  15252. * If the rig cameras be used as parent instead of this camera.
  15253. */
  15254. rigParenting: boolean;
  15255. private _lightOnControllers;
  15256. private _defaultHeight?;
  15257. /**
  15258. * Instantiates a WebVRFreeCamera.
  15259. * @param name The name of the WebVRFreeCamera
  15260. * @param position The starting anchor position for the camera
  15261. * @param scene The scene the camera belongs to
  15262. * @param webVROptions a set of customizable options for the webVRCamera
  15263. */
  15264. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  15265. /**
  15266. * Gets the device distance from the ground in meters.
  15267. * @returns the distance in meters from the vrDevice to ground in device space. If standing matrix is not supported for the vrDevice 0 is returned.
  15268. */
  15269. deviceDistanceToRoomGround(): number;
  15270. /**
  15271. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15272. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  15273. */
  15274. useStandingMatrix(callback?: (bool: boolean) => void): void;
  15275. /**
  15276. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15277. * @returns A promise with a boolean set to if the standing matrix is supported.
  15278. */
  15279. useStandingMatrixAsync(): Promise<boolean>;
  15280. /**
  15281. * Disposes the camera
  15282. */
  15283. dispose(): void;
  15284. /**
  15285. * Gets a vrController by name.
  15286. * @param name The name of the controller to retreive
  15287. * @returns the controller matching the name specified or null if not found
  15288. */
  15289. getControllerByName(name: string): Nullable<WebVRController>;
  15290. private _leftController;
  15291. /**
  15292. * The controller corresponding to the users left hand.
  15293. */
  15294. readonly leftController: Nullable<WebVRController>;
  15295. private _rightController;
  15296. /**
  15297. * The controller corresponding to the users right hand.
  15298. */
  15299. readonly rightController: Nullable<WebVRController>;
  15300. /**
  15301. * Casts a ray forward from the vrCamera's gaze.
  15302. * @param length Length of the ray (default: 100)
  15303. * @returns the ray corresponding to the gaze
  15304. */
  15305. getForwardRay(length?: number): Ray;
  15306. /**
  15307. * @hidden
  15308. * Updates the camera based on device's frame data
  15309. */
  15310. _checkInputs(): void;
  15311. /**
  15312. * Updates the poseControlled values based on the input device pose.
  15313. * @param poseData Pose coming from the device
  15314. */
  15315. updateFromDevice(poseData: DevicePose): void;
  15316. private _htmlElementAttached;
  15317. private _detachIfAttached;
  15318. /**
  15319. * WebVR's attach control will start broadcasting frames to the device.
  15320. * Note that in certain browsers (chrome for example) this function must be called
  15321. * within a user-interaction callback. Example:
  15322. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  15323. *
  15324. * @param element html element to attach the vrDevice to
  15325. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  15326. */
  15327. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  15328. /**
  15329. * Detaches the camera from the html element and disables VR
  15330. *
  15331. * @param element html element to detach from
  15332. */
  15333. detachControl(element: HTMLElement): void;
  15334. /**
  15335. * @returns the name of this class
  15336. */
  15337. getClassName(): string;
  15338. /**
  15339. * Calls resetPose on the vrDisplay
  15340. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  15341. */
  15342. resetToCurrentRotation(): void;
  15343. /**
  15344. * @hidden
  15345. * Updates the rig cameras (left and right eye)
  15346. */
  15347. _updateRigCameras(): void;
  15348. private _workingVector;
  15349. private _oneVector;
  15350. private _workingMatrix;
  15351. private updateCacheCalled;
  15352. private _correctPositionIfNotTrackPosition;
  15353. /**
  15354. * @hidden
  15355. * Updates the cached values of the camera
  15356. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  15357. */
  15358. _updateCache(ignoreParentClass?: boolean): void;
  15359. /**
  15360. * @hidden
  15361. * Get current device position in babylon world
  15362. */
  15363. _computeDevicePosition(): void;
  15364. /**
  15365. * Updates the current device position and rotation in the babylon world
  15366. */
  15367. update(): void;
  15368. /**
  15369. * @hidden
  15370. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  15371. * @returns an identity matrix
  15372. */
  15373. _getViewMatrix(): Matrix;
  15374. private _tmpMatrix;
  15375. /**
  15376. * This function is called by the two RIG cameras.
  15377. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  15378. * @hidden
  15379. */
  15380. _getWebVRViewMatrix(): Matrix;
  15381. /** @hidden */
  15382. _getWebVRProjectionMatrix(): Matrix;
  15383. private _onGamepadConnectedObserver;
  15384. private _onGamepadDisconnectedObserver;
  15385. private _updateCacheWhenTrackingDisabledObserver;
  15386. /**
  15387. * Initializes the controllers and their meshes
  15388. */
  15389. initControllers(): void;
  15390. }
  15391. }
  15392. declare module "babylonjs/PostProcesses/postProcess" {
  15393. import { Nullable } from "babylonjs/types";
  15394. import { SmartArray } from "babylonjs/Misc/smartArray";
  15395. import { Observable } from "babylonjs/Misc/observable";
  15396. import { Vector2 } from "babylonjs/Maths/math.vector";
  15397. import { Camera } from "babylonjs/Cameras/camera";
  15398. import { Effect } from "babylonjs/Materials/effect";
  15399. import "babylonjs/Shaders/postprocess.vertex";
  15400. import { IInspectable } from "babylonjs/Misc/iInspectable";
  15401. import { Engine } from "babylonjs/Engines/engine";
  15402. import { Color4 } from "babylonjs/Maths/math.color";
  15403. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  15404. /**
  15405. * Size options for a post process
  15406. */
  15407. export type PostProcessOptions = {
  15408. width: number;
  15409. height: number;
  15410. };
  15411. /**
  15412. * PostProcess can be used to apply a shader to a texture after it has been rendered
  15413. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  15414. */
  15415. export class PostProcess {
  15416. /** Name of the PostProcess. */
  15417. name: string;
  15418. /**
  15419. * Gets or sets the unique id of the post process
  15420. */
  15421. uniqueId: number;
  15422. /**
  15423. * Width of the texture to apply the post process on
  15424. */
  15425. width: number;
  15426. /**
  15427. * Height of the texture to apply the post process on
  15428. */
  15429. height: number;
  15430. /**
  15431. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  15432. * @hidden
  15433. */
  15434. _outputTexture: Nullable<InternalTexture>;
  15435. /**
  15436. * Sampling mode used by the shader
  15437. * See https://doc.babylonjs.com/classes/3.1/texture
  15438. */
  15439. renderTargetSamplingMode: number;
  15440. /**
  15441. * Clear color to use when screen clearing
  15442. */
  15443. clearColor: Color4;
  15444. /**
  15445. * If the buffer needs to be cleared before applying the post process. (default: true)
  15446. * Should be set to false if shader will overwrite all previous pixels.
  15447. */
  15448. autoClear: boolean;
  15449. /**
  15450. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  15451. */
  15452. alphaMode: number;
  15453. /**
  15454. * Sets the setAlphaBlendConstants of the babylon engine
  15455. */
  15456. alphaConstants: Color4;
  15457. /**
  15458. * Animations to be used for the post processing
  15459. */
  15460. animations: import("babylonjs/Animations/animation").Animation[];
  15461. /**
  15462. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  15463. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  15464. */
  15465. enablePixelPerfectMode: boolean;
  15466. /**
  15467. * Force the postprocess to be applied without taking in account viewport
  15468. */
  15469. forceFullscreenViewport: boolean;
  15470. /**
  15471. * List of inspectable custom properties (used by the Inspector)
  15472. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  15473. */
  15474. inspectableCustomProperties: IInspectable[];
  15475. /**
  15476. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  15477. *
  15478. * | Value | Type | Description |
  15479. * | ----- | ----------------------------------- | ----------- |
  15480. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  15481. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  15482. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  15483. *
  15484. */
  15485. scaleMode: number;
  15486. /**
  15487. * Force textures to be a power of two (default: false)
  15488. */
  15489. alwaysForcePOT: boolean;
  15490. private _samples;
  15491. /**
  15492. * Number of sample textures (default: 1)
  15493. */
  15494. samples: number;
  15495. /**
  15496. * Modify the scale of the post process to be the same as the viewport (default: false)
  15497. */
  15498. adaptScaleToCurrentViewport: boolean;
  15499. private _camera;
  15500. private _scene;
  15501. private _engine;
  15502. private _options;
  15503. private _reusable;
  15504. private _textureType;
  15505. /**
  15506. * Smart array of input and output textures for the post process.
  15507. * @hidden
  15508. */
  15509. _textures: SmartArray<import("babylonjs/Materials/Textures/internalTexture").InternalTexture>;
  15510. /**
  15511. * The index in _textures that corresponds to the output texture.
  15512. * @hidden
  15513. */
  15514. _currentRenderTextureInd: number;
  15515. private _effect;
  15516. private _samplers;
  15517. private _fragmentUrl;
  15518. private _vertexUrl;
  15519. private _parameters;
  15520. private _scaleRatio;
  15521. protected _indexParameters: any;
  15522. private _shareOutputWithPostProcess;
  15523. private _texelSize;
  15524. private _forcedOutputTexture;
  15525. /**
  15526. * Returns the fragment url or shader name used in the post process.
  15527. * @returns the fragment url or name in the shader store.
  15528. */
  15529. getEffectName(): string;
  15530. /**
  15531. * An event triggered when the postprocess is activated.
  15532. */
  15533. onActivateObservable: Observable<Camera>;
  15534. private _onActivateObserver;
  15535. /**
  15536. * A function that is added to the onActivateObservable
  15537. */
  15538. onActivate: Nullable<(camera: Camera) => void>;
  15539. /**
  15540. * An event triggered when the postprocess changes its size.
  15541. */
  15542. onSizeChangedObservable: Observable<PostProcess>;
  15543. private _onSizeChangedObserver;
  15544. /**
  15545. * A function that is added to the onSizeChangedObservable
  15546. */
  15547. onSizeChanged: (postProcess: PostProcess) => void;
  15548. /**
  15549. * An event triggered when the postprocess applies its effect.
  15550. */
  15551. onApplyObservable: Observable<Effect>;
  15552. private _onApplyObserver;
  15553. /**
  15554. * A function that is added to the onApplyObservable
  15555. */
  15556. onApply: (effect: Effect) => void;
  15557. /**
  15558. * An event triggered before rendering the postprocess
  15559. */
  15560. onBeforeRenderObservable: Observable<Effect>;
  15561. private _onBeforeRenderObserver;
  15562. /**
  15563. * A function that is added to the onBeforeRenderObservable
  15564. */
  15565. onBeforeRender: (effect: Effect) => void;
  15566. /**
  15567. * An event triggered after rendering the postprocess
  15568. */
  15569. onAfterRenderObservable: Observable<Effect>;
  15570. private _onAfterRenderObserver;
  15571. /**
  15572. * A function that is added to the onAfterRenderObservable
  15573. */
  15574. onAfterRender: (efect: Effect) => void;
  15575. /**
  15576. * The input texture for this post process and the output texture of the previous post process. When added to a pipeline the previous post process will
  15577. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  15578. */
  15579. inputTexture: InternalTexture;
  15580. /**
  15581. * Gets the camera which post process is applied to.
  15582. * @returns The camera the post process is applied to.
  15583. */
  15584. getCamera(): Camera;
  15585. /**
  15586. * Gets the texel size of the postprocess.
  15587. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  15588. */
  15589. readonly texelSize: Vector2;
  15590. /**
  15591. * Creates a new instance PostProcess
  15592. * @param name The name of the PostProcess.
  15593. * @param fragmentUrl The url of the fragment shader to be used.
  15594. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  15595. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  15596. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15597. * @param camera The camera to apply the render pass to.
  15598. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15599. * @param engine The engine which the post process will be applied. (default: current engine)
  15600. * @param reusable If the post process can be reused on the same frame. (default: false)
  15601. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  15602. * @param textureType Type of textures used when performing the post process. (default: 0)
  15603. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  15604. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  15605. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  15606. */
  15607. constructor(
  15608. /** Name of the PostProcess. */
  15609. name: string, fragmentUrl: string, parameters: Nullable<string[]>, samplers: Nullable<string[]>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, defines?: Nullable<string>, textureType?: number, vertexUrl?: string, indexParameters?: any, blockCompilation?: boolean);
  15610. /**
  15611. * Gets a string idenfifying the name of the class
  15612. * @returns "PostProcess" string
  15613. */
  15614. getClassName(): string;
  15615. /**
  15616. * Gets the engine which this post process belongs to.
  15617. * @returns The engine the post process was enabled with.
  15618. */
  15619. getEngine(): Engine;
  15620. /**
  15621. * The effect that is created when initializing the post process.
  15622. * @returns The created effect corresponding the the postprocess.
  15623. */
  15624. getEffect(): Effect;
  15625. /**
  15626. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  15627. * @param postProcess The post process to share the output with.
  15628. * @returns This post process.
  15629. */
  15630. shareOutputWith(postProcess: PostProcess): PostProcess;
  15631. /**
  15632. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  15633. * This should be called if the post process that shares output with this post process is disabled/disposed.
  15634. */
  15635. useOwnOutput(): void;
  15636. /**
  15637. * Updates the effect with the current post process compile time values and recompiles the shader.
  15638. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15639. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15640. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15641. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  15642. * @param onCompiled Called when the shader has been compiled.
  15643. * @param onError Called if there is an error when compiling a shader.
  15644. */
  15645. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15646. /**
  15647. * The post process is reusable if it can be used multiple times within one frame.
  15648. * @returns If the post process is reusable
  15649. */
  15650. isReusable(): boolean;
  15651. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  15652. markTextureDirty(): void;
  15653. /**
  15654. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  15655. * When this post process is used in a pipeline, this is call will bind the input texture of this post process to the output of the previous.
  15656. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  15657. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  15658. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  15659. * @returns The target texture that was bound to be written to.
  15660. */
  15661. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  15662. /**
  15663. * If the post process is supported.
  15664. */
  15665. readonly isSupported: boolean;
  15666. /**
  15667. * The aspect ratio of the output texture.
  15668. */
  15669. readonly aspectRatio: number;
  15670. /**
  15671. * Get a value indicating if the post-process is ready to be used
  15672. * @returns true if the post-process is ready (shader is compiled)
  15673. */
  15674. isReady(): boolean;
  15675. /**
  15676. * Binds all textures and uniforms to the shader, this will be run on every pass.
  15677. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  15678. */
  15679. apply(): Nullable<Effect>;
  15680. private _disposeTextures;
  15681. /**
  15682. * Disposes the post process.
  15683. * @param camera The camera to dispose the post process on.
  15684. */
  15685. dispose(camera?: Camera): void;
  15686. }
  15687. }
  15688. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration" {
  15689. /** @hidden */
  15690. export var kernelBlurVaryingDeclaration: {
  15691. name: string;
  15692. shader: string;
  15693. };
  15694. }
  15695. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment" {
  15696. /** @hidden */
  15697. export var kernelBlurFragment: {
  15698. name: string;
  15699. shader: string;
  15700. };
  15701. }
  15702. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2" {
  15703. /** @hidden */
  15704. export var kernelBlurFragment2: {
  15705. name: string;
  15706. shader: string;
  15707. };
  15708. }
  15709. declare module "babylonjs/Shaders/kernelBlur.fragment" {
  15710. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  15711. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  15712. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment";
  15713. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2";
  15714. /** @hidden */
  15715. export var kernelBlurPixelShader: {
  15716. name: string;
  15717. shader: string;
  15718. };
  15719. }
  15720. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVertex" {
  15721. /** @hidden */
  15722. export var kernelBlurVertex: {
  15723. name: string;
  15724. shader: string;
  15725. };
  15726. }
  15727. declare module "babylonjs/Shaders/kernelBlur.vertex" {
  15728. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  15729. import "babylonjs/Shaders/ShadersInclude/kernelBlurVertex";
  15730. /** @hidden */
  15731. export var kernelBlurVertexShader: {
  15732. name: string;
  15733. shader: string;
  15734. };
  15735. }
  15736. declare module "babylonjs/PostProcesses/blurPostProcess" {
  15737. import { Vector2 } from "babylonjs/Maths/math.vector";
  15738. import { Nullable } from "babylonjs/types";
  15739. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  15740. import { Camera } from "babylonjs/Cameras/camera";
  15741. import { Effect } from "babylonjs/Materials/effect";
  15742. import { Engine } from "babylonjs/Engines/engine";
  15743. import "babylonjs/Shaders/kernelBlur.fragment";
  15744. import "babylonjs/Shaders/kernelBlur.vertex";
  15745. /**
  15746. * The Blur Post Process which blurs an image based on a kernel and direction.
  15747. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  15748. */
  15749. export class BlurPostProcess extends PostProcess {
  15750. /** The direction in which to blur the image. */
  15751. direction: Vector2;
  15752. private blockCompilation;
  15753. protected _kernel: number;
  15754. protected _idealKernel: number;
  15755. protected _packedFloat: boolean;
  15756. private _staticDefines;
  15757. /**
  15758. * Sets the length in pixels of the blur sample region
  15759. */
  15760. /**
  15761. * Gets the length in pixels of the blur sample region
  15762. */
  15763. kernel: number;
  15764. /**
  15765. * Sets wether or not the blur needs to unpack/repack floats
  15766. */
  15767. /**
  15768. * Gets wether or not the blur is unpacking/repacking floats
  15769. */
  15770. packedFloat: boolean;
  15771. /**
  15772. * Creates a new instance BlurPostProcess
  15773. * @param name The name of the effect.
  15774. * @param direction The direction in which to blur the image.
  15775. * @param kernel The size of the kernel to be used when computing the blur. eg. Size of 3 will blur the center pixel by 2 pixels surrounding it.
  15776. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15777. * @param camera The camera to apply the render pass to.
  15778. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15779. * @param engine The engine which the post process will be applied. (default: current engine)
  15780. * @param reusable If the post process can be reused on the same frame. (default: false)
  15781. * @param textureType Type of textures used when performing the post process. (default: 0)
  15782. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  15783. */
  15784. constructor(name: string,
  15785. /** The direction in which to blur the image. */
  15786. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  15787. /**
  15788. * Updates the effect with the current post process compile time values and recompiles the shader.
  15789. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15790. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15791. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15792. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  15793. * @param onCompiled Called when the shader has been compiled.
  15794. * @param onError Called if there is an error when compiling a shader.
  15795. */
  15796. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15797. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15798. /**
  15799. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  15800. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  15801. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  15802. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  15803. * The gaps between physical kernels are compensated for in the weighting of the samples
  15804. * @param idealKernel Ideal blur kernel.
  15805. * @return Nearest best kernel.
  15806. */
  15807. protected _nearestBestKernel(idealKernel: number): number;
  15808. /**
  15809. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  15810. * @param x The point on the Gaussian distribution to sample.
  15811. * @return the value of the Gaussian function at x.
  15812. */
  15813. protected _gaussianWeight(x: number): number;
  15814. /**
  15815. * Generates a string that can be used as a floating point number in GLSL.
  15816. * @param x Value to print.
  15817. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  15818. * @return GLSL float string.
  15819. */
  15820. protected _glslFloat(x: number, decimalFigures?: number): string;
  15821. }
  15822. }
  15823. declare module "babylonjs/Materials/Textures/mirrorTexture" {
  15824. import { Scene } from "babylonjs/scene";
  15825. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  15826. import { Plane } from "babylonjs/Maths/math.plane";
  15827. /**
  15828. * Mirror texture can be used to simulate the view from a mirror in a scene.
  15829. * It will dynamically be rendered every frame to adapt to the camera point of view.
  15830. * You can then easily use it as a reflectionTexture on a flat surface.
  15831. * In case the surface is not a plane, please consider relying on reflection probes.
  15832. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15833. */
  15834. export class MirrorTexture extends RenderTargetTexture {
  15835. private scene;
  15836. /**
  15837. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  15838. * It is possible to directly set the mirrorPlane by directly using a Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the mirrorPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the reflector as stated in the doc.
  15839. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15840. */
  15841. mirrorPlane: Plane;
  15842. /**
  15843. * Define the blur ratio used to blur the reflection if needed.
  15844. */
  15845. blurRatio: number;
  15846. /**
  15847. * Define the adaptive blur kernel used to blur the reflection if needed.
  15848. * This will autocompute the closest best match for the `blurKernel`
  15849. */
  15850. adaptiveBlurKernel: number;
  15851. /**
  15852. * Define the blur kernel used to blur the reflection if needed.
  15853. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15854. */
  15855. blurKernel: number;
  15856. /**
  15857. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  15858. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15859. */
  15860. blurKernelX: number;
  15861. /**
  15862. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  15863. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15864. */
  15865. blurKernelY: number;
  15866. private _autoComputeBlurKernel;
  15867. protected _onRatioRescale(): void;
  15868. private _updateGammaSpace;
  15869. private _imageProcessingConfigChangeObserver;
  15870. private _transformMatrix;
  15871. private _mirrorMatrix;
  15872. private _savedViewMatrix;
  15873. private _blurX;
  15874. private _blurY;
  15875. private _adaptiveBlurKernel;
  15876. private _blurKernelX;
  15877. private _blurKernelY;
  15878. private _blurRatio;
  15879. /**
  15880. * Instantiates a Mirror Texture.
  15881. * Mirror texture can be used to simulate the view from a mirror in a scene.
  15882. * It will dynamically be rendered every frame to adapt to the camera point of view.
  15883. * You can then easily use it as a reflectionTexture on a flat surface.
  15884. * In case the surface is not a plane, please consider relying on reflection probes.
  15885. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15886. * @param name
  15887. * @param size
  15888. * @param scene
  15889. * @param generateMipMaps
  15890. * @param type
  15891. * @param samplingMode
  15892. * @param generateDepthBuffer
  15893. */
  15894. constructor(name: string, size: number | {
  15895. width: number;
  15896. height: number;
  15897. } | {
  15898. ratio: number;
  15899. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  15900. private _preparePostProcesses;
  15901. /**
  15902. * Clone the mirror texture.
  15903. * @returns the cloned texture
  15904. */
  15905. clone(): MirrorTexture;
  15906. /**
  15907. * Serialize the texture to a JSON representation you could use in Parse later on
  15908. * @returns the serialized JSON representation
  15909. */
  15910. serialize(): any;
  15911. /**
  15912. * Dispose the texture and release its associated resources.
  15913. */
  15914. dispose(): void;
  15915. }
  15916. }
  15917. declare module "babylonjs/Materials/Textures/texture" {
  15918. import { Observable } from "babylonjs/Misc/observable";
  15919. import { Nullable } from "babylonjs/types";
  15920. import { Scene } from "babylonjs/scene";
  15921. import { Matrix } from "babylonjs/Maths/math.vector";
  15922. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  15923. import { IInspectable } from "babylonjs/Misc/iInspectable";
  15924. import { Engine } from "babylonjs/Engines/engine";
  15925. /**
  15926. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  15927. * @see http://doc.babylonjs.com/babylon101/materials#texture
  15928. */
  15929. export class Texture extends BaseTexture {
  15930. /** @hidden */
  15931. static _CubeTextureParser: (jsonTexture: any, scene: Scene, rootUrl: string) => import("babylonjs/Materials/Textures/cubeTexture").CubeTexture;
  15932. /** @hidden */
  15933. static _CreateMirror: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/mirrorTexture").MirrorTexture;
  15934. /** @hidden */
  15935. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture;
  15936. /** nearest is mag = nearest and min = nearest and mip = linear */
  15937. static readonly NEAREST_SAMPLINGMODE: number;
  15938. /** nearest is mag = nearest and min = nearest and mip = linear */
  15939. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  15940. /** Bilinear is mag = linear and min = linear and mip = nearest */
  15941. static readonly BILINEAR_SAMPLINGMODE: number;
  15942. /** Bilinear is mag = linear and min = linear and mip = nearest */
  15943. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  15944. /** Trilinear is mag = linear and min = linear and mip = linear */
  15945. static readonly TRILINEAR_SAMPLINGMODE: number;
  15946. /** Trilinear is mag = linear and min = linear and mip = linear */
  15947. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  15948. /** mag = nearest and min = nearest and mip = nearest */
  15949. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  15950. /** mag = nearest and min = linear and mip = nearest */
  15951. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  15952. /** mag = nearest and min = linear and mip = linear */
  15953. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  15954. /** mag = nearest and min = linear and mip = none */
  15955. static readonly NEAREST_LINEAR: number;
  15956. /** mag = nearest and min = nearest and mip = none */
  15957. static readonly NEAREST_NEAREST: number;
  15958. /** mag = linear and min = nearest and mip = nearest */
  15959. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  15960. /** mag = linear and min = nearest and mip = linear */
  15961. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  15962. /** mag = linear and min = linear and mip = none */
  15963. static readonly LINEAR_LINEAR: number;
  15964. /** mag = linear and min = nearest and mip = none */
  15965. static readonly LINEAR_NEAREST: number;
  15966. /** Explicit coordinates mode */
  15967. static readonly EXPLICIT_MODE: number;
  15968. /** Spherical coordinates mode */
  15969. static readonly SPHERICAL_MODE: number;
  15970. /** Planar coordinates mode */
  15971. static readonly PLANAR_MODE: number;
  15972. /** Cubic coordinates mode */
  15973. static readonly CUBIC_MODE: number;
  15974. /** Projection coordinates mode */
  15975. static readonly PROJECTION_MODE: number;
  15976. /** Inverse Cubic coordinates mode */
  15977. static readonly SKYBOX_MODE: number;
  15978. /** Inverse Cubic coordinates mode */
  15979. static readonly INVCUBIC_MODE: number;
  15980. /** Equirectangular coordinates mode */
  15981. static readonly EQUIRECTANGULAR_MODE: number;
  15982. /** Equirectangular Fixed coordinates mode */
  15983. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  15984. /** Equirectangular Fixed Mirrored coordinates mode */
  15985. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  15986. /** Texture is not repeating outside of 0..1 UVs */
  15987. static readonly CLAMP_ADDRESSMODE: number;
  15988. /** Texture is repeating outside of 0..1 UVs */
  15989. static readonly WRAP_ADDRESSMODE: number;
  15990. /** Texture is repeating and mirrored */
  15991. static readonly MIRROR_ADDRESSMODE: number;
  15992. /**
  15993. * Gets or sets a boolean which defines if the texture url must be build from the serialized URL instead of just using the name and loading them side by side with the scene file
  15994. */
  15995. static UseSerializedUrlIfAny: boolean;
  15996. /**
  15997. * Define the url of the texture.
  15998. */
  15999. url: Nullable<string>;
  16000. /**
  16001. * Define an offset on the texture to offset the u coordinates of the UVs
  16002. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  16003. */
  16004. uOffset: number;
  16005. /**
  16006. * Define an offset on the texture to offset the v coordinates of the UVs
  16007. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  16008. */
  16009. vOffset: number;
  16010. /**
  16011. * Define an offset on the texture to scale the u coordinates of the UVs
  16012. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  16013. */
  16014. uScale: number;
  16015. /**
  16016. * Define an offset on the texture to scale the v coordinates of the UVs
  16017. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  16018. */
  16019. vScale: number;
  16020. /**
  16021. * Define an offset on the texture to rotate around the u coordinates of the UVs
  16022. * @see http://doc.babylonjs.com/how_to/more_materials
  16023. */
  16024. uAng: number;
  16025. /**
  16026. * Define an offset on the texture to rotate around the v coordinates of the UVs
  16027. * @see http://doc.babylonjs.com/how_to/more_materials
  16028. */
  16029. vAng: number;
  16030. /**
  16031. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  16032. * @see http://doc.babylonjs.com/how_to/more_materials
  16033. */
  16034. wAng: number;
  16035. /**
  16036. * Defines the center of rotation (U)
  16037. */
  16038. uRotationCenter: number;
  16039. /**
  16040. * Defines the center of rotation (V)
  16041. */
  16042. vRotationCenter: number;
  16043. /**
  16044. * Defines the center of rotation (W)
  16045. */
  16046. wRotationCenter: number;
  16047. /**
  16048. * Are mip maps generated for this texture or not.
  16049. */
  16050. readonly noMipmap: boolean;
  16051. /**
  16052. * List of inspectable custom properties (used by the Inspector)
  16053. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  16054. */
  16055. inspectableCustomProperties: Nullable<IInspectable[]>;
  16056. private _noMipmap;
  16057. /** @hidden */
  16058. _invertY: boolean;
  16059. private _rowGenerationMatrix;
  16060. private _cachedTextureMatrix;
  16061. private _projectionModeMatrix;
  16062. private _t0;
  16063. private _t1;
  16064. private _t2;
  16065. private _cachedUOffset;
  16066. private _cachedVOffset;
  16067. private _cachedUScale;
  16068. private _cachedVScale;
  16069. private _cachedUAng;
  16070. private _cachedVAng;
  16071. private _cachedWAng;
  16072. private _cachedProjectionMatrixId;
  16073. private _cachedCoordinatesMode;
  16074. /** @hidden */
  16075. protected _initialSamplingMode: number;
  16076. /** @hidden */
  16077. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>;
  16078. private _deleteBuffer;
  16079. protected _format: Nullable<number>;
  16080. private _delayedOnLoad;
  16081. private _delayedOnError;
  16082. /**
  16083. * Observable triggered once the texture has been loaded.
  16084. */
  16085. onLoadObservable: Observable<Texture>;
  16086. protected _isBlocking: boolean;
  16087. /**
  16088. * Is the texture preventing material to render while loading.
  16089. * If false, a default texture will be used instead of the loading one during the preparation step.
  16090. */
  16091. isBlocking: boolean;
  16092. /**
  16093. * Get the current sampling mode associated with the texture.
  16094. */
  16095. readonly samplingMode: number;
  16096. /**
  16097. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  16098. */
  16099. readonly invertY: boolean;
  16100. /**
  16101. * Instantiates a new texture.
  16102. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  16103. * @see http://doc.babylonjs.com/babylon101/materials#texture
  16104. * @param url define the url of the picture to load as a texture
  16105. * @param scene define the scene or engine the texture will belong to
  16106. * @param noMipmap define if the texture will require mip maps or not
  16107. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16108. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16109. * @param onLoad define a callback triggered when the texture has been loaded
  16110. * @param onError define a callback triggered when an error occurred during the loading session
  16111. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  16112. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  16113. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16114. */
  16115. constructor(url: Nullable<string>, sceneOrEngine: Nullable<Scene | Engine>, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, deleteBuffer?: boolean, format?: number);
  16116. /**
  16117. * Update the url (and optional buffer) of this texture if url was null during construction.
  16118. * @param url the url of the texture
  16119. * @param buffer the buffer of the texture (defaults to null)
  16120. * @param onLoad callback called when the texture is loaded (defaults to null)
  16121. */
  16122. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, onLoad?: () => void): void;
  16123. /**
  16124. * Finish the loading sequence of a texture flagged as delayed load.
  16125. * @hidden
  16126. */
  16127. delayLoad(): void;
  16128. private _prepareRowForTextureGeneration;
  16129. /**
  16130. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  16131. * @returns the transform matrix of the texture.
  16132. */
  16133. getTextureMatrix(): Matrix;
  16134. /**
  16135. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  16136. * @returns The reflection texture transform
  16137. */
  16138. getReflectionTextureMatrix(): Matrix;
  16139. /**
  16140. * Clones the texture.
  16141. * @returns the cloned texture
  16142. */
  16143. clone(): Texture;
  16144. /**
  16145. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  16146. * @returns The JSON representation of the texture
  16147. */
  16148. serialize(): any;
  16149. /**
  16150. * Get the current class name of the texture useful for serialization or dynamic coding.
  16151. * @returns "Texture"
  16152. */
  16153. getClassName(): string;
  16154. /**
  16155. * Dispose the texture and release its associated resources.
  16156. */
  16157. dispose(): void;
  16158. /**
  16159. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  16160. * @param parsedTexture Define the JSON representation of the texture
  16161. * @param scene Define the scene the parsed texture should be instantiated in
  16162. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  16163. * @returns The parsed texture if successful
  16164. */
  16165. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  16166. /**
  16167. * Creates a texture from its base 64 representation.
  16168. * @param data Define the base64 payload without the data: prefix
  16169. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16170. * @param scene Define the scene the texture should belong to
  16171. * @param noMipmap Forces the texture to not create mip map information if true
  16172. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16173. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16174. * @param onLoad define a callback triggered when the texture has been loaded
  16175. * @param onError define a callback triggered when an error occurred during the loading session
  16176. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16177. * @returns the created texture
  16178. */
  16179. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  16180. /**
  16181. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  16182. * @param data Define the base64 payload without the data: prefix
  16183. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16184. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  16185. * @param scene Define the scene the texture should belong to
  16186. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  16187. * @param noMipmap Forces the texture to not create mip map information if true
  16188. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16189. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16190. * @param onLoad define a callback triggered when the texture has been loaded
  16191. * @param onError define a callback triggered when an error occurred during the loading session
  16192. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16193. * @returns the created texture
  16194. */
  16195. static LoadFromDataString(name: string, buffer: any, scene: Scene, deleteBuffer?: boolean, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number): Texture;
  16196. }
  16197. }
  16198. declare module "babylonjs/PostProcesses/postProcessManager" {
  16199. import { Nullable } from "babylonjs/types";
  16200. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16201. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  16202. import { Scene } from "babylonjs/scene";
  16203. /**
  16204. * PostProcessManager is used to manage one or more post processes or post process pipelines
  16205. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  16206. */
  16207. export class PostProcessManager {
  16208. private _scene;
  16209. private _indexBuffer;
  16210. private _vertexBuffers;
  16211. /**
  16212. * Creates a new instance PostProcess
  16213. * @param scene The scene that the post process is associated with.
  16214. */
  16215. constructor(scene: Scene);
  16216. private _prepareBuffers;
  16217. private _buildIndexBuffer;
  16218. /**
  16219. * Rebuilds the vertex buffers of the manager.
  16220. * @hidden
  16221. */
  16222. _rebuild(): void;
  16223. /**
  16224. * Prepares a frame to be run through a post process.
  16225. * @param sourceTexture The input texture to the post procesess. (default: null)
  16226. * @param postProcesses An array of post processes to be run. (default: null)
  16227. * @returns True if the post processes were able to be run.
  16228. * @hidden
  16229. */
  16230. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  16231. /**
  16232. * Manually render a set of post processes to a texture.
  16233. * @param postProcesses An array of post processes to be run.
  16234. * @param targetTexture The target texture to render to.
  16235. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  16236. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  16237. * @param lodLevel defines which lod of the texture to render to
  16238. */
  16239. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  16240. /**
  16241. * Finalize the result of the output of the postprocesses.
  16242. * @param doNotPresent If true the result will not be displayed to the screen.
  16243. * @param targetTexture The target texture to render to.
  16244. * @param faceIndex The index of the face to bind the target texture to.
  16245. * @param postProcesses The array of post processes to render.
  16246. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  16247. * @hidden
  16248. */
  16249. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  16250. /**
  16251. * Disposes of the post process manager.
  16252. */
  16253. dispose(): void;
  16254. }
  16255. }
  16256. declare module "babylonjs/Misc/gradients" {
  16257. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  16258. /** Interface used by value gradients (color, factor, ...) */
  16259. export interface IValueGradient {
  16260. /**
  16261. * Gets or sets the gradient value (between 0 and 1)
  16262. */
  16263. gradient: number;
  16264. }
  16265. /** Class used to store color4 gradient */
  16266. export class ColorGradient implements IValueGradient {
  16267. /**
  16268. * Gets or sets the gradient value (between 0 and 1)
  16269. */
  16270. gradient: number;
  16271. /**
  16272. * Gets or sets first associated color
  16273. */
  16274. color1: Color4;
  16275. /**
  16276. * Gets or sets second associated color
  16277. */
  16278. color2?: Color4;
  16279. /**
  16280. * Will get a color picked randomly between color1 and color2.
  16281. * If color2 is undefined then color1 will be used
  16282. * @param result defines the target Color4 to store the result in
  16283. */
  16284. getColorToRef(result: Color4): void;
  16285. }
  16286. /** Class used to store color 3 gradient */
  16287. export class Color3Gradient implements IValueGradient {
  16288. /**
  16289. * Gets or sets the gradient value (between 0 and 1)
  16290. */
  16291. gradient: number;
  16292. /**
  16293. * Gets or sets the associated color
  16294. */
  16295. color: Color3;
  16296. }
  16297. /** Class used to store factor gradient */
  16298. export class FactorGradient implements IValueGradient {
  16299. /**
  16300. * Gets or sets the gradient value (between 0 and 1)
  16301. */
  16302. gradient: number;
  16303. /**
  16304. * Gets or sets first associated factor
  16305. */
  16306. factor1: number;
  16307. /**
  16308. * Gets or sets second associated factor
  16309. */
  16310. factor2?: number;
  16311. /**
  16312. * Will get a number picked randomly between factor1 and factor2.
  16313. * If factor2 is undefined then factor1 will be used
  16314. * @returns the picked number
  16315. */
  16316. getFactor(): number;
  16317. }
  16318. /**
  16319. * Helper used to simplify some generic gradient tasks
  16320. */
  16321. export class GradientHelper {
  16322. /**
  16323. * Gets the current gradient from an array of IValueGradient
  16324. * @param ratio defines the current ratio to get
  16325. * @param gradients defines the array of IValueGradient
  16326. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  16327. */
  16328. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  16329. }
  16330. }
  16331. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent" {
  16332. import { Scene } from "babylonjs/scene";
  16333. import { ISceneComponent } from "babylonjs/sceneComponent";
  16334. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16335. module "babylonjs/abstractScene" {
  16336. interface AbstractScene {
  16337. /**
  16338. * The list of procedural textures added to the scene
  16339. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16340. */
  16341. proceduralTextures: Array<ProceduralTexture>;
  16342. }
  16343. }
  16344. /**
  16345. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  16346. * in a given scene.
  16347. */
  16348. export class ProceduralTextureSceneComponent implements ISceneComponent {
  16349. /**
  16350. * The component name helpfull to identify the component in the list of scene components.
  16351. */
  16352. readonly name: string;
  16353. /**
  16354. * The scene the component belongs to.
  16355. */
  16356. scene: Scene;
  16357. /**
  16358. * Creates a new instance of the component for the given scene
  16359. * @param scene Defines the scene to register the component in
  16360. */
  16361. constructor(scene: Scene);
  16362. /**
  16363. * Registers the component in a given scene
  16364. */
  16365. register(): void;
  16366. /**
  16367. * Rebuilds the elements related to this component in case of
  16368. * context lost for instance.
  16369. */
  16370. rebuild(): void;
  16371. /**
  16372. * Disposes the component and the associated ressources.
  16373. */
  16374. dispose(): void;
  16375. private _beforeClear;
  16376. }
  16377. }
  16378. declare module "babylonjs/Engines/Extensions/engine.renderTarget" {
  16379. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16380. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  16381. module "babylonjs/Engines/engine" {
  16382. interface Engine {
  16383. /**
  16384. * Creates a new render target cube texture
  16385. * @param size defines the size of the texture
  16386. * @param options defines the options used to create the texture
  16387. * @returns a new render target cube texture stored in an InternalTexture
  16388. */
  16389. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  16390. }
  16391. }
  16392. }
  16393. declare module "babylonjs/Shaders/procedural.vertex" {
  16394. /** @hidden */
  16395. export var proceduralVertexShader: {
  16396. name: string;
  16397. shader: string;
  16398. };
  16399. }
  16400. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTexture" {
  16401. import { Observable } from "babylonjs/Misc/observable";
  16402. import { Nullable } from "babylonjs/types";
  16403. import { Scene } from "babylonjs/scene";
  16404. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  16405. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  16406. import { Effect } from "babylonjs/Materials/effect";
  16407. import { Texture } from "babylonjs/Materials/Textures/texture";
  16408. import "babylonjs/Engines/Extensions/engine.renderTarget";
  16409. import "babylonjs/Shaders/procedural.vertex";
  16410. /**
  16411. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes calmpler' images.
  16412. * This is the base class of any Procedural texture and contains most of the shareable code.
  16413. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16414. */
  16415. export class ProceduralTexture extends Texture {
  16416. isCube: boolean;
  16417. /**
  16418. * Define if the texture is enabled or not (disabled texture will not render)
  16419. */
  16420. isEnabled: boolean;
  16421. /**
  16422. * Define if the texture must be cleared before rendering (default is true)
  16423. */
  16424. autoClear: boolean;
  16425. /**
  16426. * Callback called when the texture is generated
  16427. */
  16428. onGenerated: () => void;
  16429. /**
  16430. * Event raised when the texture is generated
  16431. */
  16432. onGeneratedObservable: Observable<ProceduralTexture>;
  16433. /** @hidden */
  16434. _generateMipMaps: boolean;
  16435. /** @hidden **/
  16436. _effect: Effect;
  16437. /** @hidden */
  16438. _textures: {
  16439. [key: string]: Texture;
  16440. };
  16441. private _size;
  16442. private _currentRefreshId;
  16443. private _refreshRate;
  16444. private _vertexBuffers;
  16445. private _indexBuffer;
  16446. private _uniforms;
  16447. private _samplers;
  16448. private _fragment;
  16449. private _floats;
  16450. private _ints;
  16451. private _floatsArrays;
  16452. private _colors3;
  16453. private _colors4;
  16454. private _vectors2;
  16455. private _vectors3;
  16456. private _matrices;
  16457. private _fallbackTexture;
  16458. private _fallbackTextureUsed;
  16459. private _engine;
  16460. private _cachedDefines;
  16461. private _contentUpdateId;
  16462. private _contentData;
  16463. /**
  16464. * Instantiates a new procedural texture.
  16465. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  16466. * This is the base class of any Procedural texture and contains most of the shareable code.
  16467. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16468. * @param name Define the name of the texture
  16469. * @param size Define the size of the texture to create
  16470. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  16471. * @param scene Define the scene the texture belongs to
  16472. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  16473. * @param generateMipMaps Define if the texture should creates mip maps or not
  16474. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  16475. */
  16476. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  16477. /**
  16478. * The effect that is created when initializing the post process.
  16479. * @returns The created effect corresponding the the postprocess.
  16480. */
  16481. getEffect(): Effect;
  16482. /**
  16483. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  16484. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  16485. */
  16486. getContent(): Nullable<ArrayBufferView>;
  16487. private _createIndexBuffer;
  16488. /** @hidden */
  16489. _rebuild(): void;
  16490. /**
  16491. * Resets the texture in order to recreate its associated resources.
  16492. * This can be called in case of context loss
  16493. */
  16494. reset(): void;
  16495. protected _getDefines(): string;
  16496. /**
  16497. * Is the texture ready to be used ? (rendered at least once)
  16498. * @returns true if ready, otherwise, false.
  16499. */
  16500. isReady(): boolean;
  16501. /**
  16502. * Resets the refresh counter of the texture and start bak from scratch.
  16503. * Could be useful to regenerate the texture if it is setup to render only once.
  16504. */
  16505. resetRefreshCounter(): void;
  16506. /**
  16507. * Set the fragment shader to use in order to render the texture.
  16508. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  16509. */
  16510. setFragment(fragment: any): void;
  16511. /**
  16512. * Define the refresh rate of the texture or the rendering frequency.
  16513. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  16514. */
  16515. refreshRate: number;
  16516. /** @hidden */
  16517. _shouldRender(): boolean;
  16518. /**
  16519. * Get the size the texture is rendering at.
  16520. * @returns the size (texture is always squared)
  16521. */
  16522. getRenderSize(): number;
  16523. /**
  16524. * Resize the texture to new value.
  16525. * @param size Define the new size the texture should have
  16526. * @param generateMipMaps Define whether the new texture should create mip maps
  16527. */
  16528. resize(size: number, generateMipMaps: boolean): void;
  16529. private _checkUniform;
  16530. /**
  16531. * Set a texture in the shader program used to render.
  16532. * @param name Define the name of the uniform samplers as defined in the shader
  16533. * @param texture Define the texture to bind to this sampler
  16534. * @return the texture itself allowing "fluent" like uniform updates
  16535. */
  16536. setTexture(name: string, texture: Texture): ProceduralTexture;
  16537. /**
  16538. * Set a float in the shader.
  16539. * @param name Define the name of the uniform as defined in the shader
  16540. * @param value Define the value to give to the uniform
  16541. * @return the texture itself allowing "fluent" like uniform updates
  16542. */
  16543. setFloat(name: string, value: number): ProceduralTexture;
  16544. /**
  16545. * Set a int in the shader.
  16546. * @param name Define the name of the uniform as defined in the shader
  16547. * @param value Define the value to give to the uniform
  16548. * @return the texture itself allowing "fluent" like uniform updates
  16549. */
  16550. setInt(name: string, value: number): ProceduralTexture;
  16551. /**
  16552. * Set an array of floats in the shader.
  16553. * @param name Define the name of the uniform as defined in the shader
  16554. * @param value Define the value to give to the uniform
  16555. * @return the texture itself allowing "fluent" like uniform updates
  16556. */
  16557. setFloats(name: string, value: number[]): ProceduralTexture;
  16558. /**
  16559. * Set a vec3 in the shader from a Color3.
  16560. * @param name Define the name of the uniform as defined in the shader
  16561. * @param value Define the value to give to the uniform
  16562. * @return the texture itself allowing "fluent" like uniform updates
  16563. */
  16564. setColor3(name: string, value: Color3): ProceduralTexture;
  16565. /**
  16566. * Set a vec4 in the shader from a Color4.
  16567. * @param name Define the name of the uniform as defined in the shader
  16568. * @param value Define the value to give to the uniform
  16569. * @return the texture itself allowing "fluent" like uniform updates
  16570. */
  16571. setColor4(name: string, value: Color4): ProceduralTexture;
  16572. /**
  16573. * Set a vec2 in the shader from a Vector2.
  16574. * @param name Define the name of the uniform as defined in the shader
  16575. * @param value Define the value to give to the uniform
  16576. * @return the texture itself allowing "fluent" like uniform updates
  16577. */
  16578. setVector2(name: string, value: Vector2): ProceduralTexture;
  16579. /**
  16580. * Set a vec3 in the shader from a Vector3.
  16581. * @param name Define the name of the uniform as defined in the shader
  16582. * @param value Define the value to give to the uniform
  16583. * @return the texture itself allowing "fluent" like uniform updates
  16584. */
  16585. setVector3(name: string, value: Vector3): ProceduralTexture;
  16586. /**
  16587. * Set a mat4 in the shader from a MAtrix.
  16588. * @param name Define the name of the uniform as defined in the shader
  16589. * @param value Define the value to give to the uniform
  16590. * @return the texture itself allowing "fluent" like uniform updates
  16591. */
  16592. setMatrix(name: string, value: Matrix): ProceduralTexture;
  16593. /**
  16594. * Render the texture to its associated render target.
  16595. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  16596. */
  16597. render(useCameraPostProcess?: boolean): void;
  16598. /**
  16599. * Clone the texture.
  16600. * @returns the cloned texture
  16601. */
  16602. clone(): ProceduralTexture;
  16603. /**
  16604. * Dispose the texture and release its asoociated resources.
  16605. */
  16606. dispose(): void;
  16607. }
  16608. }
  16609. declare module "babylonjs/Particles/baseParticleSystem" {
  16610. import { Nullable } from "babylonjs/types";
  16611. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  16612. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  16613. import { ImageProcessingConfiguration, ImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  16614. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16615. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  16616. import { Scene } from "babylonjs/scene";
  16617. import { ColorGradient, FactorGradient, Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  16618. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, CylinderDirectedParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  16619. import { Texture } from "babylonjs/Materials/Textures/texture";
  16620. import { Color4 } from "babylonjs/Maths/math.color";
  16621. import { Animation } from "babylonjs/Animations/animation";
  16622. /**
  16623. * This represents the base class for particle system in Babylon.
  16624. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  16625. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  16626. * @example https://doc.babylonjs.com/babylon101/particles
  16627. */
  16628. export class BaseParticleSystem {
  16629. /**
  16630. * Source color is added to the destination color without alpha affecting the result
  16631. */
  16632. static BLENDMODE_ONEONE: number;
  16633. /**
  16634. * Blend current color and particle color using particle’s alpha
  16635. */
  16636. static BLENDMODE_STANDARD: number;
  16637. /**
  16638. * Add current color and particle color multiplied by particle’s alpha
  16639. */
  16640. static BLENDMODE_ADD: number;
  16641. /**
  16642. * Multiply current color with particle color
  16643. */
  16644. static BLENDMODE_MULTIPLY: number;
  16645. /**
  16646. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  16647. */
  16648. static BLENDMODE_MULTIPLYADD: number;
  16649. /**
  16650. * List of animations used by the particle system.
  16651. */
  16652. animations: Animation[];
  16653. /**
  16654. * The id of the Particle system.
  16655. */
  16656. id: string;
  16657. /**
  16658. * The friendly name of the Particle system.
  16659. */
  16660. name: string;
  16661. /**
  16662. * The rendering group used by the Particle system to chose when to render.
  16663. */
  16664. renderingGroupId: number;
  16665. /**
  16666. * The emitter represents the Mesh or position we are attaching the particle system to.
  16667. */
  16668. emitter: Nullable<AbstractMesh | Vector3>;
  16669. /**
  16670. * The maximum number of particles to emit per frame
  16671. */
  16672. emitRate: number;
  16673. /**
  16674. * If you want to launch only a few particles at once, that can be done, as well.
  16675. */
  16676. manualEmitCount: number;
  16677. /**
  16678. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  16679. */
  16680. updateSpeed: number;
  16681. /**
  16682. * The amount of time the particle system is running (depends of the overall update speed).
  16683. */
  16684. targetStopDuration: number;
  16685. /**
  16686. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  16687. */
  16688. disposeOnStop: boolean;
  16689. /**
  16690. * Minimum power of emitting particles.
  16691. */
  16692. minEmitPower: number;
  16693. /**
  16694. * Maximum power of emitting particles.
  16695. */
  16696. maxEmitPower: number;
  16697. /**
  16698. * Minimum life time of emitting particles.
  16699. */
  16700. minLifeTime: number;
  16701. /**
  16702. * Maximum life time of emitting particles.
  16703. */
  16704. maxLifeTime: number;
  16705. /**
  16706. * Minimum Size of emitting particles.
  16707. */
  16708. minSize: number;
  16709. /**
  16710. * Maximum Size of emitting particles.
  16711. */
  16712. maxSize: number;
  16713. /**
  16714. * Minimum scale of emitting particles on X axis.
  16715. */
  16716. minScaleX: number;
  16717. /**
  16718. * Maximum scale of emitting particles on X axis.
  16719. */
  16720. maxScaleX: number;
  16721. /**
  16722. * Minimum scale of emitting particles on Y axis.
  16723. */
  16724. minScaleY: number;
  16725. /**
  16726. * Maximum scale of emitting particles on Y axis.
  16727. */
  16728. maxScaleY: number;
  16729. /**
  16730. * Gets or sets the minimal initial rotation in radians.
  16731. */
  16732. minInitialRotation: number;
  16733. /**
  16734. * Gets or sets the maximal initial rotation in radians.
  16735. */
  16736. maxInitialRotation: number;
  16737. /**
  16738. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  16739. */
  16740. minAngularSpeed: number;
  16741. /**
  16742. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  16743. */
  16744. maxAngularSpeed: number;
  16745. /**
  16746. * The texture used to render each particle. (this can be a spritesheet)
  16747. */
  16748. particleTexture: Nullable<Texture>;
  16749. /**
  16750. * The layer mask we are rendering the particles through.
  16751. */
  16752. layerMask: number;
  16753. /**
  16754. * This can help using your own shader to render the particle system.
  16755. * The according effect will be created
  16756. */
  16757. customShader: any;
  16758. /**
  16759. * By default particle system starts as soon as they are created. This prevents the
  16760. * automatic start to happen and let you decide when to start emitting particles.
  16761. */
  16762. preventAutoStart: boolean;
  16763. private _noiseTexture;
  16764. /**
  16765. * Gets or sets a texture used to add random noise to particle positions
  16766. */
  16767. noiseTexture: Nullable<ProceduralTexture>;
  16768. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  16769. noiseStrength: Vector3;
  16770. /**
  16771. * Callback triggered when the particle animation is ending.
  16772. */
  16773. onAnimationEnd: Nullable<() => void>;
  16774. /**
  16775. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  16776. */
  16777. blendMode: number;
  16778. /**
  16779. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  16780. * to override the particles.
  16781. */
  16782. forceDepthWrite: boolean;
  16783. /** Gets or sets a value indicating how many cycles (or frames) must be executed before first rendering (this value has to be set before starting the system). Default is 0 */
  16784. preWarmCycles: number;
  16785. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  16786. preWarmStepOffset: number;
  16787. /**
  16788. * If using a spritesheet (isAnimationSheetEnabled) defines the speed of the sprite loop (default is 1 meaning the animation will play once during the entire particle lifetime)
  16789. */
  16790. spriteCellChangeSpeed: number;
  16791. /**
  16792. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  16793. */
  16794. startSpriteCellID: number;
  16795. /**
  16796. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  16797. */
  16798. endSpriteCellID: number;
  16799. /**
  16800. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  16801. */
  16802. spriteCellWidth: number;
  16803. /**
  16804. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  16805. */
  16806. spriteCellHeight: number;
  16807. /**
  16808. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  16809. */
  16810. spriteRandomStartCell: boolean;
  16811. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  16812. translationPivot: Vector2;
  16813. /** @hidden */
  16814. protected _isAnimationSheetEnabled: boolean;
  16815. /**
  16816. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  16817. */
  16818. beginAnimationOnStart: boolean;
  16819. /**
  16820. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  16821. */
  16822. beginAnimationFrom: number;
  16823. /**
  16824. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  16825. */
  16826. beginAnimationTo: number;
  16827. /**
  16828. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  16829. */
  16830. beginAnimationLoop: boolean;
  16831. /**
  16832. * Gets or sets a world offset applied to all particles
  16833. */
  16834. worldOffset: Vector3;
  16835. /**
  16836. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  16837. */
  16838. isAnimationSheetEnabled: boolean;
  16839. /**
  16840. * Get hosting scene
  16841. * @returns the scene
  16842. */
  16843. getScene(): Scene;
  16844. /**
  16845. * You can use gravity if you want to give an orientation to your particles.
  16846. */
  16847. gravity: Vector3;
  16848. protected _colorGradients: Nullable<Array<ColorGradient>>;
  16849. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  16850. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  16851. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  16852. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  16853. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  16854. protected _dragGradients: Nullable<Array<FactorGradient>>;
  16855. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  16856. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  16857. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  16858. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  16859. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  16860. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  16861. /**
  16862. * Defines the delay in milliseconds before starting the system (0 by default)
  16863. */
  16864. startDelay: number;
  16865. /**
  16866. * Gets the current list of drag gradients.
  16867. * You must use addDragGradient and removeDragGradient to udpate this list
  16868. * @returns the list of drag gradients
  16869. */
  16870. getDragGradients(): Nullable<Array<FactorGradient>>;
  16871. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  16872. limitVelocityDamping: number;
  16873. /**
  16874. * Gets the current list of limit velocity gradients.
  16875. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  16876. * @returns the list of limit velocity gradients
  16877. */
  16878. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  16879. /**
  16880. * Gets the current list of color gradients.
  16881. * You must use addColorGradient and removeColorGradient to udpate this list
  16882. * @returns the list of color gradients
  16883. */
  16884. getColorGradients(): Nullable<Array<ColorGradient>>;
  16885. /**
  16886. * Gets the current list of size gradients.
  16887. * You must use addSizeGradient and removeSizeGradient to udpate this list
  16888. * @returns the list of size gradients
  16889. */
  16890. getSizeGradients(): Nullable<Array<FactorGradient>>;
  16891. /**
  16892. * Gets the current list of color remap gradients.
  16893. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  16894. * @returns the list of color remap gradients
  16895. */
  16896. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  16897. /**
  16898. * Gets the current list of alpha remap gradients.
  16899. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  16900. * @returns the list of alpha remap gradients
  16901. */
  16902. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  16903. /**
  16904. * Gets the current list of life time gradients.
  16905. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  16906. * @returns the list of life time gradients
  16907. */
  16908. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  16909. /**
  16910. * Gets the current list of angular speed gradients.
  16911. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  16912. * @returns the list of angular speed gradients
  16913. */
  16914. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  16915. /**
  16916. * Gets the current list of velocity gradients.
  16917. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  16918. * @returns the list of velocity gradients
  16919. */
  16920. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  16921. /**
  16922. * Gets the current list of start size gradients.
  16923. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  16924. * @returns the list of start size gradients
  16925. */
  16926. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  16927. /**
  16928. * Gets the current list of emit rate gradients.
  16929. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  16930. * @returns the list of emit rate gradients
  16931. */
  16932. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  16933. /**
  16934. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  16935. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16936. */
  16937. direction1: Vector3;
  16938. /**
  16939. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  16940. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16941. */
  16942. direction2: Vector3;
  16943. /**
  16944. * Minimum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  16945. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16946. */
  16947. minEmitBox: Vector3;
  16948. /**
  16949. * Maximum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  16950. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16951. */
  16952. maxEmitBox: Vector3;
  16953. /**
  16954. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  16955. */
  16956. color1: Color4;
  16957. /**
  16958. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  16959. */
  16960. color2: Color4;
  16961. /**
  16962. * Color the particle will have at the end of its lifetime
  16963. */
  16964. colorDead: Color4;
  16965. /**
  16966. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  16967. */
  16968. textureMask: Color4;
  16969. /**
  16970. * The particle emitter type defines the emitter used by the particle system.
  16971. * It can be for example box, sphere, or cone...
  16972. */
  16973. particleEmitterType: IParticleEmitterType;
  16974. /** @hidden */
  16975. _isSubEmitter: boolean;
  16976. /**
  16977. * Gets or sets the billboard mode to use when isBillboardBased = true.
  16978. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  16979. */
  16980. billboardMode: number;
  16981. protected _isBillboardBased: boolean;
  16982. /**
  16983. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  16984. */
  16985. isBillboardBased: boolean;
  16986. /**
  16987. * The scene the particle system belongs to.
  16988. */
  16989. protected _scene: Scene;
  16990. /**
  16991. * Local cache of defines for image processing.
  16992. */
  16993. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  16994. /**
  16995. * Default configuration related to image processing available in the standard Material.
  16996. */
  16997. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  16998. /**
  16999. * Gets the image processing configuration used either in this material.
  17000. */
  17001. /**
  17002. * Sets the Default image processing configuration used either in the this material.
  17003. *
  17004. * If sets to null, the scene one is in use.
  17005. */
  17006. imageProcessingConfiguration: ImageProcessingConfiguration;
  17007. /**
  17008. * Attaches a new image processing configuration to the Standard Material.
  17009. * @param configuration
  17010. */
  17011. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  17012. /** @hidden */
  17013. protected _reset(): void;
  17014. /** @hidden */
  17015. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  17016. /**
  17017. * Instantiates a particle system.
  17018. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  17019. * @param name The name of the particle system
  17020. */
  17021. constructor(name: string);
  17022. /**
  17023. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  17024. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  17025. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  17026. * @returns the emitter
  17027. */
  17028. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  17029. /**
  17030. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  17031. * @param radius The radius of the hemisphere to emit from
  17032. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  17033. * @returns the emitter
  17034. */
  17035. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  17036. /**
  17037. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  17038. * @param radius The radius of the sphere to emit from
  17039. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  17040. * @returns the emitter
  17041. */
  17042. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  17043. /**
  17044. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  17045. * @param radius The radius of the sphere to emit from
  17046. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  17047. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  17048. * @returns the emitter
  17049. */
  17050. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  17051. /**
  17052. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  17053. * @param radius The radius of the emission cylinder
  17054. * @param height The height of the emission cylinder
  17055. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  17056. * @param directionRandomizer How much to randomize the particle direction [0-1]
  17057. * @returns the emitter
  17058. */
  17059. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  17060. /**
  17061. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  17062. * @param radius The radius of the cylinder to emit from
  17063. * @param height The height of the emission cylinder
  17064. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  17065. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  17066. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  17067. * @returns the emitter
  17068. */
  17069. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  17070. /**
  17071. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  17072. * @param radius The radius of the cone to emit from
  17073. * @param angle The base angle of the cone
  17074. * @returns the emitter
  17075. */
  17076. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  17077. /**
  17078. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  17079. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  17080. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  17081. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17082. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17083. * @returns the emitter
  17084. */
  17085. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  17086. }
  17087. }
  17088. declare module "babylonjs/Particles/subEmitter" {
  17089. import { Scene } from "babylonjs/scene";
  17090. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17091. /**
  17092. * Type of sub emitter
  17093. */
  17094. export enum SubEmitterType {
  17095. /**
  17096. * Attached to the particle over it's lifetime
  17097. */
  17098. ATTACHED = 0,
  17099. /**
  17100. * Created when the particle dies
  17101. */
  17102. END = 1
  17103. }
  17104. /**
  17105. * Sub emitter class used to emit particles from an existing particle
  17106. */
  17107. export class SubEmitter {
  17108. /**
  17109. * the particle system to be used by the sub emitter
  17110. */
  17111. particleSystem: ParticleSystem;
  17112. /**
  17113. * Type of the submitter (Default: END)
  17114. */
  17115. type: SubEmitterType;
  17116. /**
  17117. * If the particle should inherit the direction from the particle it's attached to. (+Y will face the direction the particle is moving) (Default: false)
  17118. * Note: This only is supported when using an emitter of type Mesh
  17119. */
  17120. inheritDirection: boolean;
  17121. /**
  17122. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  17123. */
  17124. inheritedVelocityAmount: number;
  17125. /**
  17126. * Creates a sub emitter
  17127. * @param particleSystem the particle system to be used by the sub emitter
  17128. */
  17129. constructor(
  17130. /**
  17131. * the particle system to be used by the sub emitter
  17132. */
  17133. particleSystem: ParticleSystem);
  17134. /**
  17135. * Clones the sub emitter
  17136. * @returns the cloned sub emitter
  17137. */
  17138. clone(): SubEmitter;
  17139. /**
  17140. * Serialize current object to a JSON object
  17141. * @returns the serialized object
  17142. */
  17143. serialize(): any;
  17144. /** @hidden */
  17145. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  17146. /**
  17147. * Creates a new SubEmitter from a serialized JSON version
  17148. * @param serializationObject defines the JSON object to read from
  17149. * @param scene defines the hosting scene
  17150. * @param rootUrl defines the rootUrl for data loading
  17151. * @returns a new SubEmitter
  17152. */
  17153. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  17154. /** Release associated resources */
  17155. dispose(): void;
  17156. }
  17157. }
  17158. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration" {
  17159. /** @hidden */
  17160. export var clipPlaneFragmentDeclaration: {
  17161. name: string;
  17162. shader: string;
  17163. };
  17164. }
  17165. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration" {
  17166. /** @hidden */
  17167. export var imageProcessingDeclaration: {
  17168. name: string;
  17169. shader: string;
  17170. };
  17171. }
  17172. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions" {
  17173. /** @hidden */
  17174. export var imageProcessingFunctions: {
  17175. name: string;
  17176. shader: string;
  17177. };
  17178. }
  17179. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragment" {
  17180. /** @hidden */
  17181. export var clipPlaneFragment: {
  17182. name: string;
  17183. shader: string;
  17184. };
  17185. }
  17186. declare module "babylonjs/Shaders/particles.fragment" {
  17187. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  17188. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  17189. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  17190. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  17191. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  17192. /** @hidden */
  17193. export var particlesPixelShader: {
  17194. name: string;
  17195. shader: string;
  17196. };
  17197. }
  17198. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration" {
  17199. /** @hidden */
  17200. export var clipPlaneVertexDeclaration: {
  17201. name: string;
  17202. shader: string;
  17203. };
  17204. }
  17205. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertex" {
  17206. /** @hidden */
  17207. export var clipPlaneVertex: {
  17208. name: string;
  17209. shader: string;
  17210. };
  17211. }
  17212. declare module "babylonjs/Shaders/particles.vertex" {
  17213. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  17214. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  17215. /** @hidden */
  17216. export var particlesVertexShader: {
  17217. name: string;
  17218. shader: string;
  17219. };
  17220. }
  17221. declare module "babylonjs/Particles/particleSystem" {
  17222. import { Nullable } from "babylonjs/types";
  17223. import { FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  17224. import { Observable } from "babylonjs/Misc/observable";
  17225. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17226. import { Effect } from "babylonjs/Materials/effect";
  17227. import { Scene, IDisposable } from "babylonjs/scene";
  17228. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  17229. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  17230. import { Particle } from "babylonjs/Particles/particle";
  17231. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17232. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  17233. import "babylonjs/Shaders/particles.fragment";
  17234. import "babylonjs/Shaders/particles.vertex";
  17235. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  17236. /**
  17237. * This represents a particle system in Babylon.
  17238. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  17239. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  17240. * @example https://doc.babylonjs.com/babylon101/particles
  17241. */
  17242. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  17243. /**
  17244. * Billboard mode will only apply to Y axis
  17245. */
  17246. static readonly BILLBOARDMODE_Y: number;
  17247. /**
  17248. * Billboard mode will apply to all axes
  17249. */
  17250. static readonly BILLBOARDMODE_ALL: number;
  17251. /**
  17252. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  17253. */
  17254. static readonly BILLBOARDMODE_STRETCHED: number;
  17255. /**
  17256. * This function can be defined to provide custom update for active particles.
  17257. * This function will be called instead of regular update (age, position, color, etc.).
  17258. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  17259. */
  17260. updateFunction: (particles: Particle[]) => void;
  17261. private _emitterWorldMatrix;
  17262. /**
  17263. * This function can be defined to specify initial direction for every new particle.
  17264. * It by default use the emitterType defined function
  17265. */
  17266. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  17267. /**
  17268. * This function can be defined to specify initial position for every new particle.
  17269. * It by default use the emitterType defined function
  17270. */
  17271. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  17272. /**
  17273. * @hidden
  17274. */
  17275. _inheritedVelocityOffset: Vector3;
  17276. /**
  17277. * An event triggered when the system is disposed
  17278. */
  17279. onDisposeObservable: Observable<ParticleSystem>;
  17280. private _onDisposeObserver;
  17281. /**
  17282. * Sets a callback that will be triggered when the system is disposed
  17283. */
  17284. onDispose: () => void;
  17285. private _particles;
  17286. private _epsilon;
  17287. private _capacity;
  17288. private _stockParticles;
  17289. private _newPartsExcess;
  17290. private _vertexData;
  17291. private _vertexBuffer;
  17292. private _vertexBuffers;
  17293. private _spriteBuffer;
  17294. private _indexBuffer;
  17295. private _effect;
  17296. private _customEffect;
  17297. private _cachedDefines;
  17298. private _scaledColorStep;
  17299. private _colorDiff;
  17300. private _scaledDirection;
  17301. private _scaledGravity;
  17302. private _currentRenderId;
  17303. private _alive;
  17304. private _useInstancing;
  17305. private _started;
  17306. private _stopped;
  17307. private _actualFrame;
  17308. private _scaledUpdateSpeed;
  17309. private _vertexBufferSize;
  17310. /** @hidden */
  17311. _currentEmitRateGradient: Nullable<FactorGradient>;
  17312. /** @hidden */
  17313. _currentEmitRate1: number;
  17314. /** @hidden */
  17315. _currentEmitRate2: number;
  17316. /** @hidden */
  17317. _currentStartSizeGradient: Nullable<FactorGradient>;
  17318. /** @hidden */
  17319. _currentStartSize1: number;
  17320. /** @hidden */
  17321. _currentStartSize2: number;
  17322. private readonly _rawTextureWidth;
  17323. private _rampGradientsTexture;
  17324. private _useRampGradients;
  17325. /** Gets or sets a boolean indicating that ramp gradients must be used
  17326. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  17327. */
  17328. useRampGradients: boolean;
  17329. /**
  17330. * The Sub-emitters templates that will be used to generate the sub particle system to be associated with the system, this property is used by the root particle system only.
  17331. * When a particle is spawned, an array will be chosen at random and all the emitters in that array will be attached to the particle. (Default: [])
  17332. */
  17333. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  17334. private _subEmitters;
  17335. /**
  17336. * @hidden
  17337. * If the particle systems emitter should be disposed when the particle system is disposed
  17338. */
  17339. _disposeEmitterOnDispose: boolean;
  17340. /**
  17341. * The current active Sub-systems, this property is used by the root particle system only.
  17342. */
  17343. activeSubSystems: Array<ParticleSystem>;
  17344. private _rootParticleSystem;
  17345. /**
  17346. * Gets the current list of active particles
  17347. */
  17348. readonly particles: Particle[];
  17349. /**
  17350. * Returns the string "ParticleSystem"
  17351. * @returns a string containing the class name
  17352. */
  17353. getClassName(): string;
  17354. /**
  17355. * Instantiates a particle system.
  17356. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  17357. * @param name The name of the particle system
  17358. * @param capacity The max number of particles alive at the same time
  17359. * @param scene The scene the particle system belongs to
  17360. * @param customEffect a custom effect used to change the way particles are rendered by default
  17361. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  17362. * @param epsilon Offset used to render the particles
  17363. */
  17364. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  17365. private _addFactorGradient;
  17366. private _removeFactorGradient;
  17367. /**
  17368. * Adds a new life time gradient
  17369. * @param gradient defines the gradient to use (between 0 and 1)
  17370. * @param factor defines the life time factor to affect to the specified gradient
  17371. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17372. * @returns the current particle system
  17373. */
  17374. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17375. /**
  17376. * Remove a specific life time gradient
  17377. * @param gradient defines the gradient to remove
  17378. * @returns the current particle system
  17379. */
  17380. removeLifeTimeGradient(gradient: number): IParticleSystem;
  17381. /**
  17382. * Adds a new size gradient
  17383. * @param gradient defines the gradient to use (between 0 and 1)
  17384. * @param factor defines the size factor to affect to the specified gradient
  17385. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17386. * @returns the current particle system
  17387. */
  17388. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17389. /**
  17390. * Remove a specific size gradient
  17391. * @param gradient defines the gradient to remove
  17392. * @returns the current particle system
  17393. */
  17394. removeSizeGradient(gradient: number): IParticleSystem;
  17395. /**
  17396. * Adds a new color remap gradient
  17397. * @param gradient defines the gradient to use (between 0 and 1)
  17398. * @param min defines the color remap minimal range
  17399. * @param max defines the color remap maximal range
  17400. * @returns the current particle system
  17401. */
  17402. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17403. /**
  17404. * Remove a specific color remap gradient
  17405. * @param gradient defines the gradient to remove
  17406. * @returns the current particle system
  17407. */
  17408. removeColorRemapGradient(gradient: number): IParticleSystem;
  17409. /**
  17410. * Adds a new alpha remap gradient
  17411. * @param gradient defines the gradient to use (between 0 and 1)
  17412. * @param min defines the alpha remap minimal range
  17413. * @param max defines the alpha remap maximal range
  17414. * @returns the current particle system
  17415. */
  17416. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17417. /**
  17418. * Remove a specific alpha remap gradient
  17419. * @param gradient defines the gradient to remove
  17420. * @returns the current particle system
  17421. */
  17422. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  17423. /**
  17424. * Adds a new angular speed gradient
  17425. * @param gradient defines the gradient to use (between 0 and 1)
  17426. * @param factor defines the angular speed to affect to the specified gradient
  17427. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17428. * @returns the current particle system
  17429. */
  17430. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17431. /**
  17432. * Remove a specific angular speed gradient
  17433. * @param gradient defines the gradient to remove
  17434. * @returns the current particle system
  17435. */
  17436. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  17437. /**
  17438. * Adds a new velocity gradient
  17439. * @param gradient defines the gradient to use (between 0 and 1)
  17440. * @param factor defines the velocity to affect to the specified gradient
  17441. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17442. * @returns the current particle system
  17443. */
  17444. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17445. /**
  17446. * Remove a specific velocity gradient
  17447. * @param gradient defines the gradient to remove
  17448. * @returns the current particle system
  17449. */
  17450. removeVelocityGradient(gradient: number): IParticleSystem;
  17451. /**
  17452. * Adds a new limit velocity gradient
  17453. * @param gradient defines the gradient to use (between 0 and 1)
  17454. * @param factor defines the limit velocity value to affect to the specified gradient
  17455. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17456. * @returns the current particle system
  17457. */
  17458. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17459. /**
  17460. * Remove a specific limit velocity gradient
  17461. * @param gradient defines the gradient to remove
  17462. * @returns the current particle system
  17463. */
  17464. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  17465. /**
  17466. * Adds a new drag gradient
  17467. * @param gradient defines the gradient to use (between 0 and 1)
  17468. * @param factor defines the drag value to affect to the specified gradient
  17469. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17470. * @returns the current particle system
  17471. */
  17472. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17473. /**
  17474. * Remove a specific drag gradient
  17475. * @param gradient defines the gradient to remove
  17476. * @returns the current particle system
  17477. */
  17478. removeDragGradient(gradient: number): IParticleSystem;
  17479. /**
  17480. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  17481. * @param gradient defines the gradient to use (between 0 and 1)
  17482. * @param factor defines the emit rate value to affect to the specified gradient
  17483. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17484. * @returns the current particle system
  17485. */
  17486. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17487. /**
  17488. * Remove a specific emit rate gradient
  17489. * @param gradient defines the gradient to remove
  17490. * @returns the current particle system
  17491. */
  17492. removeEmitRateGradient(gradient: number): IParticleSystem;
  17493. /**
  17494. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  17495. * @param gradient defines the gradient to use (between 0 and 1)
  17496. * @param factor defines the start size value to affect to the specified gradient
  17497. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17498. * @returns the current particle system
  17499. */
  17500. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17501. /**
  17502. * Remove a specific start size gradient
  17503. * @param gradient defines the gradient to remove
  17504. * @returns the current particle system
  17505. */
  17506. removeStartSizeGradient(gradient: number): IParticleSystem;
  17507. private _createRampGradientTexture;
  17508. /**
  17509. * Gets the current list of ramp gradients.
  17510. * You must use addRampGradient and removeRampGradient to udpate this list
  17511. * @returns the list of ramp gradients
  17512. */
  17513. getRampGradients(): Nullable<Array<Color3Gradient>>;
  17514. /**
  17515. * Adds a new ramp gradient used to remap particle colors
  17516. * @param gradient defines the gradient to use (between 0 and 1)
  17517. * @param color defines the color to affect to the specified gradient
  17518. * @returns the current particle system
  17519. */
  17520. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  17521. /**
  17522. * Remove a specific ramp gradient
  17523. * @param gradient defines the gradient to remove
  17524. * @returns the current particle system
  17525. */
  17526. removeRampGradient(gradient: number): ParticleSystem;
  17527. /**
  17528. * Adds a new color gradient
  17529. * @param gradient defines the gradient to use (between 0 and 1)
  17530. * @param color1 defines the color to affect to the specified gradient
  17531. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  17532. * @returns this particle system
  17533. */
  17534. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  17535. /**
  17536. * Remove a specific color gradient
  17537. * @param gradient defines the gradient to remove
  17538. * @returns this particle system
  17539. */
  17540. removeColorGradient(gradient: number): IParticleSystem;
  17541. private _fetchR;
  17542. protected _reset(): void;
  17543. private _resetEffect;
  17544. private _createVertexBuffers;
  17545. private _createIndexBuffer;
  17546. /**
  17547. * Gets the maximum number of particles active at the same time.
  17548. * @returns The max number of active particles.
  17549. */
  17550. getCapacity(): number;
  17551. /**
  17552. * Gets whether there are still active particles in the system.
  17553. * @returns True if it is alive, otherwise false.
  17554. */
  17555. isAlive(): boolean;
  17556. /**
  17557. * Gets if the system has been started. (Note: this will still be true after stop is called)
  17558. * @returns True if it has been started, otherwise false.
  17559. */
  17560. isStarted(): boolean;
  17561. private _prepareSubEmitterInternalArray;
  17562. /**
  17563. * Starts the particle system and begins to emit
  17564. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  17565. */
  17566. start(delay?: number): void;
  17567. /**
  17568. * Stops the particle system.
  17569. * @param stopSubEmitters if true it will stop the current system and all created sub-Systems if false it will stop the current root system only, this param is used by the root particle system only. the default value is true.
  17570. */
  17571. stop(stopSubEmitters?: boolean): void;
  17572. /**
  17573. * Remove all active particles
  17574. */
  17575. reset(): void;
  17576. /**
  17577. * @hidden (for internal use only)
  17578. */
  17579. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  17580. /**
  17581. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  17582. * Its lifetime will start back at 0.
  17583. */
  17584. recycleParticle: (particle: Particle) => void;
  17585. private _stopSubEmitters;
  17586. private _createParticle;
  17587. private _removeFromRoot;
  17588. private _emitFromParticle;
  17589. private _update;
  17590. /** @hidden */
  17591. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  17592. /** @hidden */
  17593. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  17594. /** @hidden */
  17595. private _getEffect;
  17596. /**
  17597. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  17598. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  17599. */
  17600. animate(preWarmOnly?: boolean): void;
  17601. private _appendParticleVertices;
  17602. /**
  17603. * Rebuilds the particle system.
  17604. */
  17605. rebuild(): void;
  17606. /**
  17607. * Is this system ready to be used/rendered
  17608. * @return true if the system is ready
  17609. */
  17610. isReady(): boolean;
  17611. private _render;
  17612. /**
  17613. * Renders the particle system in its current state.
  17614. * @returns the current number of particles
  17615. */
  17616. render(): number;
  17617. /**
  17618. * Disposes the particle system and free the associated resources
  17619. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  17620. */
  17621. dispose(disposeTexture?: boolean): void;
  17622. /**
  17623. * Clones the particle system.
  17624. * @param name The name of the cloned object
  17625. * @param newEmitter The new emitter to use
  17626. * @returns the cloned particle system
  17627. */
  17628. clone(name: string, newEmitter: any): ParticleSystem;
  17629. /**
  17630. * Serializes the particle system to a JSON object.
  17631. * @returns the JSON object
  17632. */
  17633. serialize(): any;
  17634. /** @hidden */
  17635. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  17636. /** @hidden */
  17637. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  17638. /**
  17639. * Parses a JSON object to create a particle system.
  17640. * @param parsedParticleSystem The JSON object to parse
  17641. * @param scene The scene to create the particle system in
  17642. * @param rootUrl The root url to use to load external dependencies like texture
  17643. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  17644. * @returns the Parsed particle system
  17645. */
  17646. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  17647. }
  17648. }
  17649. declare module "babylonjs/Particles/particle" {
  17650. import { Nullable } from "babylonjs/types";
  17651. import { Vector2, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  17652. import { Color4 } from "babylonjs/Maths/math.color";
  17653. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17654. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17655. import { ColorGradient, FactorGradient } from "babylonjs/Misc/gradients";
  17656. /**
  17657. * A particle represents one of the element emitted by a particle system.
  17658. * This is mainly define by its coordinates, direction, velocity and age.
  17659. */
  17660. export class Particle {
  17661. /**
  17662. * The particle system the particle belongs to.
  17663. */
  17664. particleSystem: ParticleSystem;
  17665. private static _Count;
  17666. /**
  17667. * Unique ID of the particle
  17668. */
  17669. id: number;
  17670. /**
  17671. * The world position of the particle in the scene.
  17672. */
  17673. position: Vector3;
  17674. /**
  17675. * The world direction of the particle in the scene.
  17676. */
  17677. direction: Vector3;
  17678. /**
  17679. * The color of the particle.
  17680. */
  17681. color: Color4;
  17682. /**
  17683. * The color change of the particle per step.
  17684. */
  17685. colorStep: Color4;
  17686. /**
  17687. * Defines how long will the life of the particle be.
  17688. */
  17689. lifeTime: number;
  17690. /**
  17691. * The current age of the particle.
  17692. */
  17693. age: number;
  17694. /**
  17695. * The current size of the particle.
  17696. */
  17697. size: number;
  17698. /**
  17699. * The current scale of the particle.
  17700. */
  17701. scale: Vector2;
  17702. /**
  17703. * The current angle of the particle.
  17704. */
  17705. angle: number;
  17706. /**
  17707. * Defines how fast is the angle changing.
  17708. */
  17709. angularSpeed: number;
  17710. /**
  17711. * Defines the cell index used by the particle to be rendered from a sprite.
  17712. */
  17713. cellIndex: number;
  17714. /**
  17715. * The information required to support color remapping
  17716. */
  17717. remapData: Vector4;
  17718. /** @hidden */
  17719. _randomCellOffset?: number;
  17720. /** @hidden */
  17721. _initialDirection: Nullable<Vector3>;
  17722. /** @hidden */
  17723. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  17724. /** @hidden */
  17725. _initialStartSpriteCellID: number;
  17726. /** @hidden */
  17727. _initialEndSpriteCellID: number;
  17728. /** @hidden */
  17729. _currentColorGradient: Nullable<ColorGradient>;
  17730. /** @hidden */
  17731. _currentColor1: Color4;
  17732. /** @hidden */
  17733. _currentColor2: Color4;
  17734. /** @hidden */
  17735. _currentSizeGradient: Nullable<FactorGradient>;
  17736. /** @hidden */
  17737. _currentSize1: number;
  17738. /** @hidden */
  17739. _currentSize2: number;
  17740. /** @hidden */
  17741. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  17742. /** @hidden */
  17743. _currentAngularSpeed1: number;
  17744. /** @hidden */
  17745. _currentAngularSpeed2: number;
  17746. /** @hidden */
  17747. _currentVelocityGradient: Nullable<FactorGradient>;
  17748. /** @hidden */
  17749. _currentVelocity1: number;
  17750. /** @hidden */
  17751. _currentVelocity2: number;
  17752. /** @hidden */
  17753. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  17754. /** @hidden */
  17755. _currentLimitVelocity1: number;
  17756. /** @hidden */
  17757. _currentLimitVelocity2: number;
  17758. /** @hidden */
  17759. _currentDragGradient: Nullable<FactorGradient>;
  17760. /** @hidden */
  17761. _currentDrag1: number;
  17762. /** @hidden */
  17763. _currentDrag2: number;
  17764. /** @hidden */
  17765. _randomNoiseCoordinates1: Vector3;
  17766. /** @hidden */
  17767. _randomNoiseCoordinates2: Vector3;
  17768. /**
  17769. * Creates a new instance Particle
  17770. * @param particleSystem the particle system the particle belongs to
  17771. */
  17772. constructor(
  17773. /**
  17774. * The particle system the particle belongs to.
  17775. */
  17776. particleSystem: ParticleSystem);
  17777. private updateCellInfoFromSystem;
  17778. /**
  17779. * Defines how the sprite cell index is updated for the particle
  17780. */
  17781. updateCellIndex(): void;
  17782. /** @hidden */
  17783. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  17784. /** @hidden */
  17785. _inheritParticleInfoToSubEmitters(): void;
  17786. /** @hidden */
  17787. _reset(): void;
  17788. /**
  17789. * Copy the properties of particle to another one.
  17790. * @param other the particle to copy the information to.
  17791. */
  17792. copyTo(other: Particle): void;
  17793. }
  17794. }
  17795. declare module "babylonjs/Particles/EmitterTypes/IParticleEmitterType" {
  17796. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17797. import { Effect } from "babylonjs/Materials/effect";
  17798. import { Particle } from "babylonjs/Particles/particle";
  17799. /**
  17800. * Particle emitter represents a volume emitting particles.
  17801. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  17802. */
  17803. export interface IParticleEmitterType {
  17804. /**
  17805. * Called by the particle System when the direction is computed for the created particle.
  17806. * @param worldMatrix is the world matrix of the particle system
  17807. * @param directionToUpdate is the direction vector to update with the result
  17808. * @param particle is the particle we are computed the direction for
  17809. */
  17810. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17811. /**
  17812. * Called by the particle System when the position is computed for the created particle.
  17813. * @param worldMatrix is the world matrix of the particle system
  17814. * @param positionToUpdate is the position vector to update with the result
  17815. * @param particle is the particle we are computed the position for
  17816. */
  17817. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17818. /**
  17819. * Clones the current emitter and returns a copy of it
  17820. * @returns the new emitter
  17821. */
  17822. clone(): IParticleEmitterType;
  17823. /**
  17824. * Called by the GPUParticleSystem to setup the update shader
  17825. * @param effect defines the update shader
  17826. */
  17827. applyToShader(effect: Effect): void;
  17828. /**
  17829. * Returns a string to use to update the GPU particles update shader
  17830. * @returns the effect defines string
  17831. */
  17832. getEffectDefines(): string;
  17833. /**
  17834. * Returns a string representing the class name
  17835. * @returns a string containing the class name
  17836. */
  17837. getClassName(): string;
  17838. /**
  17839. * Serializes the particle system to a JSON object.
  17840. * @returns the JSON object
  17841. */
  17842. serialize(): any;
  17843. /**
  17844. * Parse properties from a JSON object
  17845. * @param serializationObject defines the JSON object
  17846. */
  17847. parse(serializationObject: any): void;
  17848. }
  17849. }
  17850. declare module "babylonjs/Particles/EmitterTypes/boxParticleEmitter" {
  17851. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17852. import { Effect } from "babylonjs/Materials/effect";
  17853. import { Particle } from "babylonjs/Particles/particle";
  17854. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  17855. /**
  17856. * Particle emitter emitting particles from the inside of a box.
  17857. * It emits the particles randomly between 2 given directions.
  17858. */
  17859. export class BoxParticleEmitter implements IParticleEmitterType {
  17860. /**
  17861. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17862. */
  17863. direction1: Vector3;
  17864. /**
  17865. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17866. */
  17867. direction2: Vector3;
  17868. /**
  17869. * Minimum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  17870. */
  17871. minEmitBox: Vector3;
  17872. /**
  17873. * Maximum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  17874. */
  17875. maxEmitBox: Vector3;
  17876. /**
  17877. * Creates a new instance BoxParticleEmitter
  17878. */
  17879. constructor();
  17880. /**
  17881. * Called by the particle System when the direction is computed for the created particle.
  17882. * @param worldMatrix is the world matrix of the particle system
  17883. * @param directionToUpdate is the direction vector to update with the result
  17884. * @param particle is the particle we are computed the direction for
  17885. */
  17886. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17887. /**
  17888. * Called by the particle System when the position is computed for the created particle.
  17889. * @param worldMatrix is the world matrix of the particle system
  17890. * @param positionToUpdate is the position vector to update with the result
  17891. * @param particle is the particle we are computed the position for
  17892. */
  17893. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17894. /**
  17895. * Clones the current emitter and returns a copy of it
  17896. * @returns the new emitter
  17897. */
  17898. clone(): BoxParticleEmitter;
  17899. /**
  17900. * Called by the GPUParticleSystem to setup the update shader
  17901. * @param effect defines the update shader
  17902. */
  17903. applyToShader(effect: Effect): void;
  17904. /**
  17905. * Returns a string to use to update the GPU particles update shader
  17906. * @returns a string containng the defines string
  17907. */
  17908. getEffectDefines(): string;
  17909. /**
  17910. * Returns the string "BoxParticleEmitter"
  17911. * @returns a string containing the class name
  17912. */
  17913. getClassName(): string;
  17914. /**
  17915. * Serializes the particle system to a JSON object.
  17916. * @returns the JSON object
  17917. */
  17918. serialize(): any;
  17919. /**
  17920. * Parse properties from a JSON object
  17921. * @param serializationObject defines the JSON object
  17922. */
  17923. parse(serializationObject: any): void;
  17924. }
  17925. }
  17926. declare module "babylonjs/Particles/EmitterTypes/coneParticleEmitter" {
  17927. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17928. import { Effect } from "babylonjs/Materials/effect";
  17929. import { Particle } from "babylonjs/Particles/particle";
  17930. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  17931. /**
  17932. * Particle emitter emitting particles from the inside of a cone.
  17933. * It emits the particles alongside the cone volume from the base to the particle.
  17934. * The emission direction might be randomized.
  17935. */
  17936. export class ConeParticleEmitter implements IParticleEmitterType {
  17937. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  17938. directionRandomizer: number;
  17939. private _radius;
  17940. private _angle;
  17941. private _height;
  17942. /**
  17943. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  17944. */
  17945. radiusRange: number;
  17946. /**
  17947. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  17948. */
  17949. heightRange: number;
  17950. /**
  17951. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  17952. */
  17953. emitFromSpawnPointOnly: boolean;
  17954. /**
  17955. * Gets or sets the radius of the emission cone
  17956. */
  17957. radius: number;
  17958. /**
  17959. * Gets or sets the angle of the emission cone
  17960. */
  17961. angle: number;
  17962. private _buildHeight;
  17963. /**
  17964. * Creates a new instance ConeParticleEmitter
  17965. * @param radius the radius of the emission cone (1 by default)
  17966. * @param angle the cone base angle (PI by default)
  17967. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  17968. */
  17969. constructor(radius?: number, angle?: number,
  17970. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  17971. directionRandomizer?: number);
  17972. /**
  17973. * Called by the particle System when the direction is computed for the created particle.
  17974. * @param worldMatrix is the world matrix of the particle system
  17975. * @param directionToUpdate is the direction vector to update with the result
  17976. * @param particle is the particle we are computed the direction for
  17977. */
  17978. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17979. /**
  17980. * Called by the particle System when the position is computed for the created particle.
  17981. * @param worldMatrix is the world matrix of the particle system
  17982. * @param positionToUpdate is the position vector to update with the result
  17983. * @param particle is the particle we are computed the position for
  17984. */
  17985. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17986. /**
  17987. * Clones the current emitter and returns a copy of it
  17988. * @returns the new emitter
  17989. */
  17990. clone(): ConeParticleEmitter;
  17991. /**
  17992. * Called by the GPUParticleSystem to setup the update shader
  17993. * @param effect defines the update shader
  17994. */
  17995. applyToShader(effect: Effect): void;
  17996. /**
  17997. * Returns a string to use to update the GPU particles update shader
  17998. * @returns a string containng the defines string
  17999. */
  18000. getEffectDefines(): string;
  18001. /**
  18002. * Returns the string "ConeParticleEmitter"
  18003. * @returns a string containing the class name
  18004. */
  18005. getClassName(): string;
  18006. /**
  18007. * Serializes the particle system to a JSON object.
  18008. * @returns the JSON object
  18009. */
  18010. serialize(): any;
  18011. /**
  18012. * Parse properties from a JSON object
  18013. * @param serializationObject defines the JSON object
  18014. */
  18015. parse(serializationObject: any): void;
  18016. }
  18017. }
  18018. declare module "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter" {
  18019. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18020. import { Effect } from "babylonjs/Materials/effect";
  18021. import { Particle } from "babylonjs/Particles/particle";
  18022. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18023. /**
  18024. * Particle emitter emitting particles from the inside of a cylinder.
  18025. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  18026. */
  18027. export class CylinderParticleEmitter implements IParticleEmitterType {
  18028. /**
  18029. * The radius of the emission cylinder.
  18030. */
  18031. radius: number;
  18032. /**
  18033. * The height of the emission cylinder.
  18034. */
  18035. height: number;
  18036. /**
  18037. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18038. */
  18039. radiusRange: number;
  18040. /**
  18041. * How much to randomize the particle direction [0-1].
  18042. */
  18043. directionRandomizer: number;
  18044. /**
  18045. * Creates a new instance CylinderParticleEmitter
  18046. * @param radius the radius of the emission cylinder (1 by default)
  18047. * @param height the height of the emission cylinder (1 by default)
  18048. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18049. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18050. */
  18051. constructor(
  18052. /**
  18053. * The radius of the emission cylinder.
  18054. */
  18055. radius?: number,
  18056. /**
  18057. * The height of the emission cylinder.
  18058. */
  18059. height?: number,
  18060. /**
  18061. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18062. */
  18063. radiusRange?: number,
  18064. /**
  18065. * How much to randomize the particle direction [0-1].
  18066. */
  18067. directionRandomizer?: number);
  18068. /**
  18069. * Called by the particle System when the direction is computed for the created particle.
  18070. * @param worldMatrix is the world matrix of the particle system
  18071. * @param directionToUpdate is the direction vector to update with the result
  18072. * @param particle is the particle we are computed the direction for
  18073. */
  18074. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18075. /**
  18076. * Called by the particle System when the position is computed for the created particle.
  18077. * @param worldMatrix is the world matrix of the particle system
  18078. * @param positionToUpdate is the position vector to update with the result
  18079. * @param particle is the particle we are computed the position for
  18080. */
  18081. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18082. /**
  18083. * Clones the current emitter and returns a copy of it
  18084. * @returns the new emitter
  18085. */
  18086. clone(): CylinderParticleEmitter;
  18087. /**
  18088. * Called by the GPUParticleSystem to setup the update shader
  18089. * @param effect defines the update shader
  18090. */
  18091. applyToShader(effect: Effect): void;
  18092. /**
  18093. * Returns a string to use to update the GPU particles update shader
  18094. * @returns a string containng the defines string
  18095. */
  18096. getEffectDefines(): string;
  18097. /**
  18098. * Returns the string "CylinderParticleEmitter"
  18099. * @returns a string containing the class name
  18100. */
  18101. getClassName(): string;
  18102. /**
  18103. * Serializes the particle system to a JSON object.
  18104. * @returns the JSON object
  18105. */
  18106. serialize(): any;
  18107. /**
  18108. * Parse properties from a JSON object
  18109. * @param serializationObject defines the JSON object
  18110. */
  18111. parse(serializationObject: any): void;
  18112. }
  18113. /**
  18114. * Particle emitter emitting particles from the inside of a cylinder.
  18115. * It emits the particles randomly between two vectors.
  18116. */
  18117. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  18118. /**
  18119. * The min limit of the emission direction.
  18120. */
  18121. direction1: Vector3;
  18122. /**
  18123. * The max limit of the emission direction.
  18124. */
  18125. direction2: Vector3;
  18126. /**
  18127. * Creates a new instance CylinderDirectedParticleEmitter
  18128. * @param radius the radius of the emission cylinder (1 by default)
  18129. * @param height the height of the emission cylinder (1 by default)
  18130. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18131. * @param direction1 the min limit of the emission direction (up vector by default)
  18132. * @param direction2 the max limit of the emission direction (up vector by default)
  18133. */
  18134. constructor(radius?: number, height?: number, radiusRange?: number,
  18135. /**
  18136. * The min limit of the emission direction.
  18137. */
  18138. direction1?: Vector3,
  18139. /**
  18140. * The max limit of the emission direction.
  18141. */
  18142. direction2?: Vector3);
  18143. /**
  18144. * Called by the particle System when the direction is computed for the created particle.
  18145. * @param worldMatrix is the world matrix of the particle system
  18146. * @param directionToUpdate is the direction vector to update with the result
  18147. * @param particle is the particle we are computed the direction for
  18148. */
  18149. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18150. /**
  18151. * Clones the current emitter and returns a copy of it
  18152. * @returns the new emitter
  18153. */
  18154. clone(): CylinderDirectedParticleEmitter;
  18155. /**
  18156. * Called by the GPUParticleSystem to setup the update shader
  18157. * @param effect defines the update shader
  18158. */
  18159. applyToShader(effect: Effect): void;
  18160. /**
  18161. * Returns a string to use to update the GPU particles update shader
  18162. * @returns a string containng the defines string
  18163. */
  18164. getEffectDefines(): string;
  18165. /**
  18166. * Returns the string "CylinderDirectedParticleEmitter"
  18167. * @returns a string containing the class name
  18168. */
  18169. getClassName(): string;
  18170. /**
  18171. * Serializes the particle system to a JSON object.
  18172. * @returns the JSON object
  18173. */
  18174. serialize(): any;
  18175. /**
  18176. * Parse properties from a JSON object
  18177. * @param serializationObject defines the JSON object
  18178. */
  18179. parse(serializationObject: any): void;
  18180. }
  18181. }
  18182. declare module "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter" {
  18183. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18184. import { Effect } from "babylonjs/Materials/effect";
  18185. import { Particle } from "babylonjs/Particles/particle";
  18186. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18187. /**
  18188. * Particle emitter emitting particles from the inside of a hemisphere.
  18189. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  18190. */
  18191. export class HemisphericParticleEmitter implements IParticleEmitterType {
  18192. /**
  18193. * The radius of the emission hemisphere.
  18194. */
  18195. radius: number;
  18196. /**
  18197. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18198. */
  18199. radiusRange: number;
  18200. /**
  18201. * How much to randomize the particle direction [0-1].
  18202. */
  18203. directionRandomizer: number;
  18204. /**
  18205. * Creates a new instance HemisphericParticleEmitter
  18206. * @param radius the radius of the emission hemisphere (1 by default)
  18207. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18208. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18209. */
  18210. constructor(
  18211. /**
  18212. * The radius of the emission hemisphere.
  18213. */
  18214. radius?: number,
  18215. /**
  18216. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18217. */
  18218. radiusRange?: number,
  18219. /**
  18220. * How much to randomize the particle direction [0-1].
  18221. */
  18222. directionRandomizer?: number);
  18223. /**
  18224. * Called by the particle System when the direction is computed for the created particle.
  18225. * @param worldMatrix is the world matrix of the particle system
  18226. * @param directionToUpdate is the direction vector to update with the result
  18227. * @param particle is the particle we are computed the direction for
  18228. */
  18229. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18230. /**
  18231. * Called by the particle System when the position is computed for the created particle.
  18232. * @param worldMatrix is the world matrix of the particle system
  18233. * @param positionToUpdate is the position vector to update with the result
  18234. * @param particle is the particle we are computed the position for
  18235. */
  18236. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18237. /**
  18238. * Clones the current emitter and returns a copy of it
  18239. * @returns the new emitter
  18240. */
  18241. clone(): HemisphericParticleEmitter;
  18242. /**
  18243. * Called by the GPUParticleSystem to setup the update shader
  18244. * @param effect defines the update shader
  18245. */
  18246. applyToShader(effect: Effect): void;
  18247. /**
  18248. * Returns a string to use to update the GPU particles update shader
  18249. * @returns a string containng the defines string
  18250. */
  18251. getEffectDefines(): string;
  18252. /**
  18253. * Returns the string "HemisphericParticleEmitter"
  18254. * @returns a string containing the class name
  18255. */
  18256. getClassName(): string;
  18257. /**
  18258. * Serializes the particle system to a JSON object.
  18259. * @returns the JSON object
  18260. */
  18261. serialize(): any;
  18262. /**
  18263. * Parse properties from a JSON object
  18264. * @param serializationObject defines the JSON object
  18265. */
  18266. parse(serializationObject: any): void;
  18267. }
  18268. }
  18269. declare module "babylonjs/Particles/EmitterTypes/pointParticleEmitter" {
  18270. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18271. import { Effect } from "babylonjs/Materials/effect";
  18272. import { Particle } from "babylonjs/Particles/particle";
  18273. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18274. /**
  18275. * Particle emitter emitting particles from a point.
  18276. * It emits the particles randomly between 2 given directions.
  18277. */
  18278. export class PointParticleEmitter implements IParticleEmitterType {
  18279. /**
  18280. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18281. */
  18282. direction1: Vector3;
  18283. /**
  18284. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18285. */
  18286. direction2: Vector3;
  18287. /**
  18288. * Creates a new instance PointParticleEmitter
  18289. */
  18290. constructor();
  18291. /**
  18292. * Called by the particle System when the direction is computed for the created particle.
  18293. * @param worldMatrix is the world matrix of the particle system
  18294. * @param directionToUpdate is the direction vector to update with the result
  18295. * @param particle is the particle we are computed the direction for
  18296. */
  18297. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18298. /**
  18299. * Called by the particle System when the position is computed for the created particle.
  18300. * @param worldMatrix is the world matrix of the particle system
  18301. * @param positionToUpdate is the position vector to update with the result
  18302. * @param particle is the particle we are computed the position for
  18303. */
  18304. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18305. /**
  18306. * Clones the current emitter and returns a copy of it
  18307. * @returns the new emitter
  18308. */
  18309. clone(): PointParticleEmitter;
  18310. /**
  18311. * Called by the GPUParticleSystem to setup the update shader
  18312. * @param effect defines the update shader
  18313. */
  18314. applyToShader(effect: Effect): void;
  18315. /**
  18316. * Returns a string to use to update the GPU particles update shader
  18317. * @returns a string containng the defines string
  18318. */
  18319. getEffectDefines(): string;
  18320. /**
  18321. * Returns the string "PointParticleEmitter"
  18322. * @returns a string containing the class name
  18323. */
  18324. getClassName(): string;
  18325. /**
  18326. * Serializes the particle system to a JSON object.
  18327. * @returns the JSON object
  18328. */
  18329. serialize(): any;
  18330. /**
  18331. * Parse properties from a JSON object
  18332. * @param serializationObject defines the JSON object
  18333. */
  18334. parse(serializationObject: any): void;
  18335. }
  18336. }
  18337. declare module "babylonjs/Particles/EmitterTypes/sphereParticleEmitter" {
  18338. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18339. import { Effect } from "babylonjs/Materials/effect";
  18340. import { Particle } from "babylonjs/Particles/particle";
  18341. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18342. /**
  18343. * Particle emitter emitting particles from the inside of a sphere.
  18344. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  18345. */
  18346. export class SphereParticleEmitter implements IParticleEmitterType {
  18347. /**
  18348. * The radius of the emission sphere.
  18349. */
  18350. radius: number;
  18351. /**
  18352. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18353. */
  18354. radiusRange: number;
  18355. /**
  18356. * How much to randomize the particle direction [0-1].
  18357. */
  18358. directionRandomizer: number;
  18359. /**
  18360. * Creates a new instance SphereParticleEmitter
  18361. * @param radius the radius of the emission sphere (1 by default)
  18362. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18363. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18364. */
  18365. constructor(
  18366. /**
  18367. * The radius of the emission sphere.
  18368. */
  18369. radius?: number,
  18370. /**
  18371. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18372. */
  18373. radiusRange?: number,
  18374. /**
  18375. * How much to randomize the particle direction [0-1].
  18376. */
  18377. directionRandomizer?: number);
  18378. /**
  18379. * Called by the particle System when the direction is computed for the created particle.
  18380. * @param worldMatrix is the world matrix of the particle system
  18381. * @param directionToUpdate is the direction vector to update with the result
  18382. * @param particle is the particle we are computed the direction for
  18383. */
  18384. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18385. /**
  18386. * Called by the particle System when the position is computed for the created particle.
  18387. * @param worldMatrix is the world matrix of the particle system
  18388. * @param positionToUpdate is the position vector to update with the result
  18389. * @param particle is the particle we are computed the position for
  18390. */
  18391. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18392. /**
  18393. * Clones the current emitter and returns a copy of it
  18394. * @returns the new emitter
  18395. */
  18396. clone(): SphereParticleEmitter;
  18397. /**
  18398. * Called by the GPUParticleSystem to setup the update shader
  18399. * @param effect defines the update shader
  18400. */
  18401. applyToShader(effect: Effect): void;
  18402. /**
  18403. * Returns a string to use to update the GPU particles update shader
  18404. * @returns a string containng the defines string
  18405. */
  18406. getEffectDefines(): string;
  18407. /**
  18408. * Returns the string "SphereParticleEmitter"
  18409. * @returns a string containing the class name
  18410. */
  18411. getClassName(): string;
  18412. /**
  18413. * Serializes the particle system to a JSON object.
  18414. * @returns the JSON object
  18415. */
  18416. serialize(): any;
  18417. /**
  18418. * Parse properties from a JSON object
  18419. * @param serializationObject defines the JSON object
  18420. */
  18421. parse(serializationObject: any): void;
  18422. }
  18423. /**
  18424. * Particle emitter emitting particles from the inside of a sphere.
  18425. * It emits the particles randomly between two vectors.
  18426. */
  18427. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  18428. /**
  18429. * The min limit of the emission direction.
  18430. */
  18431. direction1: Vector3;
  18432. /**
  18433. * The max limit of the emission direction.
  18434. */
  18435. direction2: Vector3;
  18436. /**
  18437. * Creates a new instance SphereDirectedParticleEmitter
  18438. * @param radius the radius of the emission sphere (1 by default)
  18439. * @param direction1 the min limit of the emission direction (up vector by default)
  18440. * @param direction2 the max limit of the emission direction (up vector by default)
  18441. */
  18442. constructor(radius?: number,
  18443. /**
  18444. * The min limit of the emission direction.
  18445. */
  18446. direction1?: Vector3,
  18447. /**
  18448. * The max limit of the emission direction.
  18449. */
  18450. direction2?: Vector3);
  18451. /**
  18452. * Called by the particle System when the direction is computed for the created particle.
  18453. * @param worldMatrix is the world matrix of the particle system
  18454. * @param directionToUpdate is the direction vector to update with the result
  18455. * @param particle is the particle we are computed the direction for
  18456. */
  18457. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18458. /**
  18459. * Clones the current emitter and returns a copy of it
  18460. * @returns the new emitter
  18461. */
  18462. clone(): SphereDirectedParticleEmitter;
  18463. /**
  18464. * Called by the GPUParticleSystem to setup the update shader
  18465. * @param effect defines the update shader
  18466. */
  18467. applyToShader(effect: Effect): void;
  18468. /**
  18469. * Returns a string to use to update the GPU particles update shader
  18470. * @returns a string containng the defines string
  18471. */
  18472. getEffectDefines(): string;
  18473. /**
  18474. * Returns the string "SphereDirectedParticleEmitter"
  18475. * @returns a string containing the class name
  18476. */
  18477. getClassName(): string;
  18478. /**
  18479. * Serializes the particle system to a JSON object.
  18480. * @returns the JSON object
  18481. */
  18482. serialize(): any;
  18483. /**
  18484. * Parse properties from a JSON object
  18485. * @param serializationObject defines the JSON object
  18486. */
  18487. parse(serializationObject: any): void;
  18488. }
  18489. }
  18490. declare module "babylonjs/Particles/EmitterTypes/index" {
  18491. export * from "babylonjs/Particles/EmitterTypes/boxParticleEmitter";
  18492. export * from "babylonjs/Particles/EmitterTypes/coneParticleEmitter";
  18493. export * from "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter";
  18494. export * from "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter";
  18495. export * from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18496. export * from "babylonjs/Particles/EmitterTypes/pointParticleEmitter";
  18497. export * from "babylonjs/Particles/EmitterTypes/sphereParticleEmitter";
  18498. }
  18499. declare module "babylonjs/Particles/IParticleSystem" {
  18500. import { Nullable } from "babylonjs/types";
  18501. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  18502. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  18503. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  18504. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  18505. import { Texture } from "babylonjs/Materials/Textures/texture";
  18506. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  18507. import { Scene } from "babylonjs/scene";
  18508. import { ColorGradient, FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  18509. import { Animation } from "babylonjs/Animations/animation";
  18510. /**
  18511. * Interface representing a particle system in Babylon.js.
  18512. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  18513. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  18514. */
  18515. export interface IParticleSystem {
  18516. /**
  18517. * List of animations used by the particle system.
  18518. */
  18519. animations: Animation[];
  18520. /**
  18521. * The id of the Particle system.
  18522. */
  18523. id: string;
  18524. /**
  18525. * The name of the Particle system.
  18526. */
  18527. name: string;
  18528. /**
  18529. * The emitter represents the Mesh or position we are attaching the particle system to.
  18530. */
  18531. emitter: Nullable<AbstractMesh | Vector3>;
  18532. /**
  18533. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  18534. */
  18535. isBillboardBased: boolean;
  18536. /**
  18537. * The rendering group used by the Particle system to chose when to render.
  18538. */
  18539. renderingGroupId: number;
  18540. /**
  18541. * The layer mask we are rendering the particles through.
  18542. */
  18543. layerMask: number;
  18544. /**
  18545. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  18546. */
  18547. updateSpeed: number;
  18548. /**
  18549. * The amount of time the particle system is running (depends of the overall update speed).
  18550. */
  18551. targetStopDuration: number;
  18552. /**
  18553. * The texture used to render each particle. (this can be a spritesheet)
  18554. */
  18555. particleTexture: Nullable<Texture>;
  18556. /**
  18557. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  18558. */
  18559. blendMode: number;
  18560. /**
  18561. * Minimum life time of emitting particles.
  18562. */
  18563. minLifeTime: number;
  18564. /**
  18565. * Maximum life time of emitting particles.
  18566. */
  18567. maxLifeTime: number;
  18568. /**
  18569. * Minimum Size of emitting particles.
  18570. */
  18571. minSize: number;
  18572. /**
  18573. * Maximum Size of emitting particles.
  18574. */
  18575. maxSize: number;
  18576. /**
  18577. * Minimum scale of emitting particles on X axis.
  18578. */
  18579. minScaleX: number;
  18580. /**
  18581. * Maximum scale of emitting particles on X axis.
  18582. */
  18583. maxScaleX: number;
  18584. /**
  18585. * Minimum scale of emitting particles on Y axis.
  18586. */
  18587. minScaleY: number;
  18588. /**
  18589. * Maximum scale of emitting particles on Y axis.
  18590. */
  18591. maxScaleY: number;
  18592. /**
  18593. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18594. */
  18595. color1: Color4;
  18596. /**
  18597. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18598. */
  18599. color2: Color4;
  18600. /**
  18601. * Color the particle will have at the end of its lifetime.
  18602. */
  18603. colorDead: Color4;
  18604. /**
  18605. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  18606. */
  18607. emitRate: number;
  18608. /**
  18609. * You can use gravity if you want to give an orientation to your particles.
  18610. */
  18611. gravity: Vector3;
  18612. /**
  18613. * Minimum power of emitting particles.
  18614. */
  18615. minEmitPower: number;
  18616. /**
  18617. * Maximum power of emitting particles.
  18618. */
  18619. maxEmitPower: number;
  18620. /**
  18621. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  18622. */
  18623. minAngularSpeed: number;
  18624. /**
  18625. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  18626. */
  18627. maxAngularSpeed: number;
  18628. /**
  18629. * Gets or sets the minimal initial rotation in radians.
  18630. */
  18631. minInitialRotation: number;
  18632. /**
  18633. * Gets or sets the maximal initial rotation in radians.
  18634. */
  18635. maxInitialRotation: number;
  18636. /**
  18637. * The particle emitter type defines the emitter used by the particle system.
  18638. * It can be for example box, sphere, or cone...
  18639. */
  18640. particleEmitterType: Nullable<IParticleEmitterType>;
  18641. /**
  18642. * Defines the delay in milliseconds before starting the system (0 by default)
  18643. */
  18644. startDelay: number;
  18645. /**
  18646. * Gets or sets a value indicating how many cycles (or frames) must be executed before first rendering (this value has to be set before starting the system). Default is 0
  18647. */
  18648. preWarmCycles: number;
  18649. /**
  18650. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  18651. */
  18652. preWarmStepOffset: number;
  18653. /**
  18654. * If using a spritesheet (isAnimationSheetEnabled) defines the speed of the sprite loop (default is 1 meaning the animation will play once during the entire particle lifetime)
  18655. */
  18656. spriteCellChangeSpeed: number;
  18657. /**
  18658. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  18659. */
  18660. startSpriteCellID: number;
  18661. /**
  18662. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  18663. */
  18664. endSpriteCellID: number;
  18665. /**
  18666. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  18667. */
  18668. spriteCellWidth: number;
  18669. /**
  18670. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  18671. */
  18672. spriteCellHeight: number;
  18673. /**
  18674. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  18675. */
  18676. spriteRandomStartCell: boolean;
  18677. /**
  18678. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  18679. */
  18680. isAnimationSheetEnabled: boolean;
  18681. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  18682. translationPivot: Vector2;
  18683. /**
  18684. * Gets or sets a texture used to add random noise to particle positions
  18685. */
  18686. noiseTexture: Nullable<BaseTexture>;
  18687. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  18688. noiseStrength: Vector3;
  18689. /**
  18690. * Gets or sets the billboard mode to use when isBillboardBased = true.
  18691. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  18692. */
  18693. billboardMode: number;
  18694. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  18695. limitVelocityDamping: number;
  18696. /**
  18697. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  18698. */
  18699. beginAnimationOnStart: boolean;
  18700. /**
  18701. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  18702. */
  18703. beginAnimationFrom: number;
  18704. /**
  18705. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  18706. */
  18707. beginAnimationTo: number;
  18708. /**
  18709. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  18710. */
  18711. beginAnimationLoop: boolean;
  18712. /**
  18713. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  18714. */
  18715. disposeOnStop: boolean;
  18716. /**
  18717. * Gets the maximum number of particles active at the same time.
  18718. * @returns The max number of active particles.
  18719. */
  18720. getCapacity(): number;
  18721. /**
  18722. * Gets if the system has been started. (Note: this will still be true after stop is called)
  18723. * @returns True if it has been started, otherwise false.
  18724. */
  18725. isStarted(): boolean;
  18726. /**
  18727. * Animates the particle system for this frame.
  18728. */
  18729. animate(): void;
  18730. /**
  18731. * Renders the particle system in its current state.
  18732. * @returns the current number of particles
  18733. */
  18734. render(): number;
  18735. /**
  18736. * Dispose the particle system and frees its associated resources.
  18737. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  18738. */
  18739. dispose(disposeTexture?: boolean): void;
  18740. /**
  18741. * Clones the particle system.
  18742. * @param name The name of the cloned object
  18743. * @param newEmitter The new emitter to use
  18744. * @returns the cloned particle system
  18745. */
  18746. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  18747. /**
  18748. * Serializes the particle system to a JSON object.
  18749. * @returns the JSON object
  18750. */
  18751. serialize(): any;
  18752. /**
  18753. * Rebuild the particle system
  18754. */
  18755. rebuild(): void;
  18756. /**
  18757. * Starts the particle system and begins to emit
  18758. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  18759. */
  18760. start(delay?: number): void;
  18761. /**
  18762. * Stops the particle system.
  18763. */
  18764. stop(): void;
  18765. /**
  18766. * Remove all active particles
  18767. */
  18768. reset(): void;
  18769. /**
  18770. * Is this system ready to be used/rendered
  18771. * @return true if the system is ready
  18772. */
  18773. isReady(): boolean;
  18774. /**
  18775. * Adds a new color gradient
  18776. * @param gradient defines the gradient to use (between 0 and 1)
  18777. * @param color1 defines the color to affect to the specified gradient
  18778. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  18779. * @returns the current particle system
  18780. */
  18781. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  18782. /**
  18783. * Remove a specific color gradient
  18784. * @param gradient defines the gradient to remove
  18785. * @returns the current particle system
  18786. */
  18787. removeColorGradient(gradient: number): IParticleSystem;
  18788. /**
  18789. * Adds a new size gradient
  18790. * @param gradient defines the gradient to use (between 0 and 1)
  18791. * @param factor defines the size factor to affect to the specified gradient
  18792. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18793. * @returns the current particle system
  18794. */
  18795. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18796. /**
  18797. * Remove a specific size gradient
  18798. * @param gradient defines the gradient to remove
  18799. * @returns the current particle system
  18800. */
  18801. removeSizeGradient(gradient: number): IParticleSystem;
  18802. /**
  18803. * Gets the current list of color gradients.
  18804. * You must use addColorGradient and removeColorGradient to udpate this list
  18805. * @returns the list of color gradients
  18806. */
  18807. getColorGradients(): Nullable<Array<ColorGradient>>;
  18808. /**
  18809. * Gets the current list of size gradients.
  18810. * You must use addSizeGradient and removeSizeGradient to udpate this list
  18811. * @returns the list of size gradients
  18812. */
  18813. getSizeGradients(): Nullable<Array<FactorGradient>>;
  18814. /**
  18815. * Gets the current list of angular speed gradients.
  18816. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  18817. * @returns the list of angular speed gradients
  18818. */
  18819. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  18820. /**
  18821. * Adds a new angular speed gradient
  18822. * @param gradient defines the gradient to use (between 0 and 1)
  18823. * @param factor defines the angular speed to affect to the specified gradient
  18824. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18825. * @returns the current particle system
  18826. */
  18827. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18828. /**
  18829. * Remove a specific angular speed gradient
  18830. * @param gradient defines the gradient to remove
  18831. * @returns the current particle system
  18832. */
  18833. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  18834. /**
  18835. * Gets the current list of velocity gradients.
  18836. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  18837. * @returns the list of velocity gradients
  18838. */
  18839. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  18840. /**
  18841. * Adds a new velocity gradient
  18842. * @param gradient defines the gradient to use (between 0 and 1)
  18843. * @param factor defines the velocity to affect to the specified gradient
  18844. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18845. * @returns the current particle system
  18846. */
  18847. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18848. /**
  18849. * Remove a specific velocity gradient
  18850. * @param gradient defines the gradient to remove
  18851. * @returns the current particle system
  18852. */
  18853. removeVelocityGradient(gradient: number): IParticleSystem;
  18854. /**
  18855. * Gets the current list of limit velocity gradients.
  18856. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  18857. * @returns the list of limit velocity gradients
  18858. */
  18859. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  18860. /**
  18861. * Adds a new limit velocity gradient
  18862. * @param gradient defines the gradient to use (between 0 and 1)
  18863. * @param factor defines the limit velocity to affect to the specified gradient
  18864. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18865. * @returns the current particle system
  18866. */
  18867. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18868. /**
  18869. * Remove a specific limit velocity gradient
  18870. * @param gradient defines the gradient to remove
  18871. * @returns the current particle system
  18872. */
  18873. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  18874. /**
  18875. * Adds a new drag gradient
  18876. * @param gradient defines the gradient to use (between 0 and 1)
  18877. * @param factor defines the drag to affect to the specified gradient
  18878. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18879. * @returns the current particle system
  18880. */
  18881. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18882. /**
  18883. * Remove a specific drag gradient
  18884. * @param gradient defines the gradient to remove
  18885. * @returns the current particle system
  18886. */
  18887. removeDragGradient(gradient: number): IParticleSystem;
  18888. /**
  18889. * Gets the current list of drag gradients.
  18890. * You must use addDragGradient and removeDragGradient to udpate this list
  18891. * @returns the list of drag gradients
  18892. */
  18893. getDragGradients(): Nullable<Array<FactorGradient>>;
  18894. /**
  18895. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  18896. * @param gradient defines the gradient to use (between 0 and 1)
  18897. * @param factor defines the emit rate to affect to the specified gradient
  18898. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18899. * @returns the current particle system
  18900. */
  18901. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18902. /**
  18903. * Remove a specific emit rate gradient
  18904. * @param gradient defines the gradient to remove
  18905. * @returns the current particle system
  18906. */
  18907. removeEmitRateGradient(gradient: number): IParticleSystem;
  18908. /**
  18909. * Gets the current list of emit rate gradients.
  18910. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  18911. * @returns the list of emit rate gradients
  18912. */
  18913. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  18914. /**
  18915. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  18916. * @param gradient defines the gradient to use (between 0 and 1)
  18917. * @param factor defines the start size to affect to the specified gradient
  18918. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18919. * @returns the current particle system
  18920. */
  18921. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18922. /**
  18923. * Remove a specific start size gradient
  18924. * @param gradient defines the gradient to remove
  18925. * @returns the current particle system
  18926. */
  18927. removeStartSizeGradient(gradient: number): IParticleSystem;
  18928. /**
  18929. * Gets the current list of start size gradients.
  18930. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  18931. * @returns the list of start size gradients
  18932. */
  18933. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  18934. /**
  18935. * Adds a new life time gradient
  18936. * @param gradient defines the gradient to use (between 0 and 1)
  18937. * @param factor defines the life time factor to affect to the specified gradient
  18938. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18939. * @returns the current particle system
  18940. */
  18941. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18942. /**
  18943. * Remove a specific life time gradient
  18944. * @param gradient defines the gradient to remove
  18945. * @returns the current particle system
  18946. */
  18947. removeLifeTimeGradient(gradient: number): IParticleSystem;
  18948. /**
  18949. * Gets the current list of life time gradients.
  18950. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  18951. * @returns the list of life time gradients
  18952. */
  18953. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  18954. /**
  18955. * Gets the current list of color gradients.
  18956. * You must use addColorGradient and removeColorGradient to udpate this list
  18957. * @returns the list of color gradients
  18958. */
  18959. getColorGradients(): Nullable<Array<ColorGradient>>;
  18960. /**
  18961. * Adds a new ramp gradient used to remap particle colors
  18962. * @param gradient defines the gradient to use (between 0 and 1)
  18963. * @param color defines the color to affect to the specified gradient
  18964. * @returns the current particle system
  18965. */
  18966. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  18967. /**
  18968. * Gets the current list of ramp gradients.
  18969. * You must use addRampGradient and removeRampGradient to udpate this list
  18970. * @returns the list of ramp gradients
  18971. */
  18972. getRampGradients(): Nullable<Array<Color3Gradient>>;
  18973. /** Gets or sets a boolean indicating that ramp gradients must be used
  18974. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  18975. */
  18976. useRampGradients: boolean;
  18977. /**
  18978. * Adds a new color remap gradient
  18979. * @param gradient defines the gradient to use (between 0 and 1)
  18980. * @param min defines the color remap minimal range
  18981. * @param max defines the color remap maximal range
  18982. * @returns the current particle system
  18983. */
  18984. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  18985. /**
  18986. * Gets the current list of color remap gradients.
  18987. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  18988. * @returns the list of color remap gradients
  18989. */
  18990. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  18991. /**
  18992. * Adds a new alpha remap gradient
  18993. * @param gradient defines the gradient to use (between 0 and 1)
  18994. * @param min defines the alpha remap minimal range
  18995. * @param max defines the alpha remap maximal range
  18996. * @returns the current particle system
  18997. */
  18998. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  18999. /**
  19000. * Gets the current list of alpha remap gradients.
  19001. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  19002. * @returns the list of alpha remap gradients
  19003. */
  19004. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  19005. /**
  19006. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  19007. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  19008. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  19009. * @returns the emitter
  19010. */
  19011. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  19012. /**
  19013. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  19014. * @param radius The radius of the hemisphere to emit from
  19015. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  19016. * @returns the emitter
  19017. */
  19018. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  19019. /**
  19020. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  19021. * @param radius The radius of the sphere to emit from
  19022. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  19023. * @returns the emitter
  19024. */
  19025. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  19026. /**
  19027. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  19028. * @param radius The radius of the sphere to emit from
  19029. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  19030. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  19031. * @returns the emitter
  19032. */
  19033. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  19034. /**
  19035. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  19036. * @param radius The radius of the emission cylinder
  19037. * @param height The height of the emission cylinder
  19038. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  19039. * @param directionRandomizer How much to randomize the particle direction [0-1]
  19040. * @returns the emitter
  19041. */
  19042. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  19043. /**
  19044. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  19045. * @param radius The radius of the cylinder to emit from
  19046. * @param height The height of the emission cylinder
  19047. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  19048. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  19049. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  19050. * @returns the emitter
  19051. */
  19052. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  19053. /**
  19054. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  19055. * @param radius The radius of the cone to emit from
  19056. * @param angle The base angle of the cone
  19057. * @returns the emitter
  19058. */
  19059. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  19060. /**
  19061. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  19062. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  19063. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  19064. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  19065. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  19066. * @returns the emitter
  19067. */
  19068. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  19069. /**
  19070. * Get hosting scene
  19071. * @returns the scene
  19072. */
  19073. getScene(): Scene;
  19074. }
  19075. }
  19076. declare module "babylonjs/Meshes/instancedMesh" {
  19077. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  19078. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  19079. import { Camera } from "babylonjs/Cameras/camera";
  19080. import { Node } from "babylonjs/node";
  19081. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19082. import { Mesh } from "babylonjs/Meshes/mesh";
  19083. import { Material } from "babylonjs/Materials/material";
  19084. import { Skeleton } from "babylonjs/Bones/skeleton";
  19085. import { Light } from "babylonjs/Lights/light";
  19086. /**
  19087. * Creates an instance based on a source mesh.
  19088. */
  19089. export class InstancedMesh extends AbstractMesh {
  19090. private _sourceMesh;
  19091. private _currentLOD;
  19092. /** @hidden */
  19093. _indexInSourceMeshInstanceArray: number;
  19094. constructor(name: string, source: Mesh);
  19095. /**
  19096. * Returns the string "InstancedMesh".
  19097. */
  19098. getClassName(): string;
  19099. /** Gets the list of lights affecting that mesh */
  19100. readonly lightSources: Light[];
  19101. _resyncLightSources(): void;
  19102. _resyncLighSource(light: Light): void;
  19103. _removeLightSource(light: Light, dispose: boolean): void;
  19104. /**
  19105. * If the source mesh receives shadows
  19106. */
  19107. readonly receiveShadows: boolean;
  19108. /**
  19109. * The material of the source mesh
  19110. */
  19111. readonly material: Nullable<Material>;
  19112. /**
  19113. * Visibility of the source mesh
  19114. */
  19115. readonly visibility: number;
  19116. /**
  19117. * Skeleton of the source mesh
  19118. */
  19119. readonly skeleton: Nullable<Skeleton>;
  19120. /**
  19121. * Rendering ground id of the source mesh
  19122. */
  19123. renderingGroupId: number;
  19124. /**
  19125. * Returns the total number of vertices (integer).
  19126. */
  19127. getTotalVertices(): number;
  19128. /**
  19129. * Returns a positive integer : the total number of indices in this mesh geometry.
  19130. * @returns the numner of indices or zero if the mesh has no geometry.
  19131. */
  19132. getTotalIndices(): number;
  19133. /**
  19134. * The source mesh of the instance
  19135. */
  19136. readonly sourceMesh: Mesh;
  19137. /**
  19138. * Is this node ready to be used/rendered
  19139. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  19140. * @return {boolean} is it ready
  19141. */
  19142. isReady(completeCheck?: boolean): boolean;
  19143. /**
  19144. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  19145. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  19146. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  19147. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  19148. */
  19149. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  19150. /**
  19151. * Sets the vertex data of the mesh geometry for the requested `kind`.
  19152. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  19153. * The `data` are either a numeric array either a Float32Array.
  19154. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  19155. * The parameter `stride` is an optional positive integer, it is usually automatically deducted from the `kind` (3 for positions or normals, 2 for UV, etc).
  19156. * Note that a new underlying VertexBuffer object is created each call.
  19157. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  19158. *
  19159. * Possible `kind` values :
  19160. * - VertexBuffer.PositionKind
  19161. * - VertexBuffer.UVKind
  19162. * - VertexBuffer.UV2Kind
  19163. * - VertexBuffer.UV3Kind
  19164. * - VertexBuffer.UV4Kind
  19165. * - VertexBuffer.UV5Kind
  19166. * - VertexBuffer.UV6Kind
  19167. * - VertexBuffer.ColorKind
  19168. * - VertexBuffer.MatricesIndicesKind
  19169. * - VertexBuffer.MatricesIndicesExtraKind
  19170. * - VertexBuffer.MatricesWeightsKind
  19171. * - VertexBuffer.MatricesWeightsExtraKind
  19172. *
  19173. * Returns the Mesh.
  19174. */
  19175. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  19176. /**
  19177. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  19178. * If the mesh has no geometry, it is simply returned as it is.
  19179. * The `data` are either a numeric array either a Float32Array.
  19180. * No new underlying VertexBuffer object is created.
  19181. * If the `kind` is the `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  19182. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  19183. *
  19184. * Possible `kind` values :
  19185. * - VertexBuffer.PositionKind
  19186. * - VertexBuffer.UVKind
  19187. * - VertexBuffer.UV2Kind
  19188. * - VertexBuffer.UV3Kind
  19189. * - VertexBuffer.UV4Kind
  19190. * - VertexBuffer.UV5Kind
  19191. * - VertexBuffer.UV6Kind
  19192. * - VertexBuffer.ColorKind
  19193. * - VertexBuffer.MatricesIndicesKind
  19194. * - VertexBuffer.MatricesIndicesExtraKind
  19195. * - VertexBuffer.MatricesWeightsKind
  19196. * - VertexBuffer.MatricesWeightsExtraKind
  19197. *
  19198. * Returns the Mesh.
  19199. */
  19200. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  19201. /**
  19202. * Sets the mesh indices.
  19203. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  19204. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  19205. * This method creates a new index buffer each call.
  19206. * Returns the Mesh.
  19207. */
  19208. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  19209. /**
  19210. * Boolean : True if the mesh owns the requested kind of data.
  19211. */
  19212. isVerticesDataPresent(kind: string): boolean;
  19213. /**
  19214. * Returns an array of indices (IndicesArray).
  19215. */
  19216. getIndices(): Nullable<IndicesArray>;
  19217. readonly _positions: Nullable<Vector3[]>;
  19218. /**
  19219. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  19220. * This means the mesh underlying bounding box and sphere are recomputed.
  19221. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  19222. * @returns the current mesh
  19223. */
  19224. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  19225. /** @hidden */
  19226. _preActivate(): InstancedMesh;
  19227. /** @hidden */
  19228. _activate(renderId: number, intermediateRendering: boolean): boolean;
  19229. /** @hidden */
  19230. _postActivate(): void;
  19231. getWorldMatrix(): Matrix;
  19232. readonly isAnInstance: boolean;
  19233. /**
  19234. * Returns the current associated LOD AbstractMesh.
  19235. */
  19236. getLOD(camera: Camera): AbstractMesh;
  19237. /** @hidden */
  19238. _syncSubMeshes(): InstancedMesh;
  19239. /** @hidden */
  19240. _generatePointsArray(): boolean;
  19241. /**
  19242. * Creates a new InstancedMesh from the current mesh.
  19243. * - name (string) : the cloned mesh name
  19244. * - newParent (optional Node) : the optional Node to parent the clone to.
  19245. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  19246. *
  19247. * Returns the clone.
  19248. */
  19249. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  19250. /**
  19251. * Disposes the InstancedMesh.
  19252. * Returns nothing.
  19253. */
  19254. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  19255. }
  19256. }
  19257. declare module "babylonjs/Materials/shaderMaterial" {
  19258. import { Scene } from "babylonjs/scene";
  19259. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  19260. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19261. import { Mesh } from "babylonjs/Meshes/mesh";
  19262. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  19263. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  19264. import { Texture } from "babylonjs/Materials/Textures/texture";
  19265. import { Material } from "babylonjs/Materials/material";
  19266. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  19267. /**
  19268. * Defines the options associated with the creation of a shader material.
  19269. */
  19270. export interface IShaderMaterialOptions {
  19271. /**
  19272. * Does the material work in alpha blend mode
  19273. */
  19274. needAlphaBlending: boolean;
  19275. /**
  19276. * Does the material work in alpha test mode
  19277. */
  19278. needAlphaTesting: boolean;
  19279. /**
  19280. * The list of attribute names used in the shader
  19281. */
  19282. attributes: string[];
  19283. /**
  19284. * The list of unifrom names used in the shader
  19285. */
  19286. uniforms: string[];
  19287. /**
  19288. * The list of UBO names used in the shader
  19289. */
  19290. uniformBuffers: string[];
  19291. /**
  19292. * The list of sampler names used in the shader
  19293. */
  19294. samplers: string[];
  19295. /**
  19296. * The list of defines used in the shader
  19297. */
  19298. defines: string[];
  19299. }
  19300. /**
  19301. * The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.
  19302. *
  19303. * This returned material effects how the mesh will look based on the code in the shaders.
  19304. *
  19305. * @see http://doc.babylonjs.com/how_to/shader_material
  19306. */
  19307. export class ShaderMaterial extends Material {
  19308. private _shaderPath;
  19309. private _options;
  19310. private _textures;
  19311. private _textureArrays;
  19312. private _floats;
  19313. private _ints;
  19314. private _floatsArrays;
  19315. private _colors3;
  19316. private _colors3Arrays;
  19317. private _colors4;
  19318. private _colors4Arrays;
  19319. private _vectors2;
  19320. private _vectors3;
  19321. private _vectors4;
  19322. private _matrices;
  19323. private _matrices3x3;
  19324. private _matrices2x2;
  19325. private _vectors2Arrays;
  19326. private _vectors3Arrays;
  19327. private _vectors4Arrays;
  19328. private _cachedWorldViewMatrix;
  19329. private _cachedWorldViewProjectionMatrix;
  19330. private _renderId;
  19331. /**
  19332. * Instantiate a new shader material.
  19333. * The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.
  19334. * This returned material effects how the mesh will look based on the code in the shaders.
  19335. * @see http://doc.babylonjs.com/how_to/shader_material
  19336. * @param name Define the name of the material in the scene
  19337. * @param scene Define the scene the material belongs to
  19338. * @param shaderPath Defines the route to the shader code in one of three ways:
  19339. * * object: { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  19340. * * object: { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in script tags
  19341. * * object: { vertexSource: "vertex shader code string", fragmentSource: "fragment shader code string" } using with strings containing the shaders code
  19342. * * string: "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  19343. * @param options Define the options used to create the shader
  19344. */
  19345. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  19346. /**
  19347. * Gets the options used to compile the shader.
  19348. * They can be modified to trigger a new compilation
  19349. */
  19350. readonly options: IShaderMaterialOptions;
  19351. /**
  19352. * Gets the current class name of the material e.g. "ShaderMaterial"
  19353. * Mainly use in serialization.
  19354. * @returns the class name
  19355. */
  19356. getClassName(): string;
  19357. /**
  19358. * Specifies if the material will require alpha blending
  19359. * @returns a boolean specifying if alpha blending is needed
  19360. */
  19361. needAlphaBlending(): boolean;
  19362. /**
  19363. * Specifies if this material should be rendered in alpha test mode
  19364. * @returns a boolean specifying if an alpha test is needed.
  19365. */
  19366. needAlphaTesting(): boolean;
  19367. private _checkUniform;
  19368. /**
  19369. * Set a texture in the shader.
  19370. * @param name Define the name of the uniform samplers as defined in the shader
  19371. * @param texture Define the texture to bind to this sampler
  19372. * @return the material itself allowing "fluent" like uniform updates
  19373. */
  19374. setTexture(name: string, texture: Texture): ShaderMaterial;
  19375. /**
  19376. * Set a texture array in the shader.
  19377. * @param name Define the name of the uniform sampler array as defined in the shader
  19378. * @param textures Define the list of textures to bind to this sampler
  19379. * @return the material itself allowing "fluent" like uniform updates
  19380. */
  19381. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  19382. /**
  19383. * Set a float in the shader.
  19384. * @param name Define the name of the uniform as defined in the shader
  19385. * @param value Define the value to give to the uniform
  19386. * @return the material itself allowing "fluent" like uniform updates
  19387. */
  19388. setFloat(name: string, value: number): ShaderMaterial;
  19389. /**
  19390. * Set a int in the shader.
  19391. * @param name Define the name of the uniform as defined in the shader
  19392. * @param value Define the value to give to the uniform
  19393. * @return the material itself allowing "fluent" like uniform updates
  19394. */
  19395. setInt(name: string, value: number): ShaderMaterial;
  19396. /**
  19397. * Set an array of floats in the shader.
  19398. * @param name Define the name of the uniform as defined in the shader
  19399. * @param value Define the value to give to the uniform
  19400. * @return the material itself allowing "fluent" like uniform updates
  19401. */
  19402. setFloats(name: string, value: number[]): ShaderMaterial;
  19403. /**
  19404. * Set a vec3 in the shader from a Color3.
  19405. * @param name Define the name of the uniform as defined in the shader
  19406. * @param value Define the value to give to the uniform
  19407. * @return the material itself allowing "fluent" like uniform updates
  19408. */
  19409. setColor3(name: string, value: Color3): ShaderMaterial;
  19410. /**
  19411. * Set a vec3 array in the shader from a Color3 array.
  19412. * @param name Define the name of the uniform as defined in the shader
  19413. * @param value Define the value to give to the uniform
  19414. * @return the material itself allowing "fluent" like uniform updates
  19415. */
  19416. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  19417. /**
  19418. * Set a vec4 in the shader from a Color4.
  19419. * @param name Define the name of the uniform as defined in the shader
  19420. * @param value Define the value to give to the uniform
  19421. * @return the material itself allowing "fluent" like uniform updates
  19422. */
  19423. setColor4(name: string, value: Color4): ShaderMaterial;
  19424. /**
  19425. * Set a vec4 array in the shader from a Color4 array.
  19426. * @param name Define the name of the uniform as defined in the shader
  19427. * @param value Define the value to give to the uniform
  19428. * @return the material itself allowing "fluent" like uniform updates
  19429. */
  19430. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  19431. /**
  19432. * Set a vec2 in the shader from a Vector2.
  19433. * @param name Define the name of the uniform as defined in the shader
  19434. * @param value Define the value to give to the uniform
  19435. * @return the material itself allowing "fluent" like uniform updates
  19436. */
  19437. setVector2(name: string, value: Vector2): ShaderMaterial;
  19438. /**
  19439. * Set a vec3 in the shader from a Vector3.
  19440. * @param name Define the name of the uniform as defined in the shader
  19441. * @param value Define the value to give to the uniform
  19442. * @return the material itself allowing "fluent" like uniform updates
  19443. */
  19444. setVector3(name: string, value: Vector3): ShaderMaterial;
  19445. /**
  19446. * Set a vec4 in the shader from a Vector4.
  19447. * @param name Define the name of the uniform as defined in the shader
  19448. * @param value Define the value to give to the uniform
  19449. * @return the material itself allowing "fluent" like uniform updates
  19450. */
  19451. setVector4(name: string, value: Vector4): ShaderMaterial;
  19452. /**
  19453. * Set a mat4 in the shader from a Matrix.
  19454. * @param name Define the name of the uniform as defined in the shader
  19455. * @param value Define the value to give to the uniform
  19456. * @return the material itself allowing "fluent" like uniform updates
  19457. */
  19458. setMatrix(name: string, value: Matrix): ShaderMaterial;
  19459. /**
  19460. * Set a mat3 in the shader from a Float32Array.
  19461. * @param name Define the name of the uniform as defined in the shader
  19462. * @param value Define the value to give to the uniform
  19463. * @return the material itself allowing "fluent" like uniform updates
  19464. */
  19465. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  19466. /**
  19467. * Set a mat2 in the shader from a Float32Array.
  19468. * @param name Define the name of the uniform as defined in the shader
  19469. * @param value Define the value to give to the uniform
  19470. * @return the material itself allowing "fluent" like uniform updates
  19471. */
  19472. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  19473. /**
  19474. * Set a vec2 array in the shader from a number array.
  19475. * @param name Define the name of the uniform as defined in the shader
  19476. * @param value Define the value to give to the uniform
  19477. * @return the material itself allowing "fluent" like uniform updates
  19478. */
  19479. setArray2(name: string, value: number[]): ShaderMaterial;
  19480. /**
  19481. * Set a vec3 array in the shader from a number array.
  19482. * @param name Define the name of the uniform as defined in the shader
  19483. * @param value Define the value to give to the uniform
  19484. * @return the material itself allowing "fluent" like uniform updates
  19485. */
  19486. setArray3(name: string, value: number[]): ShaderMaterial;
  19487. /**
  19488. * Set a vec4 array in the shader from a number array.
  19489. * @param name Define the name of the uniform as defined in the shader
  19490. * @param value Define the value to give to the uniform
  19491. * @return the material itself allowing "fluent" like uniform updates
  19492. */
  19493. setArray4(name: string, value: number[]): ShaderMaterial;
  19494. private _checkCache;
  19495. /**
  19496. * Specifies that the submesh is ready to be used
  19497. * @param mesh defines the mesh to check
  19498. * @param subMesh defines which submesh to check
  19499. * @param useInstances specifies that instances should be used
  19500. * @returns a boolean indicating that the submesh is ready or not
  19501. */
  19502. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  19503. /**
  19504. * Checks if the material is ready to render the requested mesh
  19505. * @param mesh Define the mesh to render
  19506. * @param useInstances Define whether or not the material is used with instances
  19507. * @returns true if ready, otherwise false
  19508. */
  19509. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  19510. /**
  19511. * Binds the world matrix to the material
  19512. * @param world defines the world transformation matrix
  19513. */
  19514. bindOnlyWorldMatrix(world: Matrix): void;
  19515. /**
  19516. * Binds the material to the mesh
  19517. * @param world defines the world transformation matrix
  19518. * @param mesh defines the mesh to bind the material to
  19519. */
  19520. bind(world: Matrix, mesh?: Mesh): void;
  19521. /**
  19522. * Gets the active textures from the material
  19523. * @returns an array of textures
  19524. */
  19525. getActiveTextures(): BaseTexture[];
  19526. /**
  19527. * Specifies if the material uses a texture
  19528. * @param texture defines the texture to check against the material
  19529. * @returns a boolean specifying if the material uses the texture
  19530. */
  19531. hasTexture(texture: BaseTexture): boolean;
  19532. /**
  19533. * Makes a duplicate of the material, and gives it a new name
  19534. * @param name defines the new name for the duplicated material
  19535. * @returns the cloned material
  19536. */
  19537. clone(name: string): ShaderMaterial;
  19538. /**
  19539. * Disposes the material
  19540. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  19541. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  19542. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  19543. */
  19544. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  19545. /**
  19546. * Serializes this material in a JSON representation
  19547. * @returns the serialized material object
  19548. */
  19549. serialize(): any;
  19550. /**
  19551. * Creates a shader material from parsed shader material data
  19552. * @param source defines the JSON represnetation of the material
  19553. * @param scene defines the hosting scene
  19554. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  19555. * @returns a new material
  19556. */
  19557. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  19558. }
  19559. }
  19560. declare module "babylonjs/Shaders/color.fragment" {
  19561. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  19562. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  19563. /** @hidden */
  19564. export var colorPixelShader: {
  19565. name: string;
  19566. shader: string;
  19567. };
  19568. }
  19569. declare module "babylonjs/Shaders/color.vertex" {
  19570. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  19571. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  19572. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  19573. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  19574. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  19575. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  19576. /** @hidden */
  19577. export var colorVertexShader: {
  19578. name: string;
  19579. shader: string;
  19580. };
  19581. }
  19582. declare module "babylonjs/Meshes/linesMesh" {
  19583. import { Nullable } from "babylonjs/types";
  19584. import { Scene } from "babylonjs/scene";
  19585. import { Color3 } from "babylonjs/Maths/math.color";
  19586. import { Node } from "babylonjs/node";
  19587. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19588. import { Mesh } from "babylonjs/Meshes/mesh";
  19589. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  19590. import { Effect } from "babylonjs/Materials/effect";
  19591. import { Material } from "babylonjs/Materials/material";
  19592. import "babylonjs/Shaders/color.fragment";
  19593. import "babylonjs/Shaders/color.vertex";
  19594. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19595. /**
  19596. * Line mesh
  19597. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  19598. */
  19599. export class LinesMesh extends Mesh {
  19600. /**
  19601. * If vertex color should be applied to the mesh
  19602. */
  19603. readonly useVertexColor?: boolean | undefined;
  19604. /**
  19605. * If vertex alpha should be applied to the mesh
  19606. */
  19607. readonly useVertexAlpha?: boolean | undefined;
  19608. /**
  19609. * Color of the line (Default: White)
  19610. */
  19611. color: Color3;
  19612. /**
  19613. * Alpha of the line (Default: 1)
  19614. */
  19615. alpha: number;
  19616. /**
  19617. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  19618. * This margin is expressed in world space coordinates, so its value may vary.
  19619. * Default value is 0.1
  19620. */
  19621. intersectionThreshold: number;
  19622. private _colorShader;
  19623. private color4;
  19624. /**
  19625. * Creates a new LinesMesh
  19626. * @param name defines the name
  19627. * @param scene defines the hosting scene
  19628. * @param parent defines the parent mesh if any
  19629. * @param source defines the optional source LinesMesh used to clone data from
  19630. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  19631. * When false, achieved by calling a clone(), also passing False.
  19632. * This will make creation of children, recursive.
  19633. * @param useVertexColor defines if this LinesMesh supports vertex color
  19634. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  19635. */
  19636. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<LinesMesh>, doNotCloneChildren?: boolean,
  19637. /**
  19638. * If vertex color should be applied to the mesh
  19639. */
  19640. useVertexColor?: boolean | undefined,
  19641. /**
  19642. * If vertex alpha should be applied to the mesh
  19643. */
  19644. useVertexAlpha?: boolean | undefined);
  19645. private _addClipPlaneDefine;
  19646. private _removeClipPlaneDefine;
  19647. isReady(): boolean;
  19648. /**
  19649. * Returns the string "LineMesh"
  19650. */
  19651. getClassName(): string;
  19652. /**
  19653. * @hidden
  19654. */
  19655. /**
  19656. * @hidden
  19657. */
  19658. material: Material;
  19659. /**
  19660. * @hidden
  19661. */
  19662. readonly checkCollisions: boolean;
  19663. /** @hidden */
  19664. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  19665. /** @hidden */
  19666. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  19667. /**
  19668. * Disposes of the line mesh
  19669. * @param doNotRecurse If children should be disposed
  19670. */
  19671. dispose(doNotRecurse?: boolean): void;
  19672. /**
  19673. * Returns a new LineMesh object cloned from the current one.
  19674. */
  19675. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  19676. /**
  19677. * Creates a new InstancedLinesMesh object from the mesh model.
  19678. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  19679. * @param name defines the name of the new instance
  19680. * @returns a new InstancedLinesMesh
  19681. */
  19682. createInstance(name: string): InstancedLinesMesh;
  19683. }
  19684. /**
  19685. * Creates an instance based on a source LinesMesh
  19686. */
  19687. export class InstancedLinesMesh extends InstancedMesh {
  19688. /**
  19689. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  19690. * This margin is expressed in world space coordinates, so its value may vary.
  19691. * Initilized with the intersectionThreshold value of the source LinesMesh
  19692. */
  19693. intersectionThreshold: number;
  19694. constructor(name: string, source: LinesMesh);
  19695. /**
  19696. * Returns the string "InstancedLinesMesh".
  19697. */
  19698. getClassName(): string;
  19699. }
  19700. }
  19701. declare module "babylonjs/Shaders/line.fragment" {
  19702. /** @hidden */
  19703. export var linePixelShader: {
  19704. name: string;
  19705. shader: string;
  19706. };
  19707. }
  19708. declare module "babylonjs/Shaders/line.vertex" {
  19709. /** @hidden */
  19710. export var lineVertexShader: {
  19711. name: string;
  19712. shader: string;
  19713. };
  19714. }
  19715. declare module "babylonjs/Rendering/edgesRenderer" {
  19716. import { Nullable } from "babylonjs/types";
  19717. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  19718. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19719. import { Vector3 } from "babylonjs/Maths/math.vector";
  19720. import { IDisposable } from "babylonjs/scene";
  19721. import { ShaderMaterial } from "babylonjs/Materials/shaderMaterial";
  19722. import "babylonjs/Shaders/line.fragment";
  19723. import "babylonjs/Shaders/line.vertex";
  19724. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  19725. module "babylonjs/Meshes/abstractMesh" {
  19726. interface AbstractMesh {
  19727. /**
  19728. * Gets the edgesRenderer associated with the mesh
  19729. */
  19730. edgesRenderer: Nullable<EdgesRenderer>;
  19731. }
  19732. }
  19733. module "babylonjs/Meshes/linesMesh" {
  19734. interface LinesMesh {
  19735. /**
  19736. * Enables the edge rendering mode on the mesh.
  19737. * This mode makes the mesh edges visible
  19738. * @param epsilon defines the maximal distance between two angles to detect a face
  19739. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  19740. * @returns the currentAbstractMesh
  19741. * @see https://www.babylonjs-playground.com/#19O9TU#0
  19742. */
  19743. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  19744. }
  19745. }
  19746. module "babylonjs/Meshes/linesMesh" {
  19747. interface InstancedLinesMesh {
  19748. /**
  19749. * Enables the edge rendering mode on the mesh.
  19750. * This mode makes the mesh edges visible
  19751. * @param epsilon defines the maximal distance between two angles to detect a face
  19752. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  19753. * @returns the current InstancedLinesMesh
  19754. * @see https://www.babylonjs-playground.com/#19O9TU#0
  19755. */
  19756. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  19757. }
  19758. }
  19759. /**
  19760. * Defines the minimum contract an Edges renderer should follow.
  19761. */
  19762. export interface IEdgesRenderer extends IDisposable {
  19763. /**
  19764. * Gets or sets a boolean indicating if the edgesRenderer is active
  19765. */
  19766. isEnabled: boolean;
  19767. /**
  19768. * Renders the edges of the attached mesh,
  19769. */
  19770. render(): void;
  19771. /**
  19772. * Checks wether or not the edges renderer is ready to render.
  19773. * @return true if ready, otherwise false.
  19774. */
  19775. isReady(): boolean;
  19776. }
  19777. /**
  19778. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  19779. */
  19780. export class EdgesRenderer implements IEdgesRenderer {
  19781. /**
  19782. * Define the size of the edges with an orthographic camera
  19783. */
  19784. edgesWidthScalerForOrthographic: number;
  19785. /**
  19786. * Define the size of the edges with a perspective camera
  19787. */
  19788. edgesWidthScalerForPerspective: number;
  19789. protected _source: AbstractMesh;
  19790. protected _linesPositions: number[];
  19791. protected _linesNormals: number[];
  19792. protected _linesIndices: number[];
  19793. protected _epsilon: number;
  19794. protected _indicesCount: number;
  19795. protected _lineShader: ShaderMaterial;
  19796. protected _ib: DataBuffer;
  19797. protected _buffers: {
  19798. [key: string]: Nullable<VertexBuffer>;
  19799. };
  19800. protected _checkVerticesInsteadOfIndices: boolean;
  19801. private _meshRebuildObserver;
  19802. private _meshDisposeObserver;
  19803. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  19804. isEnabled: boolean;
  19805. /**
  19806. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  19807. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  19808. * @param source Mesh used to create edges
  19809. * @param epsilon sum of angles in adjacency to check for edge
  19810. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  19811. * @param generateEdgesLines - should generate Lines or only prepare resources.
  19812. */
  19813. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  19814. protected _prepareRessources(): void;
  19815. /** @hidden */
  19816. _rebuild(): void;
  19817. /**
  19818. * Releases the required resources for the edges renderer
  19819. */
  19820. dispose(): void;
  19821. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  19822. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  19823. /**
  19824. * Checks if the pair of p0 and p1 is en edge
  19825. * @param faceIndex
  19826. * @param edge
  19827. * @param faceNormals
  19828. * @param p0
  19829. * @param p1
  19830. * @private
  19831. */
  19832. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  19833. /**
  19834. * push line into the position, normal and index buffer
  19835. * @protected
  19836. */
  19837. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  19838. /**
  19839. * Generates lines edges from adjacencjes
  19840. * @private
  19841. */
  19842. _generateEdgesLines(): void;
  19843. /**
  19844. * Checks wether or not the edges renderer is ready to render.
  19845. * @return true if ready, otherwise false.
  19846. */
  19847. isReady(): boolean;
  19848. /**
  19849. * Renders the edges of the attached mesh,
  19850. */
  19851. render(): void;
  19852. }
  19853. /**
  19854. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  19855. */
  19856. export class LineEdgesRenderer extends EdgesRenderer {
  19857. /**
  19858. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  19859. * @param source LineMesh used to generate edges
  19860. * @param epsilon not important (specified angle for edge detection)
  19861. * @param checkVerticesInsteadOfIndices not important for LineMesh
  19862. */
  19863. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  19864. /**
  19865. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  19866. */
  19867. _generateEdgesLines(): void;
  19868. }
  19869. }
  19870. declare module "babylonjs/Rendering/renderingGroup" {
  19871. import { SmartArray } from "babylonjs/Misc/smartArray";
  19872. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19873. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19874. import { Nullable } from "babylonjs/types";
  19875. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  19876. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  19877. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  19878. import { Material } from "babylonjs/Materials/material";
  19879. import { Scene } from "babylonjs/scene";
  19880. /**
  19881. * This represents the object necessary to create a rendering group.
  19882. * This is exclusively used and created by the rendering manager.
  19883. * To modify the behavior, you use the available helpers in your scene or meshes.
  19884. * @hidden
  19885. */
  19886. export class RenderingGroup {
  19887. index: number;
  19888. private static _zeroVector;
  19889. private _scene;
  19890. private _opaqueSubMeshes;
  19891. private _transparentSubMeshes;
  19892. private _alphaTestSubMeshes;
  19893. private _depthOnlySubMeshes;
  19894. private _particleSystems;
  19895. private _spriteManagers;
  19896. private _opaqueSortCompareFn;
  19897. private _alphaTestSortCompareFn;
  19898. private _transparentSortCompareFn;
  19899. private _renderOpaque;
  19900. private _renderAlphaTest;
  19901. private _renderTransparent;
  19902. /** @hidden */
  19903. _edgesRenderers: SmartArray<IEdgesRenderer>;
  19904. onBeforeTransparentRendering: () => void;
  19905. /**
  19906. * Set the opaque sort comparison function.
  19907. * If null the sub meshes will be render in the order they were created
  19908. */
  19909. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19910. /**
  19911. * Set the alpha test sort comparison function.
  19912. * If null the sub meshes will be render in the order they were created
  19913. */
  19914. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19915. /**
  19916. * Set the transparent sort comparison function.
  19917. * If null the sub meshes will be render in the order they were created
  19918. */
  19919. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19920. /**
  19921. * Creates a new rendering group.
  19922. * @param index The rendering group index
  19923. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  19924. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  19925. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  19926. */
  19927. constructor(index: number, scene: Scene, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>);
  19928. /**
  19929. * Render all the sub meshes contained in the group.
  19930. * @param customRenderFunction Used to override the default render behaviour of the group.
  19931. * @returns true if rendered some submeshes.
  19932. */
  19933. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  19934. /**
  19935. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  19936. * @param subMeshes The submeshes to render
  19937. */
  19938. private renderOpaqueSorted;
  19939. /**
  19940. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  19941. * @param subMeshes The submeshes to render
  19942. */
  19943. private renderAlphaTestSorted;
  19944. /**
  19945. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  19946. * @param subMeshes The submeshes to render
  19947. */
  19948. private renderTransparentSorted;
  19949. /**
  19950. * Renders the submeshes in a specified order.
  19951. * @param subMeshes The submeshes to sort before render
  19952. * @param sortCompareFn The comparison function use to sort
  19953. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  19954. * @param transparent Specifies to activate blending if true
  19955. */
  19956. private static renderSorted;
  19957. /**
  19958. * Renders the submeshes in the order they were dispatched (no sort applied).
  19959. * @param subMeshes The submeshes to render
  19960. */
  19961. private static renderUnsorted;
  19962. /**
  19963. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19964. * are rendered back to front if in the same alpha index.
  19965. *
  19966. * @param a The first submesh
  19967. * @param b The second submesh
  19968. * @returns The result of the comparison
  19969. */
  19970. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  19971. /**
  19972. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19973. * are rendered back to front.
  19974. *
  19975. * @param a The first submesh
  19976. * @param b The second submesh
  19977. * @returns The result of the comparison
  19978. */
  19979. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  19980. /**
  19981. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19982. * are rendered front to back (prevent overdraw).
  19983. *
  19984. * @param a The first submesh
  19985. * @param b The second submesh
  19986. * @returns The result of the comparison
  19987. */
  19988. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  19989. /**
  19990. * Resets the different lists of submeshes to prepare a new frame.
  19991. */
  19992. prepare(): void;
  19993. dispose(): void;
  19994. /**
  19995. * Inserts the submesh in its correct queue depending on its material.
  19996. * @param subMesh The submesh to dispatch
  19997. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  19998. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  19999. */
  20000. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  20001. dispatchSprites(spriteManager: ISpriteManager): void;
  20002. dispatchParticles(particleSystem: IParticleSystem): void;
  20003. private _renderParticles;
  20004. private _renderSprites;
  20005. }
  20006. }
  20007. declare module "babylonjs/Rendering/renderingManager" {
  20008. import { Nullable } from "babylonjs/types";
  20009. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20010. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20011. import { SmartArray } from "babylonjs/Misc/smartArray";
  20012. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  20013. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  20014. import { Material } from "babylonjs/Materials/material";
  20015. import { Scene } from "babylonjs/scene";
  20016. import { Camera } from "babylonjs/Cameras/camera";
  20017. /**
  20018. * Interface describing the different options available in the rendering manager
  20019. * regarding Auto Clear between groups.
  20020. */
  20021. export interface IRenderingManagerAutoClearSetup {
  20022. /**
  20023. * Defines whether or not autoclear is enable.
  20024. */
  20025. autoClear: boolean;
  20026. /**
  20027. * Defines whether or not to autoclear the depth buffer.
  20028. */
  20029. depth: boolean;
  20030. /**
  20031. * Defines whether or not to autoclear the stencil buffer.
  20032. */
  20033. stencil: boolean;
  20034. }
  20035. /**
  20036. * This class is used by the onRenderingGroupObservable
  20037. */
  20038. export class RenderingGroupInfo {
  20039. /**
  20040. * The Scene that being rendered
  20041. */
  20042. scene: Scene;
  20043. /**
  20044. * The camera currently used for the rendering pass
  20045. */
  20046. camera: Nullable<Camera>;
  20047. /**
  20048. * The ID of the renderingGroup being processed
  20049. */
  20050. renderingGroupId: number;
  20051. }
  20052. /**
  20053. * This is the manager responsible of all the rendering for meshes sprites and particles.
  20054. * It is enable to manage the different groups as well as the different necessary sort functions.
  20055. * This should not be used directly aside of the few static configurations
  20056. */
  20057. export class RenderingManager {
  20058. /**
  20059. * The max id used for rendering groups (not included)
  20060. */
  20061. static MAX_RENDERINGGROUPS: number;
  20062. /**
  20063. * The min id used for rendering groups (included)
  20064. */
  20065. static MIN_RENDERINGGROUPS: number;
  20066. /**
  20067. * Used to globally prevent autoclearing scenes.
  20068. */
  20069. static AUTOCLEAR: boolean;
  20070. /**
  20071. * @hidden
  20072. */
  20073. _useSceneAutoClearSetup: boolean;
  20074. private _scene;
  20075. private _renderingGroups;
  20076. private _depthStencilBufferAlreadyCleaned;
  20077. private _autoClearDepthStencil;
  20078. private _customOpaqueSortCompareFn;
  20079. private _customAlphaTestSortCompareFn;
  20080. private _customTransparentSortCompareFn;
  20081. private _renderingGroupInfo;
  20082. /**
  20083. * Instantiates a new rendering group for a particular scene
  20084. * @param scene Defines the scene the groups belongs to
  20085. */
  20086. constructor(scene: Scene);
  20087. private _clearDepthStencilBuffer;
  20088. /**
  20089. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  20090. * @hidden
  20091. */
  20092. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  20093. /**
  20094. * Resets the different information of the group to prepare a new frame
  20095. * @hidden
  20096. */
  20097. reset(): void;
  20098. /**
  20099. * Dispose and release the group and its associated resources.
  20100. * @hidden
  20101. */
  20102. dispose(): void;
  20103. /**
  20104. * Clear the info related to rendering groups preventing retention points during dispose.
  20105. */
  20106. freeRenderingGroups(): void;
  20107. private _prepareRenderingGroup;
  20108. /**
  20109. * Add a sprite manager to the rendering manager in order to render it this frame.
  20110. * @param spriteManager Define the sprite manager to render
  20111. */
  20112. dispatchSprites(spriteManager: ISpriteManager): void;
  20113. /**
  20114. * Add a particle system to the rendering manager in order to render it this frame.
  20115. * @param particleSystem Define the particle system to render
  20116. */
  20117. dispatchParticles(particleSystem: IParticleSystem): void;
  20118. /**
  20119. * Add a submesh to the manager in order to render it this frame
  20120. * @param subMesh The submesh to dispatch
  20121. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  20122. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  20123. */
  20124. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  20125. /**
  20126. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20127. * This allowed control for front to back rendering or reversly depending of the special needs.
  20128. *
  20129. * @param renderingGroupId The rendering group id corresponding to its index
  20130. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20131. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20132. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20133. */
  20134. setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
  20135. /**
  20136. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20137. *
  20138. * @param renderingGroupId The rendering group id corresponding to its index
  20139. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20140. * @param depth Automatically clears depth between groups if true and autoClear is true.
  20141. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  20142. */
  20143. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  20144. /**
  20145. * Gets the current auto clear configuration for one rendering group of the rendering
  20146. * manager.
  20147. * @param index the rendering group index to get the information for
  20148. * @returns The auto clear setup for the requested rendering group
  20149. */
  20150. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  20151. }
  20152. }
  20153. declare module "babylonjs/Materials/Textures/renderTargetTexture" {
  20154. import { Observable } from "babylonjs/Misc/observable";
  20155. import { SmartArray } from "babylonjs/Misc/smartArray";
  20156. import { Nullable } from "babylonjs/types";
  20157. import { Camera } from "babylonjs/Cameras/camera";
  20158. import { Scene } from "babylonjs/scene";
  20159. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  20160. import { Color4 } from "babylonjs/Maths/math.color";
  20161. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  20162. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20163. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20164. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  20165. import { Texture } from "babylonjs/Materials/Textures/texture";
  20166. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  20167. import { RenderingManager } from "babylonjs/Rendering/renderingManager";
  20168. import "babylonjs/Engines/Extensions/engine.renderTarget";
  20169. import { Engine } from "babylonjs/Engines/engine";
  20170. /**
  20171. * This Helps creating a texture that will be created from a camera in your scene.
  20172. * It is basically a dynamic texture that could be used to create special effects for instance.
  20173. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  20174. */
  20175. export class RenderTargetTexture extends Texture {
  20176. isCube: boolean;
  20177. /**
  20178. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  20179. */
  20180. static readonly REFRESHRATE_RENDER_ONCE: number;
  20181. /**
  20182. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  20183. */
  20184. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  20185. /**
  20186. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  20187. * the central point of your effect and can save a lot of performances.
  20188. */
  20189. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  20190. /**
  20191. * Use this predicate to dynamically define the list of mesh you want to render.
  20192. * If set, the renderList property will be overwritten.
  20193. */
  20194. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  20195. private _renderList;
  20196. /**
  20197. * Use this list to define the list of mesh you want to render.
  20198. */
  20199. renderList: Nullable<Array<AbstractMesh>>;
  20200. private _hookArray;
  20201. /**
  20202. * Define if particles should be rendered in your texture.
  20203. */
  20204. renderParticles: boolean;
  20205. /**
  20206. * Define if sprites should be rendered in your texture.
  20207. */
  20208. renderSprites: boolean;
  20209. /**
  20210. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  20211. */
  20212. coordinatesMode: number;
  20213. /**
  20214. * Define the camera used to render the texture.
  20215. */
  20216. activeCamera: Nullable<Camera>;
  20217. /**
  20218. * Override the render function of the texture with your own one.
  20219. */
  20220. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  20221. /**
  20222. * Define if camera post processes should be use while rendering the texture.
  20223. */
  20224. useCameraPostProcesses: boolean;
  20225. /**
  20226. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  20227. */
  20228. ignoreCameraViewport: boolean;
  20229. private _postProcessManager;
  20230. private _postProcesses;
  20231. private _resizeObserver;
  20232. /**
  20233. * An event triggered when the texture is unbind.
  20234. */
  20235. onBeforeBindObservable: Observable<RenderTargetTexture>;
  20236. /**
  20237. * An event triggered when the texture is unbind.
  20238. */
  20239. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  20240. private _onAfterUnbindObserver;
  20241. /**
  20242. * Set a after unbind callback in the texture.
  20243. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  20244. */
  20245. onAfterUnbind: () => void;
  20246. /**
  20247. * An event triggered before rendering the texture
  20248. */
  20249. onBeforeRenderObservable: Observable<number>;
  20250. private _onBeforeRenderObserver;
  20251. /**
  20252. * Set a before render callback in the texture.
  20253. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  20254. */
  20255. onBeforeRender: (faceIndex: number) => void;
  20256. /**
  20257. * An event triggered after rendering the texture
  20258. */
  20259. onAfterRenderObservable: Observable<number>;
  20260. private _onAfterRenderObserver;
  20261. /**
  20262. * Set a after render callback in the texture.
  20263. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  20264. */
  20265. onAfterRender: (faceIndex: number) => void;
  20266. /**
  20267. * An event triggered after the texture clear
  20268. */
  20269. onClearObservable: Observable<Engine>;
  20270. private _onClearObserver;
  20271. /**
  20272. * Set a clear callback in the texture.
  20273. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  20274. */
  20275. onClear: (Engine: Engine) => void;
  20276. /**
  20277. * An event triggered when the texture is resized.
  20278. */
  20279. onResizeObservable: Observable<RenderTargetTexture>;
  20280. /**
  20281. * Define the clear color of the Render Target if it should be different from the scene.
  20282. */
  20283. clearColor: Color4;
  20284. protected _size: number | {
  20285. width: number;
  20286. height: number;
  20287. };
  20288. protected _initialSizeParameter: number | {
  20289. width: number;
  20290. height: number;
  20291. } | {
  20292. ratio: number;
  20293. };
  20294. protected _sizeRatio: Nullable<number>;
  20295. /** @hidden */
  20296. _generateMipMaps: boolean;
  20297. protected _renderingManager: RenderingManager;
  20298. /** @hidden */
  20299. _waitingRenderList: string[];
  20300. protected _doNotChangeAspectRatio: boolean;
  20301. protected _currentRefreshId: number;
  20302. protected _refreshRate: number;
  20303. protected _textureMatrix: Matrix;
  20304. protected _samples: number;
  20305. protected _renderTargetOptions: RenderTargetCreationOptions;
  20306. /**
  20307. * Gets render target creation options that were used.
  20308. */
  20309. readonly renderTargetOptions: RenderTargetCreationOptions;
  20310. protected _engine: Engine;
  20311. protected _onRatioRescale(): void;
  20312. /**
  20313. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  20314. * It must define where the camera used to render the texture is set
  20315. */
  20316. boundingBoxPosition: Vector3;
  20317. private _boundingBoxSize;
  20318. /**
  20319. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  20320. * When defined, the cubemap will switch to local mode
  20321. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  20322. * @example https://www.babylonjs-playground.com/#RNASML
  20323. */
  20324. boundingBoxSize: Vector3;
  20325. /**
  20326. * In case the RTT has been created with a depth texture, get the associated
  20327. * depth texture.
  20328. * Otherwise, return null.
  20329. */
  20330. depthStencilTexture: Nullable<InternalTexture>;
  20331. /**
  20332. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  20333. * or used a shadow, depth texture...
  20334. * @param name The friendly name of the texture
  20335. * @param size The size of the RTT (number if square, or {width: number, height:number} or {ratio:} to define a ratio from the main scene)
  20336. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  20337. * @param generateMipMaps True if mip maps need to be generated after render.
  20338. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  20339. * @param type The type of the buffer in the RTT (int, half float, float...)
  20340. * @param isCube True if a cube texture needs to be created
  20341. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  20342. * @param generateDepthBuffer True to generate a depth buffer
  20343. * @param generateStencilBuffer True to generate a stencil buffer
  20344. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  20345. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  20346. * @param delayAllocation if the texture allocation should be delayed (default: false)
  20347. */
  20348. constructor(name: string, size: number | {
  20349. width: number;
  20350. height: number;
  20351. } | {
  20352. ratio: number;
  20353. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  20354. /**
  20355. * Creates a depth stencil texture.
  20356. * This is only available in WebGL 2 or with the depth texture extension available.
  20357. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  20358. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  20359. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  20360. */
  20361. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  20362. private _processSizeParameter;
  20363. /**
  20364. * Define the number of samples to use in case of MSAA.
  20365. * It defaults to one meaning no MSAA has been enabled.
  20366. */
  20367. samples: number;
  20368. /**
  20369. * Resets the refresh counter of the texture and start bak from scratch.
  20370. * Could be useful to regenerate the texture if it is setup to render only once.
  20371. */
  20372. resetRefreshCounter(): void;
  20373. /**
  20374. * Define the refresh rate of the texture or the rendering frequency.
  20375. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  20376. */
  20377. refreshRate: number;
  20378. /**
  20379. * Adds a post process to the render target rendering passes.
  20380. * @param postProcess define the post process to add
  20381. */
  20382. addPostProcess(postProcess: PostProcess): void;
  20383. /**
  20384. * Clear all the post processes attached to the render target
  20385. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  20386. */
  20387. clearPostProcesses(dispose?: boolean): void;
  20388. /**
  20389. * Remove one of the post process from the list of attached post processes to the texture
  20390. * @param postProcess define the post process to remove from the list
  20391. */
  20392. removePostProcess(postProcess: PostProcess): void;
  20393. /** @hidden */
  20394. _shouldRender(): boolean;
  20395. /**
  20396. * Gets the actual render size of the texture.
  20397. * @returns the width of the render size
  20398. */
  20399. getRenderSize(): number;
  20400. /**
  20401. * Gets the actual render width of the texture.
  20402. * @returns the width of the render size
  20403. */
  20404. getRenderWidth(): number;
  20405. /**
  20406. * Gets the actual render height of the texture.
  20407. * @returns the height of the render size
  20408. */
  20409. getRenderHeight(): number;
  20410. /**
  20411. * Get if the texture can be rescaled or not.
  20412. */
  20413. readonly canRescale: boolean;
  20414. /**
  20415. * Resize the texture using a ratio.
  20416. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  20417. */
  20418. scale(ratio: number): void;
  20419. /**
  20420. * Get the texture reflection matrix used to rotate/transform the reflection.
  20421. * @returns the reflection matrix
  20422. */
  20423. getReflectionTextureMatrix(): Matrix;
  20424. /**
  20425. * Resize the texture to a new desired size.
  20426. * Be carrefull as it will recreate all the data in the new texture.
  20427. * @param size Define the new size. It can be:
  20428. * - a number for squared texture,
  20429. * - an object containing { width: number, height: number }
  20430. * - or an object containing a ratio { ratio: number }
  20431. */
  20432. resize(size: number | {
  20433. width: number;
  20434. height: number;
  20435. } | {
  20436. ratio: number;
  20437. }): void;
  20438. /**
  20439. * Renders all the objects from the render list into the texture.
  20440. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  20441. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  20442. */
  20443. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  20444. private _bestReflectionRenderTargetDimension;
  20445. /**
  20446. * @hidden
  20447. * @param faceIndex face index to bind to if this is a cubetexture
  20448. */
  20449. _bindFrameBuffer(faceIndex?: number): void;
  20450. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  20451. private renderToTarget;
  20452. /**
  20453. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20454. * This allowed control for front to back rendering or reversly depending of the special needs.
  20455. *
  20456. * @param renderingGroupId The rendering group id corresponding to its index
  20457. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20458. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20459. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20460. */
  20461. setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
  20462. /**
  20463. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20464. *
  20465. * @param renderingGroupId The rendering group id corresponding to its index
  20466. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20467. */
  20468. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  20469. /**
  20470. * Clones the texture.
  20471. * @returns the cloned texture
  20472. */
  20473. clone(): RenderTargetTexture;
  20474. /**
  20475. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  20476. * @returns The JSON representation of the texture
  20477. */
  20478. serialize(): any;
  20479. /**
  20480. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  20481. */
  20482. disposeFramebufferObjects(): void;
  20483. /**
  20484. * Dispose the texture and release its associated resources.
  20485. */
  20486. dispose(): void;
  20487. /** @hidden */
  20488. _rebuild(): void;
  20489. /**
  20490. * Clear the info related to rendering groups preventing retention point in material dispose.
  20491. */
  20492. freeRenderingGroups(): void;
  20493. /**
  20494. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  20495. * @returns the view count
  20496. */
  20497. getViewCount(): number;
  20498. }
  20499. }
  20500. declare module "babylonjs/Materials/material" {
  20501. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  20502. import { SmartArray } from "babylonjs/Misc/smartArray";
  20503. import { Observable } from "babylonjs/Misc/observable";
  20504. import { Nullable } from "babylonjs/types";
  20505. import { Scene } from "babylonjs/scene";
  20506. import { Matrix } from "babylonjs/Maths/math.vector";
  20507. import { BaseSubMesh, SubMesh } from "babylonjs/Meshes/subMesh";
  20508. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20509. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  20510. import { Effect } from "babylonjs/Materials/effect";
  20511. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  20512. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  20513. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  20514. import { IInspectable } from "babylonjs/Misc/iInspectable";
  20515. import { Mesh } from "babylonjs/Meshes/mesh";
  20516. import { Animation } from "babylonjs/Animations/animation";
  20517. /**
  20518. * Base class for the main features of a material in Babylon.js
  20519. */
  20520. export class Material implements IAnimatable {
  20521. /**
  20522. * Returns the triangle fill mode
  20523. */
  20524. static readonly TriangleFillMode: number;
  20525. /**
  20526. * Returns the wireframe mode
  20527. */
  20528. static readonly WireFrameFillMode: number;
  20529. /**
  20530. * Returns the point fill mode
  20531. */
  20532. static readonly PointFillMode: number;
  20533. /**
  20534. * Returns the point list draw mode
  20535. */
  20536. static readonly PointListDrawMode: number;
  20537. /**
  20538. * Returns the line list draw mode
  20539. */
  20540. static readonly LineListDrawMode: number;
  20541. /**
  20542. * Returns the line loop draw mode
  20543. */
  20544. static readonly LineLoopDrawMode: number;
  20545. /**
  20546. * Returns the line strip draw mode
  20547. */
  20548. static readonly LineStripDrawMode: number;
  20549. /**
  20550. * Returns the triangle strip draw mode
  20551. */
  20552. static readonly TriangleStripDrawMode: number;
  20553. /**
  20554. * Returns the triangle fan draw mode
  20555. */
  20556. static readonly TriangleFanDrawMode: number;
  20557. /**
  20558. * Stores the clock-wise side orientation
  20559. */
  20560. static readonly ClockWiseSideOrientation: number;
  20561. /**
  20562. * Stores the counter clock-wise side orientation
  20563. */
  20564. static readonly CounterClockWiseSideOrientation: number;
  20565. /**
  20566. * The dirty texture flag value
  20567. */
  20568. static readonly TextureDirtyFlag: number;
  20569. /**
  20570. * The dirty light flag value
  20571. */
  20572. static readonly LightDirtyFlag: number;
  20573. /**
  20574. * The dirty fresnel flag value
  20575. */
  20576. static readonly FresnelDirtyFlag: number;
  20577. /**
  20578. * The dirty attribute flag value
  20579. */
  20580. static readonly AttributesDirtyFlag: number;
  20581. /**
  20582. * The dirty misc flag value
  20583. */
  20584. static readonly MiscDirtyFlag: number;
  20585. /**
  20586. * The all dirty flag value
  20587. */
  20588. static readonly AllDirtyFlag: number;
  20589. /**
  20590. * The ID of the material
  20591. */
  20592. id: string;
  20593. /**
  20594. * Gets or sets the unique id of the material
  20595. */
  20596. uniqueId: number;
  20597. /**
  20598. * The name of the material
  20599. */
  20600. name: string;
  20601. /**
  20602. * Gets or sets user defined metadata
  20603. */
  20604. metadata: any;
  20605. /**
  20606. * For internal use only. Please do not use.
  20607. */
  20608. reservedDataStore: any;
  20609. /**
  20610. * Specifies if the ready state should be checked on each call
  20611. */
  20612. checkReadyOnEveryCall: boolean;
  20613. /**
  20614. * Specifies if the ready state should be checked once
  20615. */
  20616. checkReadyOnlyOnce: boolean;
  20617. /**
  20618. * The state of the material
  20619. */
  20620. state: string;
  20621. /**
  20622. * The alpha value of the material
  20623. */
  20624. protected _alpha: number;
  20625. /**
  20626. * List of inspectable custom properties (used by the Inspector)
  20627. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  20628. */
  20629. inspectableCustomProperties: IInspectable[];
  20630. /**
  20631. * Sets the alpha value of the material
  20632. */
  20633. /**
  20634. * Gets the alpha value of the material
  20635. */
  20636. alpha: number;
  20637. /**
  20638. * Specifies if back face culling is enabled
  20639. */
  20640. protected _backFaceCulling: boolean;
  20641. /**
  20642. * Sets the back-face culling state
  20643. */
  20644. /**
  20645. * Gets the back-face culling state
  20646. */
  20647. backFaceCulling: boolean;
  20648. /**
  20649. * Stores the value for side orientation
  20650. */
  20651. sideOrientation: number;
  20652. /**
  20653. * Callback triggered when the material is compiled
  20654. */
  20655. onCompiled: Nullable<(effect: Effect) => void>;
  20656. /**
  20657. * Callback triggered when an error occurs
  20658. */
  20659. onError: Nullable<(effect: Effect, errors: string) => void>;
  20660. /**
  20661. * Callback triggered to get the render target textures
  20662. */
  20663. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  20664. /**
  20665. * Gets a boolean indicating that current material needs to register RTT
  20666. */
  20667. readonly hasRenderTargetTextures: boolean;
  20668. /**
  20669. * Specifies if the material should be serialized
  20670. */
  20671. doNotSerialize: boolean;
  20672. /**
  20673. * @hidden
  20674. */
  20675. _storeEffectOnSubMeshes: boolean;
  20676. /**
  20677. * Stores the animations for the material
  20678. */
  20679. animations: Nullable<Array<Animation>>;
  20680. /**
  20681. * An event triggered when the material is disposed
  20682. */
  20683. onDisposeObservable: Observable<Material>;
  20684. /**
  20685. * An observer which watches for dispose events
  20686. */
  20687. private _onDisposeObserver;
  20688. private _onUnBindObservable;
  20689. /**
  20690. * Called during a dispose event
  20691. */
  20692. onDispose: () => void;
  20693. private _onBindObservable;
  20694. /**
  20695. * An event triggered when the material is bound
  20696. */
  20697. readonly onBindObservable: Observable<AbstractMesh>;
  20698. /**
  20699. * An observer which watches for bind events
  20700. */
  20701. private _onBindObserver;
  20702. /**
  20703. * Called during a bind event
  20704. */
  20705. onBind: (Mesh: AbstractMesh) => void;
  20706. /**
  20707. * An event triggered when the material is unbound
  20708. */
  20709. readonly onUnBindObservable: Observable<Material>;
  20710. /**
  20711. * Stores the value of the alpha mode
  20712. */
  20713. private _alphaMode;
  20714. /**
  20715. * Sets the value of the alpha mode.
  20716. *
  20717. * | Value | Type | Description |
  20718. * | --- | --- | --- |
  20719. * | 0 | ALPHA_DISABLE | |
  20720. * | 1 | ALPHA_ADD | |
  20721. * | 2 | ALPHA_COMBINE | |
  20722. * | 3 | ALPHA_SUBTRACT | |
  20723. * | 4 | ALPHA_MULTIPLY | |
  20724. * | 5 | ALPHA_MAXIMIZED | |
  20725. * | 6 | ALPHA_ONEONE | |
  20726. * | 7 | ALPHA_PREMULTIPLIED | |
  20727. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  20728. * | 9 | ALPHA_INTERPOLATE | |
  20729. * | 10 | ALPHA_SCREENMODE | |
  20730. *
  20731. */
  20732. /**
  20733. * Gets the value of the alpha mode
  20734. */
  20735. alphaMode: number;
  20736. /**
  20737. * Stores the state of the need depth pre-pass value
  20738. */
  20739. private _needDepthPrePass;
  20740. /**
  20741. * Sets the need depth pre-pass value
  20742. */
  20743. /**
  20744. * Gets the depth pre-pass value
  20745. */
  20746. needDepthPrePass: boolean;
  20747. /**
  20748. * Specifies if depth writing should be disabled
  20749. */
  20750. disableDepthWrite: boolean;
  20751. /**
  20752. * Specifies if depth writing should be forced
  20753. */
  20754. forceDepthWrite: boolean;
  20755. /**
  20756. * Specifies if there should be a separate pass for culling
  20757. */
  20758. separateCullingPass: boolean;
  20759. /**
  20760. * Stores the state specifing if fog should be enabled
  20761. */
  20762. private _fogEnabled;
  20763. /**
  20764. * Sets the state for enabling fog
  20765. */
  20766. /**
  20767. * Gets the value of the fog enabled state
  20768. */
  20769. fogEnabled: boolean;
  20770. /**
  20771. * Stores the size of points
  20772. */
  20773. pointSize: number;
  20774. /**
  20775. * Stores the z offset value
  20776. */
  20777. zOffset: number;
  20778. /**
  20779. * Gets a value specifying if wireframe mode is enabled
  20780. */
  20781. /**
  20782. * Sets the state of wireframe mode
  20783. */
  20784. wireframe: boolean;
  20785. /**
  20786. * Gets the value specifying if point clouds are enabled
  20787. */
  20788. /**
  20789. * Sets the state of point cloud mode
  20790. */
  20791. pointsCloud: boolean;
  20792. /**
  20793. * Gets the material fill mode
  20794. */
  20795. /**
  20796. * Sets the material fill mode
  20797. */
  20798. fillMode: number;
  20799. /**
  20800. * @hidden
  20801. * Stores the effects for the material
  20802. */
  20803. _effect: Nullable<Effect>;
  20804. /**
  20805. * @hidden
  20806. * Specifies if the material was previously ready
  20807. */
  20808. _wasPreviouslyReady: boolean;
  20809. /**
  20810. * Specifies if uniform buffers should be used
  20811. */
  20812. private _useUBO;
  20813. /**
  20814. * Stores a reference to the scene
  20815. */
  20816. private _scene;
  20817. /**
  20818. * Stores the fill mode state
  20819. */
  20820. private _fillMode;
  20821. /**
  20822. * Specifies if the depth write state should be cached
  20823. */
  20824. private _cachedDepthWriteState;
  20825. /**
  20826. * Stores the uniform buffer
  20827. */
  20828. protected _uniformBuffer: UniformBuffer;
  20829. /** @hidden */
  20830. _indexInSceneMaterialArray: number;
  20831. /** @hidden */
  20832. meshMap: Nullable<{
  20833. [id: string]: AbstractMesh | undefined;
  20834. }>;
  20835. /**
  20836. * Creates a material instance
  20837. * @param name defines the name of the material
  20838. * @param scene defines the scene to reference
  20839. * @param doNotAdd specifies if the material should be added to the scene
  20840. */
  20841. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  20842. /**
  20843. * Returns a string representation of the current material
  20844. * @param fullDetails defines a boolean indicating which levels of logging is desired
  20845. * @returns a string with material information
  20846. */
  20847. toString(fullDetails?: boolean): string;
  20848. /**
  20849. * Gets the class name of the material
  20850. * @returns a string with the class name of the material
  20851. */
  20852. getClassName(): string;
  20853. /**
  20854. * Specifies if updates for the material been locked
  20855. */
  20856. readonly isFrozen: boolean;
  20857. /**
  20858. * Locks updates for the material
  20859. */
  20860. freeze(): void;
  20861. /**
  20862. * Unlocks updates for the material
  20863. */
  20864. unfreeze(): void;
  20865. /**
  20866. * Specifies if the material is ready to be used
  20867. * @param mesh defines the mesh to check
  20868. * @param useInstances specifies if instances should be used
  20869. * @returns a boolean indicating if the material is ready to be used
  20870. */
  20871. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  20872. /**
  20873. * Specifies that the submesh is ready to be used
  20874. * @param mesh defines the mesh to check
  20875. * @param subMesh defines which submesh to check
  20876. * @param useInstances specifies that instances should be used
  20877. * @returns a boolean indicating that the submesh is ready or not
  20878. */
  20879. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  20880. /**
  20881. * Returns the material effect
  20882. * @returns the effect associated with the material
  20883. */
  20884. getEffect(): Nullable<Effect>;
  20885. /**
  20886. * Returns the current scene
  20887. * @returns a Scene
  20888. */
  20889. getScene(): Scene;
  20890. /**
  20891. * Specifies if the material will require alpha blending
  20892. * @returns a boolean specifying if alpha blending is needed
  20893. */
  20894. needAlphaBlending(): boolean;
  20895. /**
  20896. * Specifies if the mesh will require alpha blending
  20897. * @param mesh defines the mesh to check
  20898. * @returns a boolean specifying if alpha blending is needed for the mesh
  20899. */
  20900. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  20901. /**
  20902. * Specifies if this material should be rendered in alpha test mode
  20903. * @returns a boolean specifying if an alpha test is needed.
  20904. */
  20905. needAlphaTesting(): boolean;
  20906. /**
  20907. * Gets the texture used for the alpha test
  20908. * @returns the texture to use for alpha testing
  20909. */
  20910. getAlphaTestTexture(): Nullable<BaseTexture>;
  20911. /**
  20912. * Marks the material to indicate that it needs to be re-calculated
  20913. */
  20914. markDirty(): void;
  20915. /** @hidden */
  20916. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  20917. /**
  20918. * Binds the material to the mesh
  20919. * @param world defines the world transformation matrix
  20920. * @param mesh defines the mesh to bind the material to
  20921. */
  20922. bind(world: Matrix, mesh?: Mesh): void;
  20923. /**
  20924. * Binds the submesh to the material
  20925. * @param world defines the world transformation matrix
  20926. * @param mesh defines the mesh containing the submesh
  20927. * @param subMesh defines the submesh to bind the material to
  20928. */
  20929. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  20930. /**
  20931. * Binds the world matrix to the material
  20932. * @param world defines the world transformation matrix
  20933. */
  20934. bindOnlyWorldMatrix(world: Matrix): void;
  20935. /**
  20936. * Binds the scene's uniform buffer to the effect.
  20937. * @param effect defines the effect to bind to the scene uniform buffer
  20938. * @param sceneUbo defines the uniform buffer storing scene data
  20939. */
  20940. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  20941. /**
  20942. * Binds the view matrix to the effect
  20943. * @param effect defines the effect to bind the view matrix to
  20944. */
  20945. bindView(effect: Effect): void;
  20946. /**
  20947. * Binds the view projection matrix to the effect
  20948. * @param effect defines the effect to bind the view projection matrix to
  20949. */
  20950. bindViewProjection(effect: Effect): void;
  20951. /**
  20952. * Specifies if material alpha testing should be turned on for the mesh
  20953. * @param mesh defines the mesh to check
  20954. */
  20955. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  20956. /**
  20957. * Processes to execute after binding the material to a mesh
  20958. * @param mesh defines the rendered mesh
  20959. */
  20960. protected _afterBind(mesh?: Mesh): void;
  20961. /**
  20962. * Unbinds the material from the mesh
  20963. */
  20964. unbind(): void;
  20965. /**
  20966. * Gets the active textures from the material
  20967. * @returns an array of textures
  20968. */
  20969. getActiveTextures(): BaseTexture[];
  20970. /**
  20971. * Specifies if the material uses a texture
  20972. * @param texture defines the texture to check against the material
  20973. * @returns a boolean specifying if the material uses the texture
  20974. */
  20975. hasTexture(texture: BaseTexture): boolean;
  20976. /**
  20977. * Makes a duplicate of the material, and gives it a new name
  20978. * @param name defines the new name for the duplicated material
  20979. * @returns the cloned material
  20980. */
  20981. clone(name: string): Nullable<Material>;
  20982. /**
  20983. * Gets the meshes bound to the material
  20984. * @returns an array of meshes bound to the material
  20985. */
  20986. getBindedMeshes(): AbstractMesh[];
  20987. /**
  20988. * Force shader compilation
  20989. * @param mesh defines the mesh associated with this material
  20990. * @param onCompiled defines a function to execute once the material is compiled
  20991. * @param options defines the options to configure the compilation
  20992. */
  20993. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  20994. clipPlane: boolean;
  20995. }>): void;
  20996. /**
  20997. * Force shader compilation
  20998. * @param mesh defines the mesh that will use this material
  20999. * @param options defines additional options for compiling the shaders
  21000. * @returns a promise that resolves when the compilation completes
  21001. */
  21002. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<{
  21003. clipPlane: boolean;
  21004. }>): Promise<void>;
  21005. private static readonly _AllDirtyCallBack;
  21006. private static readonly _ImageProcessingDirtyCallBack;
  21007. private static readonly _TextureDirtyCallBack;
  21008. private static readonly _FresnelDirtyCallBack;
  21009. private static readonly _MiscDirtyCallBack;
  21010. private static readonly _LightsDirtyCallBack;
  21011. private static readonly _AttributeDirtyCallBack;
  21012. private static _FresnelAndMiscDirtyCallBack;
  21013. private static _TextureAndMiscDirtyCallBack;
  21014. private static readonly _DirtyCallbackArray;
  21015. private static readonly _RunDirtyCallBacks;
  21016. /**
  21017. * Marks a define in the material to indicate that it needs to be re-computed
  21018. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  21019. */
  21020. markAsDirty(flag: number): void;
  21021. /**
  21022. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  21023. * @param func defines a function which checks material defines against the submeshes
  21024. */
  21025. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  21026. /**
  21027. * Indicates that we need to re-calculated for all submeshes
  21028. */
  21029. protected _markAllSubMeshesAsAllDirty(): void;
  21030. /**
  21031. * Indicates that image processing needs to be re-calculated for all submeshes
  21032. */
  21033. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  21034. /**
  21035. * Indicates that textures need to be re-calculated for all submeshes
  21036. */
  21037. protected _markAllSubMeshesAsTexturesDirty(): void;
  21038. /**
  21039. * Indicates that fresnel needs to be re-calculated for all submeshes
  21040. */
  21041. protected _markAllSubMeshesAsFresnelDirty(): void;
  21042. /**
  21043. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  21044. */
  21045. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  21046. /**
  21047. * Indicates that lights need to be re-calculated for all submeshes
  21048. */
  21049. protected _markAllSubMeshesAsLightsDirty(): void;
  21050. /**
  21051. * Indicates that attributes need to be re-calculated for all submeshes
  21052. */
  21053. protected _markAllSubMeshesAsAttributesDirty(): void;
  21054. /**
  21055. * Indicates that misc needs to be re-calculated for all submeshes
  21056. */
  21057. protected _markAllSubMeshesAsMiscDirty(): void;
  21058. /**
  21059. * Indicates that textures and misc need to be re-calculated for all submeshes
  21060. */
  21061. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  21062. /**
  21063. * Disposes the material
  21064. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  21065. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  21066. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  21067. */
  21068. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  21069. /** @hidden */
  21070. private releaseVertexArrayObject;
  21071. /**
  21072. * Serializes this material
  21073. * @returns the serialized material object
  21074. */
  21075. serialize(): any;
  21076. /**
  21077. * Creates a material from parsed material data
  21078. * @param parsedMaterial defines parsed material data
  21079. * @param scene defines the hosting scene
  21080. * @param rootUrl defines the root URL to use to load textures
  21081. * @returns a new material
  21082. */
  21083. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  21084. }
  21085. }
  21086. declare module "babylonjs/Materials/multiMaterial" {
  21087. import { Nullable } from "babylonjs/types";
  21088. import { Scene } from "babylonjs/scene";
  21089. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21090. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  21091. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  21092. import { Material } from "babylonjs/Materials/material";
  21093. /**
  21094. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21095. * separate meshes. This can be use to improve performances.
  21096. * @see http://doc.babylonjs.com/how_to/multi_materials
  21097. */
  21098. export class MultiMaterial extends Material {
  21099. private _subMaterials;
  21100. /**
  21101. * Gets or Sets the list of Materials used within the multi material.
  21102. * They need to be ordered according to the submeshes order in the associated mesh
  21103. */
  21104. subMaterials: Nullable<Material>[];
  21105. /**
  21106. * Function used to align with Node.getChildren()
  21107. * @returns the list of Materials used within the multi material
  21108. */
  21109. getChildren(): Nullable<Material>[];
  21110. /**
  21111. * Instantiates a new Multi Material
  21112. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21113. * separate meshes. This can be use to improve performances.
  21114. * @see http://doc.babylonjs.com/how_to/multi_materials
  21115. * @param name Define the name in the scene
  21116. * @param scene Define the scene the material belongs to
  21117. */
  21118. constructor(name: string, scene: Scene);
  21119. private _hookArray;
  21120. /**
  21121. * Get one of the submaterial by its index in the submaterials array
  21122. * @param index The index to look the sub material at
  21123. * @returns The Material if the index has been defined
  21124. */
  21125. getSubMaterial(index: number): Nullable<Material>;
  21126. /**
  21127. * Get the list of active textures for the whole sub materials list.
  21128. * @returns All the textures that will be used during the rendering
  21129. */
  21130. getActiveTextures(): BaseTexture[];
  21131. /**
  21132. * Gets the current class name of the material e.g. "MultiMaterial"
  21133. * Mainly use in serialization.
  21134. * @returns the class name
  21135. */
  21136. getClassName(): string;
  21137. /**
  21138. * Checks if the material is ready to render the requested sub mesh
  21139. * @param mesh Define the mesh the submesh belongs to
  21140. * @param subMesh Define the sub mesh to look readyness for
  21141. * @param useInstances Define whether or not the material is used with instances
  21142. * @returns true if ready, otherwise false
  21143. */
  21144. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  21145. /**
  21146. * Clones the current material and its related sub materials
  21147. * @param name Define the name of the newly cloned material
  21148. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  21149. * @returns the cloned material
  21150. */
  21151. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  21152. /**
  21153. * Serializes the materials into a JSON representation.
  21154. * @returns the JSON representation
  21155. */
  21156. serialize(): any;
  21157. /**
  21158. * Dispose the material and release its associated resources
  21159. * @param forceDisposeEffect Define if we want to force disposing the associated effect (if false the shader is not released and could be reuse later on)
  21160. * @param forceDisposeTextures Define if we want to force disposing the associated textures (if false, they will not be disposed and can still be use elsewhere in the app)
  21161. * @param forceDisposeChildren Define if we want to force disposing the associated submaterials (if false, they will not be disposed and can still be use elsewhere in the app)
  21162. */
  21163. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  21164. /**
  21165. * Creates a MultiMaterial from parsed MultiMaterial data.
  21166. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  21167. * @param scene defines the hosting scene
  21168. * @returns a new MultiMaterial
  21169. */
  21170. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  21171. }
  21172. }
  21173. declare module "babylonjs/Meshes/subMesh" {
  21174. import { Nullable, IndicesArray, DeepImmutable, FloatArray } from "babylonjs/types";
  21175. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  21176. import { Engine } from "babylonjs/Engines/engine";
  21177. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  21178. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21179. import { Effect } from "babylonjs/Materials/effect";
  21180. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21181. import { Plane } from "babylonjs/Maths/math.plane";
  21182. import { Collider } from "babylonjs/Collisions/collider";
  21183. import { Material } from "babylonjs/Materials/material";
  21184. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  21185. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21186. import { Mesh } from "babylonjs/Meshes/mesh";
  21187. import { Ray } from "babylonjs/Culling/ray";
  21188. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  21189. /**
  21190. * Base class for submeshes
  21191. */
  21192. export class BaseSubMesh {
  21193. /** @hidden */
  21194. _materialDefines: Nullable<MaterialDefines>;
  21195. /** @hidden */
  21196. _materialEffect: Nullable<Effect>;
  21197. /**
  21198. * Gets associated effect
  21199. */
  21200. readonly effect: Nullable<Effect>;
  21201. /**
  21202. * Sets associated effect (effect used to render this submesh)
  21203. * @param effect defines the effect to associate with
  21204. * @param defines defines the set of defines used to compile this effect
  21205. */
  21206. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  21207. }
  21208. /**
  21209. * Defines a subdivision inside a mesh
  21210. */
  21211. export class SubMesh extends BaseSubMesh implements ICullable {
  21212. /** the material index to use */
  21213. materialIndex: number;
  21214. /** vertex index start */
  21215. verticesStart: number;
  21216. /** vertices count */
  21217. verticesCount: number;
  21218. /** index start */
  21219. indexStart: number;
  21220. /** indices count */
  21221. indexCount: number;
  21222. /** @hidden */
  21223. _linesIndexCount: number;
  21224. private _mesh;
  21225. private _renderingMesh;
  21226. private _boundingInfo;
  21227. private _linesIndexBuffer;
  21228. /** @hidden */
  21229. _lastColliderWorldVertices: Nullable<Vector3[]>;
  21230. /** @hidden */
  21231. _trianglePlanes: Plane[];
  21232. /** @hidden */
  21233. _lastColliderTransformMatrix: Nullable<Matrix>;
  21234. /** @hidden */
  21235. _renderId: number;
  21236. /** @hidden */
  21237. _alphaIndex: number;
  21238. /** @hidden */
  21239. _distanceToCamera: number;
  21240. /** @hidden */
  21241. _id: number;
  21242. private _currentMaterial;
  21243. /**
  21244. * Add a new submesh to a mesh
  21245. * @param materialIndex defines the material index to use
  21246. * @param verticesStart defines vertex index start
  21247. * @param verticesCount defines vertices count
  21248. * @param indexStart defines index start
  21249. * @param indexCount defines indices count
  21250. * @param mesh defines the parent mesh
  21251. * @param renderingMesh defines an optional rendering mesh
  21252. * @param createBoundingBox defines if bounding box should be created for this submesh
  21253. * @returns the new submesh
  21254. */
  21255. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  21256. /**
  21257. * Creates a new submesh
  21258. * @param materialIndex defines the material index to use
  21259. * @param verticesStart defines vertex index start
  21260. * @param verticesCount defines vertices count
  21261. * @param indexStart defines index start
  21262. * @param indexCount defines indices count
  21263. * @param mesh defines the parent mesh
  21264. * @param renderingMesh defines an optional rendering mesh
  21265. * @param createBoundingBox defines if bounding box should be created for this submesh
  21266. */
  21267. constructor(
  21268. /** the material index to use */
  21269. materialIndex: number,
  21270. /** vertex index start */
  21271. verticesStart: number,
  21272. /** vertices count */
  21273. verticesCount: number,
  21274. /** index start */
  21275. indexStart: number,
  21276. /** indices count */
  21277. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  21278. /**
  21279. * Returns true if this submesh covers the entire parent mesh
  21280. * @ignorenaming
  21281. */
  21282. readonly IsGlobal: boolean;
  21283. /**
  21284. * Returns the submesh BoudingInfo object
  21285. * @returns current bounding info (or mesh's one if the submesh is global)
  21286. */
  21287. getBoundingInfo(): BoundingInfo;
  21288. /**
  21289. * Sets the submesh BoundingInfo
  21290. * @param boundingInfo defines the new bounding info to use
  21291. * @returns the SubMesh
  21292. */
  21293. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  21294. /**
  21295. * Returns the mesh of the current submesh
  21296. * @return the parent mesh
  21297. */
  21298. getMesh(): AbstractMesh;
  21299. /**
  21300. * Returns the rendering mesh of the submesh
  21301. * @returns the rendering mesh (could be different from parent mesh)
  21302. */
  21303. getRenderingMesh(): Mesh;
  21304. /**
  21305. * Returns the submesh material
  21306. * @returns null or the current material
  21307. */
  21308. getMaterial(): Nullable<Material>;
  21309. /**
  21310. * Sets a new updated BoundingInfo object to the submesh
  21311. * @param data defines an optional position array to use to determine the bounding info
  21312. * @returns the SubMesh
  21313. */
  21314. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  21315. /** @hidden */
  21316. _checkCollision(collider: Collider): boolean;
  21317. /**
  21318. * Updates the submesh BoundingInfo
  21319. * @param world defines the world matrix to use to update the bounding info
  21320. * @returns the submesh
  21321. */
  21322. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  21323. /**
  21324. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  21325. * @param frustumPlanes defines the frustum planes
  21326. * @returns true if the submesh is intersecting with the frustum
  21327. */
  21328. isInFrustum(frustumPlanes: Plane[]): boolean;
  21329. /**
  21330. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  21331. * @param frustumPlanes defines the frustum planes
  21332. * @returns true if the submesh is inside the frustum
  21333. */
  21334. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  21335. /**
  21336. * Renders the submesh
  21337. * @param enableAlphaMode defines if alpha needs to be used
  21338. * @returns the submesh
  21339. */
  21340. render(enableAlphaMode: boolean): SubMesh;
  21341. /**
  21342. * @hidden
  21343. */
  21344. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  21345. /**
  21346. * Checks if the submesh intersects with a ray
  21347. * @param ray defines the ray to test
  21348. * @returns true is the passed ray intersects the submesh bounding box
  21349. */
  21350. canIntersects(ray: Ray): boolean;
  21351. /**
  21352. * Intersects current submesh with a ray
  21353. * @param ray defines the ray to test
  21354. * @param positions defines mesh's positions array
  21355. * @param indices defines mesh's indices array
  21356. * @param fastCheck defines if only bounding info should be used
  21357. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  21358. * @returns intersection info or null if no intersection
  21359. */
  21360. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  21361. /** @hidden */
  21362. private _intersectLines;
  21363. /** @hidden */
  21364. private _intersectUnIndexedLines;
  21365. /** @hidden */
  21366. private _intersectTriangles;
  21367. /** @hidden */
  21368. private _intersectUnIndexedTriangles;
  21369. /** @hidden */
  21370. _rebuild(): void;
  21371. /**
  21372. * Creates a new submesh from the passed mesh
  21373. * @param newMesh defines the new hosting mesh
  21374. * @param newRenderingMesh defines an optional rendering mesh
  21375. * @returns the new submesh
  21376. */
  21377. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  21378. /**
  21379. * Release associated resources
  21380. */
  21381. dispose(): void;
  21382. /**
  21383. * Gets the class name
  21384. * @returns the string "SubMesh".
  21385. */
  21386. getClassName(): string;
  21387. /**
  21388. * Creates a new submesh from indices data
  21389. * @param materialIndex the index of the main mesh material
  21390. * @param startIndex the index where to start the copy in the mesh indices array
  21391. * @param indexCount the number of indices to copy then from the startIndex
  21392. * @param mesh the main mesh to create the submesh from
  21393. * @param renderingMesh the optional rendering mesh
  21394. * @returns a new submesh
  21395. */
  21396. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  21397. }
  21398. }
  21399. declare module "babylonjs/Loading/sceneLoaderFlags" {
  21400. /**
  21401. * Class used to represent data loading progression
  21402. */
  21403. export class SceneLoaderFlags {
  21404. private static _ForceFullSceneLoadingForIncremental;
  21405. private static _ShowLoadingScreen;
  21406. private static _CleanBoneMatrixWeights;
  21407. private static _loggingLevel;
  21408. /**
  21409. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  21410. */
  21411. static ForceFullSceneLoadingForIncremental: boolean;
  21412. /**
  21413. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  21414. */
  21415. static ShowLoadingScreen: boolean;
  21416. /**
  21417. * Defines the current logging level (while loading the scene)
  21418. * @ignorenaming
  21419. */
  21420. static loggingLevel: number;
  21421. /**
  21422. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  21423. */
  21424. static CleanBoneMatrixWeights: boolean;
  21425. }
  21426. }
  21427. declare module "babylonjs/Meshes/geometry" {
  21428. import { Nullable, FloatArray, DataArray, IndicesArray } from "babylonjs/types";
  21429. import { Scene } from "babylonjs/scene";
  21430. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  21431. import { Engine } from "babylonjs/Engines/engine";
  21432. import { IGetSetVerticesData, VertexData } from "babylonjs/Meshes/mesh.vertexData";
  21433. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  21434. import { Effect } from "babylonjs/Materials/effect";
  21435. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21436. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21437. import { Mesh } from "babylonjs/Meshes/mesh";
  21438. /**
  21439. * Class used to store geometry data (vertex buffers + index buffer)
  21440. */
  21441. export class Geometry implements IGetSetVerticesData {
  21442. /**
  21443. * Gets or sets the ID of the geometry
  21444. */
  21445. id: string;
  21446. /**
  21447. * Gets or sets the unique ID of the geometry
  21448. */
  21449. uniqueId: number;
  21450. /**
  21451. * Gets the delay loading state of the geometry (none by default which means not delayed)
  21452. */
  21453. delayLoadState: number;
  21454. /**
  21455. * Gets the file containing the data to load when running in delay load state
  21456. */
  21457. delayLoadingFile: Nullable<string>;
  21458. /**
  21459. * Callback called when the geometry is updated
  21460. */
  21461. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  21462. private _scene;
  21463. private _engine;
  21464. private _meshes;
  21465. private _totalVertices;
  21466. /** @hidden */
  21467. _indices: IndicesArray;
  21468. /** @hidden */
  21469. _vertexBuffers: {
  21470. [key: string]: VertexBuffer;
  21471. };
  21472. private _isDisposed;
  21473. private _extend;
  21474. private _boundingBias;
  21475. /** @hidden */
  21476. _delayInfo: Array<string>;
  21477. private _indexBuffer;
  21478. private _indexBufferIsUpdatable;
  21479. /** @hidden */
  21480. _boundingInfo: Nullable<BoundingInfo>;
  21481. /** @hidden */
  21482. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  21483. /** @hidden */
  21484. _softwareSkinningFrameId: number;
  21485. private _vertexArrayObjects;
  21486. private _updatable;
  21487. /** @hidden */
  21488. _positions: Nullable<Vector3[]>;
  21489. /**
  21490. * Gets or sets the Bias Vector to apply on the bounding elements (box/sphere), the max extend is computed as v += v * bias.x + bias.y, the min is computed as v -= v * bias.x + bias.y
  21491. */
  21492. /**
  21493. * Gets or sets the Bias Vector to apply on the bounding elements (box/sphere), the max extend is computed as v += v * bias.x + bias.y, the min is computed as v -= v * bias.x + bias.y
  21494. */
  21495. boundingBias: Vector2;
  21496. /**
  21497. * Static function used to attach a new empty geometry to a mesh
  21498. * @param mesh defines the mesh to attach the geometry to
  21499. * @returns the new Geometry
  21500. */
  21501. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  21502. /**
  21503. * Creates a new geometry
  21504. * @param id defines the unique ID
  21505. * @param scene defines the hosting scene
  21506. * @param vertexData defines the VertexData used to get geometry data
  21507. * @param updatable defines if geometry must be updatable (false by default)
  21508. * @param mesh defines the mesh that will be associated with the geometry
  21509. */
  21510. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  21511. /**
  21512. * Gets the current extend of the geometry
  21513. */
  21514. readonly extend: {
  21515. minimum: Vector3;
  21516. maximum: Vector3;
  21517. };
  21518. /**
  21519. * Gets the hosting scene
  21520. * @returns the hosting Scene
  21521. */
  21522. getScene(): Scene;
  21523. /**
  21524. * Gets the hosting engine
  21525. * @returns the hosting Engine
  21526. */
  21527. getEngine(): Engine;
  21528. /**
  21529. * Defines if the geometry is ready to use
  21530. * @returns true if the geometry is ready to be used
  21531. */
  21532. isReady(): boolean;
  21533. /**
  21534. * Gets a value indicating that the geometry should not be serialized
  21535. */
  21536. readonly doNotSerialize: boolean;
  21537. /** @hidden */
  21538. _rebuild(): void;
  21539. /**
  21540. * Affects all geometry data in one call
  21541. * @param vertexData defines the geometry data
  21542. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  21543. */
  21544. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  21545. /**
  21546. * Set specific vertex data
  21547. * @param kind defines the data kind (Position, normal, etc...)
  21548. * @param data defines the vertex data to use
  21549. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  21550. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  21551. */
  21552. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  21553. /**
  21554. * Removes a specific vertex data
  21555. * @param kind defines the data kind (Position, normal, etc...)
  21556. */
  21557. removeVerticesData(kind: string): void;
  21558. /**
  21559. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  21560. * @param buffer defines the vertex buffer to use
  21561. * @param totalVertices defines the total number of vertices for position kind (could be null)
  21562. */
  21563. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  21564. /**
  21565. * Update a specific vertex buffer
  21566. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  21567. * It will do nothing if the buffer is not updatable
  21568. * @param kind defines the data kind (Position, normal, etc...)
  21569. * @param data defines the data to use
  21570. * @param offset defines the offset in the target buffer where to store the data
  21571. * @param useBytes set to true if the offset is in bytes
  21572. */
  21573. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  21574. /**
  21575. * Update a specific vertex buffer
  21576. * This function will create a new buffer if the current one is not updatable
  21577. * @param kind defines the data kind (Position, normal, etc...)
  21578. * @param data defines the data to use
  21579. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  21580. */
  21581. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  21582. private _updateBoundingInfo;
  21583. /** @hidden */
  21584. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  21585. /**
  21586. * Gets total number of vertices
  21587. * @returns the total number of vertices
  21588. */
  21589. getTotalVertices(): number;
  21590. /**
  21591. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  21592. * @param kind defines the data kind (Position, normal, etc...)
  21593. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21594. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21595. * @returns a float array containing vertex data
  21596. */
  21597. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  21598. /**
  21599. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  21600. * @param kind defines the data kind (Position, normal, etc...)
  21601. * @returns true if the vertex buffer with the specified kind is updatable
  21602. */
  21603. isVertexBufferUpdatable(kind: string): boolean;
  21604. /**
  21605. * Gets a specific vertex buffer
  21606. * @param kind defines the data kind (Position, normal, etc...)
  21607. * @returns a VertexBuffer
  21608. */
  21609. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  21610. /**
  21611. * Returns all vertex buffers
  21612. * @return an object holding all vertex buffers indexed by kind
  21613. */
  21614. getVertexBuffers(): Nullable<{
  21615. [key: string]: VertexBuffer;
  21616. }>;
  21617. /**
  21618. * Gets a boolean indicating if specific vertex buffer is present
  21619. * @param kind defines the data kind (Position, normal, etc...)
  21620. * @returns true if data is present
  21621. */
  21622. isVerticesDataPresent(kind: string): boolean;
  21623. /**
  21624. * Gets a list of all attached data kinds (Position, normal, etc...)
  21625. * @returns a list of string containing all kinds
  21626. */
  21627. getVerticesDataKinds(): string[];
  21628. /**
  21629. * Update index buffer
  21630. * @param indices defines the indices to store in the index buffer
  21631. * @param offset defines the offset in the target buffer where to store the data
  21632. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  21633. */
  21634. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  21635. /**
  21636. * Creates a new index buffer
  21637. * @param indices defines the indices to store in the index buffer
  21638. * @param totalVertices defines the total number of vertices (could be null)
  21639. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  21640. */
  21641. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  21642. /**
  21643. * Return the total number of indices
  21644. * @returns the total number of indices
  21645. */
  21646. getTotalIndices(): number;
  21647. /**
  21648. * Gets the index buffer array
  21649. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21650. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21651. * @returns the index buffer array
  21652. */
  21653. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  21654. /**
  21655. * Gets the index buffer
  21656. * @return the index buffer
  21657. */
  21658. getIndexBuffer(): Nullable<DataBuffer>;
  21659. /** @hidden */
  21660. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  21661. /**
  21662. * Release the associated resources for a specific mesh
  21663. * @param mesh defines the source mesh
  21664. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  21665. */
  21666. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  21667. /**
  21668. * Apply current geometry to a given mesh
  21669. * @param mesh defines the mesh to apply geometry to
  21670. */
  21671. applyToMesh(mesh: Mesh): void;
  21672. private _updateExtend;
  21673. private _applyToMesh;
  21674. private notifyUpdate;
  21675. /**
  21676. * Load the geometry if it was flagged as delay loaded
  21677. * @param scene defines the hosting scene
  21678. * @param onLoaded defines a callback called when the geometry is loaded
  21679. */
  21680. load(scene: Scene, onLoaded?: () => void): void;
  21681. private _queueLoad;
  21682. /**
  21683. * Invert the geometry to move from a right handed system to a left handed one.
  21684. */
  21685. toLeftHanded(): void;
  21686. /** @hidden */
  21687. _resetPointsArrayCache(): void;
  21688. /** @hidden */
  21689. _generatePointsArray(): boolean;
  21690. /**
  21691. * Gets a value indicating if the geometry is disposed
  21692. * @returns true if the geometry was disposed
  21693. */
  21694. isDisposed(): boolean;
  21695. private _disposeVertexArrayObjects;
  21696. /**
  21697. * Free all associated resources
  21698. */
  21699. dispose(): void;
  21700. /**
  21701. * Clone the current geometry into a new geometry
  21702. * @param id defines the unique ID of the new geometry
  21703. * @returns a new geometry object
  21704. */
  21705. copy(id: string): Geometry;
  21706. /**
  21707. * Serialize the current geometry info (and not the vertices data) into a JSON object
  21708. * @return a JSON representation of the current geometry data (without the vertices data)
  21709. */
  21710. serialize(): any;
  21711. private toNumberArray;
  21712. /**
  21713. * Serialize all vertices data into a JSON oject
  21714. * @returns a JSON representation of the current geometry data
  21715. */
  21716. serializeVerticeData(): any;
  21717. /**
  21718. * Extracts a clone of a mesh geometry
  21719. * @param mesh defines the source mesh
  21720. * @param id defines the unique ID of the new geometry object
  21721. * @returns the new geometry object
  21722. */
  21723. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  21724. /**
  21725. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  21726. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  21727. * Be aware Math.random() could cause collisions, but:
  21728. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  21729. * @returns a string containing a new GUID
  21730. */
  21731. static RandomId(): string;
  21732. /** @hidden */
  21733. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  21734. private static _CleanMatricesWeights;
  21735. /**
  21736. * Create a new geometry from persisted data (Using .babylon file format)
  21737. * @param parsedVertexData defines the persisted data
  21738. * @param scene defines the hosting scene
  21739. * @param rootUrl defines the root url to use to load assets (like delayed data)
  21740. * @returns the new geometry object
  21741. */
  21742. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  21743. }
  21744. }
  21745. declare module "babylonjs/Meshes/mesh.vertexData" {
  21746. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  21747. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  21748. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  21749. import { Geometry } from "babylonjs/Meshes/geometry";
  21750. import { Mesh } from "babylonjs/Meshes/mesh";
  21751. /**
  21752. * Define an interface for all classes that will get and set the data on vertices
  21753. */
  21754. export interface IGetSetVerticesData {
  21755. /**
  21756. * Gets a boolean indicating if specific vertex data is present
  21757. * @param kind defines the vertex data kind to use
  21758. * @returns true is data kind is present
  21759. */
  21760. isVerticesDataPresent(kind: string): boolean;
  21761. /**
  21762. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  21763. * @param kind defines the data kind (Position, normal, etc...)
  21764. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21765. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21766. * @returns a float array containing vertex data
  21767. */
  21768. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  21769. /**
  21770. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  21771. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  21772. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21773. * @returns the indices array or an empty array if the mesh has no geometry
  21774. */
  21775. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  21776. /**
  21777. * Set specific vertex data
  21778. * @param kind defines the data kind (Position, normal, etc...)
  21779. * @param data defines the vertex data to use
  21780. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  21781. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  21782. */
  21783. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  21784. /**
  21785. * Update a specific associated vertex buffer
  21786. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  21787. * - VertexBuffer.PositionKind
  21788. * - VertexBuffer.UVKind
  21789. * - VertexBuffer.UV2Kind
  21790. * - VertexBuffer.UV3Kind
  21791. * - VertexBuffer.UV4Kind
  21792. * - VertexBuffer.UV5Kind
  21793. * - VertexBuffer.UV6Kind
  21794. * - VertexBuffer.ColorKind
  21795. * - VertexBuffer.MatricesIndicesKind
  21796. * - VertexBuffer.MatricesIndicesExtraKind
  21797. * - VertexBuffer.MatricesWeightsKind
  21798. * - VertexBuffer.MatricesWeightsExtraKind
  21799. * @param data defines the data source
  21800. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  21801. * @param makeItUnique defines if the geometry associated with the mesh must be cloned to make the change only for this mesh (and not all meshes associated with the same geometry)
  21802. */
  21803. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  21804. /**
  21805. * Creates a new index buffer
  21806. * @param indices defines the indices to store in the index buffer
  21807. * @param totalVertices defines the total number of vertices (could be null)
  21808. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  21809. */
  21810. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  21811. }
  21812. /**
  21813. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  21814. */
  21815. export class VertexData {
  21816. /**
  21817. * Mesh side orientation : usually the external or front surface
  21818. */
  21819. static readonly FRONTSIDE: number;
  21820. /**
  21821. * Mesh side orientation : usually the internal or back surface
  21822. */
  21823. static readonly BACKSIDE: number;
  21824. /**
  21825. * Mesh side orientation : both internal and external or front and back surfaces
  21826. */
  21827. static readonly DOUBLESIDE: number;
  21828. /**
  21829. * Mesh side orientation : by default, `FRONTSIDE`
  21830. */
  21831. static readonly DEFAULTSIDE: number;
  21832. /**
  21833. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  21834. */
  21835. positions: Nullable<FloatArray>;
  21836. /**
  21837. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  21838. */
  21839. normals: Nullable<FloatArray>;
  21840. /**
  21841. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  21842. */
  21843. tangents: Nullable<FloatArray>;
  21844. /**
  21845. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21846. */
  21847. uvs: Nullable<FloatArray>;
  21848. /**
  21849. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21850. */
  21851. uvs2: Nullable<FloatArray>;
  21852. /**
  21853. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21854. */
  21855. uvs3: Nullable<FloatArray>;
  21856. /**
  21857. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21858. */
  21859. uvs4: Nullable<FloatArray>;
  21860. /**
  21861. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21862. */
  21863. uvs5: Nullable<FloatArray>;
  21864. /**
  21865. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21866. */
  21867. uvs6: Nullable<FloatArray>;
  21868. /**
  21869. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  21870. */
  21871. colors: Nullable<FloatArray>;
  21872. /**
  21873. * An array containing the list of indices to the array of matrices produced by bones, each vertex have up to 4 indices (8 if the matricesIndicesExtra is set).
  21874. */
  21875. matricesIndices: Nullable<FloatArray>;
  21876. /**
  21877. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  21878. */
  21879. matricesWeights: Nullable<FloatArray>;
  21880. /**
  21881. * An array extending the number of possible indices
  21882. */
  21883. matricesIndicesExtra: Nullable<FloatArray>;
  21884. /**
  21885. * An array extending the number of possible weights when the number of indices is extended
  21886. */
  21887. matricesWeightsExtra: Nullable<FloatArray>;
  21888. /**
  21889. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  21890. */
  21891. indices: Nullable<IndicesArray>;
  21892. /**
  21893. * Uses the passed data array to set the set the values for the specified kind of data
  21894. * @param data a linear array of floating numbers
  21895. * @param kind the type of data that is being set, eg positions, colors etc
  21896. */
  21897. set(data: FloatArray, kind: string): void;
  21898. /**
  21899. * Associates the vertexData to the passed Mesh.
  21900. * Sets it as updatable or not (default `false`)
  21901. * @param mesh the mesh the vertexData is applied to
  21902. * @param updatable when used and having the value true allows new data to update the vertexData
  21903. * @returns the VertexData
  21904. */
  21905. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  21906. /**
  21907. * Associates the vertexData to the passed Geometry.
  21908. * Sets it as updatable or not (default `false`)
  21909. * @param geometry the geometry the vertexData is applied to
  21910. * @param updatable when used and having the value true allows new data to update the vertexData
  21911. * @returns VertexData
  21912. */
  21913. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  21914. /**
  21915. * Updates the associated mesh
  21916. * @param mesh the mesh to be updated
  21917. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  21918. * @param makeItUnique when true, and when and if position kind is updated, a new global geometry will be created from these positions and set to the mesh, optional with default false
  21919. * @returns VertexData
  21920. */
  21921. updateMesh(mesh: Mesh): VertexData;
  21922. /**
  21923. * Updates the associated geometry
  21924. * @param geometry the geometry to be updated
  21925. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  21926. * @param makeItUnique when true, and when and if position kind is updated, a new global geometry will be created from these positions and set to the mesh, optional with default false
  21927. * @returns VertexData.
  21928. */
  21929. updateGeometry(geometry: Geometry): VertexData;
  21930. private _applyTo;
  21931. private _update;
  21932. /**
  21933. * Transforms each position and each normal of the vertexData according to the passed Matrix
  21934. * @param matrix the transforming matrix
  21935. * @returns the VertexData
  21936. */
  21937. transform(matrix: Matrix): VertexData;
  21938. /**
  21939. * Merges the passed VertexData into the current one
  21940. * @param other the VertexData to be merged into the current one
  21941. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  21942. * @returns the modified VertexData
  21943. */
  21944. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  21945. private _mergeElement;
  21946. private _validate;
  21947. /**
  21948. * Serializes the VertexData
  21949. * @returns a serialized object
  21950. */
  21951. serialize(): any;
  21952. /**
  21953. * Extracts the vertexData from a mesh
  21954. * @param mesh the mesh from which to extract the VertexData
  21955. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  21956. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  21957. * @returns the object VertexData associated to the passed mesh
  21958. */
  21959. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  21960. /**
  21961. * Extracts the vertexData from the geometry
  21962. * @param geometry the geometry from which to extract the VertexData
  21963. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  21964. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  21965. * @returns the object VertexData associated to the passed mesh
  21966. */
  21967. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  21968. private static _ExtractFrom;
  21969. /**
  21970. * Creates the VertexData for a Ribbon
  21971. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  21972. * * pathArray array of paths, each of which an array of successive Vector3
  21973. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  21974. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  21975. * * offset a positive integer, only used when pathArray contains a single path (offset = 10 means the point 1 is joined to the point 11), default rounded half size of the pathArray length
  21976. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21977. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  21978. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  21979. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  21980. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  21981. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  21982. * @returns the VertexData of the ribbon
  21983. */
  21984. static CreateRibbon(options: {
  21985. pathArray: Vector3[][];
  21986. closeArray?: boolean;
  21987. closePath?: boolean;
  21988. offset?: number;
  21989. sideOrientation?: number;
  21990. frontUVs?: Vector4;
  21991. backUVs?: Vector4;
  21992. invertUV?: boolean;
  21993. uvs?: Vector2[];
  21994. colors?: Color4[];
  21995. }): VertexData;
  21996. /**
  21997. * Creates the VertexData for a box
  21998. * @param options an object used to set the following optional parameters for the box, required but can be empty
  21999. * * size sets the width, height and depth of the box to the value of size, optional default 1
  22000. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  22001. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  22002. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  22003. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  22004. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  22005. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22006. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22007. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22008. * @returns the VertexData of the box
  22009. */
  22010. static CreateBox(options: {
  22011. size?: number;
  22012. width?: number;
  22013. height?: number;
  22014. depth?: number;
  22015. faceUV?: Vector4[];
  22016. faceColors?: Color4[];
  22017. sideOrientation?: number;
  22018. frontUVs?: Vector4;
  22019. backUVs?: Vector4;
  22020. }): VertexData;
  22021. /**
  22022. * Creates the VertexData for a tiled box
  22023. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22024. * * faceTiles sets the pattern, tile size and number of tiles for a face
  22025. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  22026. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  22027. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22028. * @returns the VertexData of the box
  22029. */
  22030. static CreateTiledBox(options: {
  22031. pattern?: number;
  22032. width?: number;
  22033. height?: number;
  22034. depth?: number;
  22035. tileSize?: number;
  22036. tileWidth?: number;
  22037. tileHeight?: number;
  22038. alignHorizontal?: number;
  22039. alignVertical?: number;
  22040. faceUV?: Vector4[];
  22041. faceColors?: Color4[];
  22042. sideOrientation?: number;
  22043. }): VertexData;
  22044. /**
  22045. * Creates the VertexData for a tiled plane
  22046. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22047. * * pattern a limited pattern arrangement depending on the number
  22048. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  22049. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  22050. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  22051. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22052. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22053. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22054. * @returns the VertexData of the tiled plane
  22055. */
  22056. static CreateTiledPlane(options: {
  22057. pattern?: number;
  22058. tileSize?: number;
  22059. tileWidth?: number;
  22060. tileHeight?: number;
  22061. size?: number;
  22062. width?: number;
  22063. height?: number;
  22064. alignHorizontal?: number;
  22065. alignVertical?: number;
  22066. sideOrientation?: number;
  22067. frontUVs?: Vector4;
  22068. backUVs?: Vector4;
  22069. }): VertexData;
  22070. /**
  22071. * Creates the VertexData for an ellipsoid, defaults to a sphere
  22072. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22073. * * segments sets the number of horizontal strips optional, default 32
  22074. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  22075. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  22076. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  22077. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  22078. * * arc a number from 0 to 1, to create an unclosed ellipsoid based on the fraction of the circumference (latitude) given by the arc value, optional, default 1
  22079. * * slice a number from 0 to 1, to create an unclosed ellipsoid based on the fraction of the height (latitude) given by the arc value, optional, default 1
  22080. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22081. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22082. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22083. * @returns the VertexData of the ellipsoid
  22084. */
  22085. static CreateSphere(options: {
  22086. segments?: number;
  22087. diameter?: number;
  22088. diameterX?: number;
  22089. diameterY?: number;
  22090. diameterZ?: number;
  22091. arc?: number;
  22092. slice?: number;
  22093. sideOrientation?: number;
  22094. frontUVs?: Vector4;
  22095. backUVs?: Vector4;
  22096. }): VertexData;
  22097. /**
  22098. * Creates the VertexData for a cylinder, cone or prism
  22099. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22100. * * height sets the height (y direction) of the cylinder, optional, default 2
  22101. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  22102. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  22103. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  22104. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22105. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  22106. * * arc a number from 0 to 1, to create an unclosed cylinder based on the fraction of the circumference given by the arc value, optional, default 1
  22107. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22108. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22109. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  22110. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  22111. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22112. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22113. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22114. * @returns the VertexData of the cylinder, cone or prism
  22115. */
  22116. static CreateCylinder(options: {
  22117. height?: number;
  22118. diameterTop?: number;
  22119. diameterBottom?: number;
  22120. diameter?: number;
  22121. tessellation?: number;
  22122. subdivisions?: number;
  22123. arc?: number;
  22124. faceColors?: Color4[];
  22125. faceUV?: Vector4[];
  22126. hasRings?: boolean;
  22127. enclose?: boolean;
  22128. sideOrientation?: number;
  22129. frontUVs?: Vector4;
  22130. backUVs?: Vector4;
  22131. }): VertexData;
  22132. /**
  22133. * Creates the VertexData for a torus
  22134. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22135. * * diameter the diameter of the torus, optional default 1
  22136. * * thickness the diameter of the tube forming the torus, optional default 0.5
  22137. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22138. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22139. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22140. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22141. * @returns the VertexData of the torus
  22142. */
  22143. static CreateTorus(options: {
  22144. diameter?: number;
  22145. thickness?: number;
  22146. tessellation?: number;
  22147. sideOrientation?: number;
  22148. frontUVs?: Vector4;
  22149. backUVs?: Vector4;
  22150. }): VertexData;
  22151. /**
  22152. * Creates the VertexData of the LineSystem
  22153. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  22154. * - lines an array of lines, each line being an array of successive Vector3
  22155. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  22156. * @returns the VertexData of the LineSystem
  22157. */
  22158. static CreateLineSystem(options: {
  22159. lines: Vector3[][];
  22160. colors?: Nullable<Color4[][]>;
  22161. }): VertexData;
  22162. /**
  22163. * Create the VertexData for a DashedLines
  22164. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  22165. * - points an array successive Vector3
  22166. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  22167. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  22168. * - dashNb the intended total number of dashes, optional, default 200
  22169. * @returns the VertexData for the DashedLines
  22170. */
  22171. static CreateDashedLines(options: {
  22172. points: Vector3[];
  22173. dashSize?: number;
  22174. gapSize?: number;
  22175. dashNb?: number;
  22176. }): VertexData;
  22177. /**
  22178. * Creates the VertexData for a Ground
  22179. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22180. * - width the width (x direction) of the ground, optional, default 1
  22181. * - height the height (z direction) of the ground, optional, default 1
  22182. * - subdivisions the number of subdivisions per side, optional, default 1
  22183. * @returns the VertexData of the Ground
  22184. */
  22185. static CreateGround(options: {
  22186. width?: number;
  22187. height?: number;
  22188. subdivisions?: number;
  22189. subdivisionsX?: number;
  22190. subdivisionsY?: number;
  22191. }): VertexData;
  22192. /**
  22193. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  22194. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22195. * * xmin the ground minimum X coordinate, optional, default -1
  22196. * * zmin the ground minimum Z coordinate, optional, default -1
  22197. * * xmax the ground maximum X coordinate, optional, default 1
  22198. * * zmax the ground maximum Z coordinate, optional, default 1
  22199. * * subdivisions a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the ground width and height creating 'tiles', default {w: 6, h: 6}
  22200. * * precision a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the tile width and height, default {w: 2, h: 2}
  22201. * @returns the VertexData of the TiledGround
  22202. */
  22203. static CreateTiledGround(options: {
  22204. xmin: number;
  22205. zmin: number;
  22206. xmax: number;
  22207. zmax: number;
  22208. subdivisions?: {
  22209. w: number;
  22210. h: number;
  22211. };
  22212. precision?: {
  22213. w: number;
  22214. h: number;
  22215. };
  22216. }): VertexData;
  22217. /**
  22218. * Creates the VertexData of the Ground designed from a heightmap
  22219. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  22220. * * width the width (x direction) of the ground
  22221. * * height the height (z direction) of the ground
  22222. * * subdivisions the number of subdivisions per side
  22223. * * minHeight the minimum altitude on the ground, optional, default 0
  22224. * * maxHeight the maximum altitude on the ground, optional default 1
  22225. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  22226. * * buffer the array holding the image color data
  22227. * * bufferWidth the width of image
  22228. * * bufferHeight the height of image
  22229. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  22230. * @returns the VertexData of the Ground designed from a heightmap
  22231. */
  22232. static CreateGroundFromHeightMap(options: {
  22233. width: number;
  22234. height: number;
  22235. subdivisions: number;
  22236. minHeight: number;
  22237. maxHeight: number;
  22238. colorFilter: Color3;
  22239. buffer: Uint8Array;
  22240. bufferWidth: number;
  22241. bufferHeight: number;
  22242. alphaFilter: number;
  22243. }): VertexData;
  22244. /**
  22245. * Creates the VertexData for a Plane
  22246. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  22247. * * size sets the width and height of the plane to the value of size, optional default 1
  22248. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  22249. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  22250. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22251. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22252. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22253. * @returns the VertexData of the box
  22254. */
  22255. static CreatePlane(options: {
  22256. size?: number;
  22257. width?: number;
  22258. height?: number;
  22259. sideOrientation?: number;
  22260. frontUVs?: Vector4;
  22261. backUVs?: Vector4;
  22262. }): VertexData;
  22263. /**
  22264. * Creates the VertexData of the Disc or regular Polygon
  22265. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  22266. * * radius the radius of the disc, optional default 0.5
  22267. * * tessellation the number of polygon sides, optional, default 64
  22268. * * arc a number from 0 to 1, to create an unclosed polygon based on the fraction of the circumference given by the arc value, optional, default 1
  22269. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22270. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22271. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22272. * @returns the VertexData of the box
  22273. */
  22274. static CreateDisc(options: {
  22275. radius?: number;
  22276. tessellation?: number;
  22277. arc?: number;
  22278. sideOrientation?: number;
  22279. frontUVs?: Vector4;
  22280. backUVs?: Vector4;
  22281. }): VertexData;
  22282. /**
  22283. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  22284. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  22285. * @param polygon a mesh built from polygonTriangulation.build()
  22286. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22287. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22288. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22289. * @param frontUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22290. * @param backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22291. * @returns the VertexData of the Polygon
  22292. */
  22293. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  22294. /**
  22295. * Creates the VertexData of the IcoSphere
  22296. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  22297. * * radius the radius of the IcoSphere, optional default 1
  22298. * * radiusX allows stretching in the x direction, optional, default radius
  22299. * * radiusY allows stretching in the y direction, optional, default radius
  22300. * * radiusZ allows stretching in the z direction, optional, default radius
  22301. * * flat when true creates a flat shaded mesh, optional, default true
  22302. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22303. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22304. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22305. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22306. * @returns the VertexData of the IcoSphere
  22307. */
  22308. static CreateIcoSphere(options: {
  22309. radius?: number;
  22310. radiusX?: number;
  22311. radiusY?: number;
  22312. radiusZ?: number;
  22313. flat?: boolean;
  22314. subdivisions?: number;
  22315. sideOrientation?: number;
  22316. frontUVs?: Vector4;
  22317. backUVs?: Vector4;
  22318. }): VertexData;
  22319. /**
  22320. * Creates the VertexData for a Polyhedron
  22321. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  22322. * * type provided types are:
  22323. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  22324. * * 9 : Pentagonal Pyramid (J2), 10 : Triangular Dipyramid (J12), 11 : Pentagonal Dipyramid (J13), 12 : Elongated Square Dipyramid (J15), 13 : Elongated Pentagonal Dipyramid (J16), 14 : Elongated Pentagonal Cupola (J20)
  22325. * * size the size of the IcoSphere, optional default 1
  22326. * * sizeX allows stretching in the x direction, optional, default size
  22327. * * sizeY allows stretching in the y direction, optional, default size
  22328. * * sizeZ allows stretching in the z direction, optional, default size
  22329. * * custom a number that overwrites the type to create from an extended set of polyhedron from https://www.babylonjs-playground.com/#21QRSK#15 with minimised editor
  22330. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22331. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22332. * * flat when true creates a flat shaded mesh, optional, default true
  22333. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22334. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22335. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22336. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22337. * @returns the VertexData of the Polyhedron
  22338. */
  22339. static CreatePolyhedron(options: {
  22340. type?: number;
  22341. size?: number;
  22342. sizeX?: number;
  22343. sizeY?: number;
  22344. sizeZ?: number;
  22345. custom?: any;
  22346. faceUV?: Vector4[];
  22347. faceColors?: Color4[];
  22348. flat?: boolean;
  22349. sideOrientation?: number;
  22350. frontUVs?: Vector4;
  22351. backUVs?: Vector4;
  22352. }): VertexData;
  22353. /**
  22354. * Creates the VertexData for a TorusKnot
  22355. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  22356. * * radius the radius of the torus knot, optional, default 2
  22357. * * tube the thickness of the tube, optional, default 0.5
  22358. * * radialSegments the number of sides on each tube segments, optional, default 32
  22359. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  22360. * * p the number of windings around the z axis, optional, default 2
  22361. * * q the number of windings around the x axis, optional, default 3
  22362. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22363. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22364. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22365. * @returns the VertexData of the Torus Knot
  22366. */
  22367. static CreateTorusKnot(options: {
  22368. radius?: number;
  22369. tube?: number;
  22370. radialSegments?: number;
  22371. tubularSegments?: number;
  22372. p?: number;
  22373. q?: number;
  22374. sideOrientation?: number;
  22375. frontUVs?: Vector4;
  22376. backUVs?: Vector4;
  22377. }): VertexData;
  22378. /**
  22379. * Compute normals for given positions and indices
  22380. * @param positions an array of vertex positions, [...., x, y, z, ......]
  22381. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  22382. * @param normals an array of vertex normals, [...., x, y, z, ......]
  22383. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  22384. * * facetNormals : optional array of facet normals (vector3)
  22385. * * facetPositions : optional array of facet positions (vector3)
  22386. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  22387. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  22388. * * bInfo : optional bounding info, required for facetPartitioning computation
  22389. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  22390. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  22391. * * useRightHandedSystem: optional boolean to for right handed system computation
  22392. * * depthSort : optional boolean to enable the facet depth sort computation
  22393. * * distanceTo : optional Vector3 to compute the facet depth from this location
  22394. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  22395. */
  22396. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  22397. facetNormals?: any;
  22398. facetPositions?: any;
  22399. facetPartitioning?: any;
  22400. ratio?: number;
  22401. bInfo?: any;
  22402. bbSize?: Vector3;
  22403. subDiv?: any;
  22404. useRightHandedSystem?: boolean;
  22405. depthSort?: boolean;
  22406. distanceTo?: Vector3;
  22407. depthSortedFacets?: any;
  22408. }): void;
  22409. /** @hidden */
  22410. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  22411. /**
  22412. * Applies VertexData created from the imported parameters to the geometry
  22413. * @param parsedVertexData the parsed data from an imported file
  22414. * @param geometry the geometry to apply the VertexData to
  22415. */
  22416. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  22417. }
  22418. }
  22419. declare module "babylonjs/Morph/morphTarget" {
  22420. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  22421. import { Observable } from "babylonjs/Misc/observable";
  22422. import { Nullable, FloatArray } from "babylonjs/types";
  22423. import { Scene } from "babylonjs/scene";
  22424. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  22425. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  22426. /**
  22427. * Defines a target to use with MorphTargetManager
  22428. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22429. */
  22430. export class MorphTarget implements IAnimatable {
  22431. /** defines the name of the target */
  22432. name: string;
  22433. /**
  22434. * Gets or sets the list of animations
  22435. */
  22436. animations: import("babylonjs/Animations/animation").Animation[];
  22437. private _scene;
  22438. private _positions;
  22439. private _normals;
  22440. private _tangents;
  22441. private _uvs;
  22442. private _influence;
  22443. /**
  22444. * Observable raised when the influence changes
  22445. */
  22446. onInfluenceChanged: Observable<boolean>;
  22447. /** @hidden */
  22448. _onDataLayoutChanged: Observable<void>;
  22449. /**
  22450. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  22451. */
  22452. influence: number;
  22453. /**
  22454. * Gets or sets the id of the morph Target
  22455. */
  22456. id: string;
  22457. private _animationPropertiesOverride;
  22458. /**
  22459. * Gets or sets the animation properties override
  22460. */
  22461. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  22462. /**
  22463. * Creates a new MorphTarget
  22464. * @param name defines the name of the target
  22465. * @param influence defines the influence to use
  22466. * @param scene defines the scene the morphtarget belongs to
  22467. */
  22468. constructor(
  22469. /** defines the name of the target */
  22470. name: string, influence?: number, scene?: Nullable<Scene>);
  22471. /**
  22472. * Gets a boolean defining if the target contains position data
  22473. */
  22474. readonly hasPositions: boolean;
  22475. /**
  22476. * Gets a boolean defining if the target contains normal data
  22477. */
  22478. readonly hasNormals: boolean;
  22479. /**
  22480. * Gets a boolean defining if the target contains tangent data
  22481. */
  22482. readonly hasTangents: boolean;
  22483. /**
  22484. * Gets a boolean defining if the target contains texture coordinates data
  22485. */
  22486. readonly hasUVs: boolean;
  22487. /**
  22488. * Affects position data to this target
  22489. * @param data defines the position data to use
  22490. */
  22491. setPositions(data: Nullable<FloatArray>): void;
  22492. /**
  22493. * Gets the position data stored in this target
  22494. * @returns a FloatArray containing the position data (or null if not present)
  22495. */
  22496. getPositions(): Nullable<FloatArray>;
  22497. /**
  22498. * Affects normal data to this target
  22499. * @param data defines the normal data to use
  22500. */
  22501. setNormals(data: Nullable<FloatArray>): void;
  22502. /**
  22503. * Gets the normal data stored in this target
  22504. * @returns a FloatArray containing the normal data (or null if not present)
  22505. */
  22506. getNormals(): Nullable<FloatArray>;
  22507. /**
  22508. * Affects tangent data to this target
  22509. * @param data defines the tangent data to use
  22510. */
  22511. setTangents(data: Nullable<FloatArray>): void;
  22512. /**
  22513. * Gets the tangent data stored in this target
  22514. * @returns a FloatArray containing the tangent data (or null if not present)
  22515. */
  22516. getTangents(): Nullable<FloatArray>;
  22517. /**
  22518. * Affects texture coordinates data to this target
  22519. * @param data defines the texture coordinates data to use
  22520. */
  22521. setUVs(data: Nullable<FloatArray>): void;
  22522. /**
  22523. * Gets the texture coordinates data stored in this target
  22524. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  22525. */
  22526. getUVs(): Nullable<FloatArray>;
  22527. /**
  22528. * Serializes the current target into a Serialization object
  22529. * @returns the serialized object
  22530. */
  22531. serialize(): any;
  22532. /**
  22533. * Returns the string "MorphTarget"
  22534. * @returns "MorphTarget"
  22535. */
  22536. getClassName(): string;
  22537. /**
  22538. * Creates a new target from serialized data
  22539. * @param serializationObject defines the serialized data to use
  22540. * @returns a new MorphTarget
  22541. */
  22542. static Parse(serializationObject: any): MorphTarget;
  22543. /**
  22544. * Creates a MorphTarget from mesh data
  22545. * @param mesh defines the source mesh
  22546. * @param name defines the name to use for the new target
  22547. * @param influence defines the influence to attach to the target
  22548. * @returns a new MorphTarget
  22549. */
  22550. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  22551. }
  22552. }
  22553. declare module "babylonjs/Morph/morphTargetManager" {
  22554. import { Nullable } from "babylonjs/types";
  22555. import { Scene } from "babylonjs/scene";
  22556. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  22557. /**
  22558. * This class is used to deform meshes using morphing between different targets
  22559. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22560. */
  22561. export class MorphTargetManager {
  22562. private _targets;
  22563. private _targetInfluenceChangedObservers;
  22564. private _targetDataLayoutChangedObservers;
  22565. private _activeTargets;
  22566. private _scene;
  22567. private _influences;
  22568. private _supportsNormals;
  22569. private _supportsTangents;
  22570. private _supportsUVs;
  22571. private _vertexCount;
  22572. private _uniqueId;
  22573. private _tempInfluences;
  22574. /**
  22575. * Gets or sets a boolean indicating if normals must be morphed
  22576. */
  22577. enableNormalMorphing: boolean;
  22578. /**
  22579. * Gets or sets a boolean indicating if tangents must be morphed
  22580. */
  22581. enableTangentMorphing: boolean;
  22582. /**
  22583. * Gets or sets a boolean indicating if UV must be morphed
  22584. */
  22585. enableUVMorphing: boolean;
  22586. /**
  22587. * Creates a new MorphTargetManager
  22588. * @param scene defines the current scene
  22589. */
  22590. constructor(scene?: Nullable<Scene>);
  22591. /**
  22592. * Gets the unique ID of this manager
  22593. */
  22594. readonly uniqueId: number;
  22595. /**
  22596. * Gets the number of vertices handled by this manager
  22597. */
  22598. readonly vertexCount: number;
  22599. /**
  22600. * Gets a boolean indicating if this manager supports morphing of normals
  22601. */
  22602. readonly supportsNormals: boolean;
  22603. /**
  22604. * Gets a boolean indicating if this manager supports morphing of tangents
  22605. */
  22606. readonly supportsTangents: boolean;
  22607. /**
  22608. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  22609. */
  22610. readonly supportsUVs: boolean;
  22611. /**
  22612. * Gets the number of targets stored in this manager
  22613. */
  22614. readonly numTargets: number;
  22615. /**
  22616. * Gets the number of influencers (ie. the number of targets with influences > 0)
  22617. */
  22618. readonly numInfluencers: number;
  22619. /**
  22620. * Gets the list of influences (one per target)
  22621. */
  22622. readonly influences: Float32Array;
  22623. /**
  22624. * Gets the active target at specified index. An active target is a target with an influence > 0
  22625. * @param index defines the index to check
  22626. * @returns the requested target
  22627. */
  22628. getActiveTarget(index: number): MorphTarget;
  22629. /**
  22630. * Gets the target at specified index
  22631. * @param index defines the index to check
  22632. * @returns the requested target
  22633. */
  22634. getTarget(index: number): MorphTarget;
  22635. /**
  22636. * Add a new target to this manager
  22637. * @param target defines the target to add
  22638. */
  22639. addTarget(target: MorphTarget): void;
  22640. /**
  22641. * Removes a target from the manager
  22642. * @param target defines the target to remove
  22643. */
  22644. removeTarget(target: MorphTarget): void;
  22645. /**
  22646. * Serializes the current manager into a Serialization object
  22647. * @returns the serialized object
  22648. */
  22649. serialize(): any;
  22650. private _syncActiveTargets;
  22651. /**
  22652. * Syncrhonize the targets with all the meshes using this morph target manager
  22653. */
  22654. synchronize(): void;
  22655. /**
  22656. * Creates a new MorphTargetManager from serialized data
  22657. * @param serializationObject defines the serialized data
  22658. * @param scene defines the hosting scene
  22659. * @returns the new MorphTargetManager
  22660. */
  22661. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  22662. }
  22663. }
  22664. declare module "babylonjs/Meshes/meshLODLevel" {
  22665. import { Mesh } from "babylonjs/Meshes/mesh";
  22666. import { Nullable } from "babylonjs/types";
  22667. /**
  22668. * Class used to represent a specific level of detail of a mesh
  22669. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  22670. */
  22671. export class MeshLODLevel {
  22672. /** Defines the distance where this level should start being displayed */
  22673. distance: number;
  22674. /** Defines the mesh to use to render this level */
  22675. mesh: Nullable<Mesh>;
  22676. /**
  22677. * Creates a new LOD level
  22678. * @param distance defines the distance where this level should star being displayed
  22679. * @param mesh defines the mesh to use to render this level
  22680. */
  22681. constructor(
  22682. /** Defines the distance where this level should start being displayed */
  22683. distance: number,
  22684. /** Defines the mesh to use to render this level */
  22685. mesh: Nullable<Mesh>);
  22686. }
  22687. }
  22688. declare module "babylonjs/Meshes/groundMesh" {
  22689. import { Scene } from "babylonjs/scene";
  22690. import { Vector3 } from "babylonjs/Maths/math.vector";
  22691. import { Mesh } from "babylonjs/Meshes/mesh";
  22692. /**
  22693. * Mesh representing the gorund
  22694. */
  22695. export class GroundMesh extends Mesh {
  22696. /** If octree should be generated */
  22697. generateOctree: boolean;
  22698. private _heightQuads;
  22699. /** @hidden */
  22700. _subdivisionsX: number;
  22701. /** @hidden */
  22702. _subdivisionsY: number;
  22703. /** @hidden */
  22704. _width: number;
  22705. /** @hidden */
  22706. _height: number;
  22707. /** @hidden */
  22708. _minX: number;
  22709. /** @hidden */
  22710. _maxX: number;
  22711. /** @hidden */
  22712. _minZ: number;
  22713. /** @hidden */
  22714. _maxZ: number;
  22715. constructor(name: string, scene: Scene);
  22716. /**
  22717. * "GroundMesh"
  22718. * @returns "GroundMesh"
  22719. */
  22720. getClassName(): string;
  22721. /**
  22722. * The minimum of x and y subdivisions
  22723. */
  22724. readonly subdivisions: number;
  22725. /**
  22726. * X subdivisions
  22727. */
  22728. readonly subdivisionsX: number;
  22729. /**
  22730. * Y subdivisions
  22731. */
  22732. readonly subdivisionsY: number;
  22733. /**
  22734. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  22735. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  22736. * @param chunksCount the number of subdivisions for x and y
  22737. * @param octreeBlocksSize (Default: 32)
  22738. */
  22739. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  22740. /**
  22741. * Returns a height (y) value in the Worl system :
  22742. * the ground altitude at the coordinates (x, z) expressed in the World system.
  22743. * @param x x coordinate
  22744. * @param z z coordinate
  22745. * @returns the ground y position if (x, z) are outside the ground surface.
  22746. */
  22747. getHeightAtCoordinates(x: number, z: number): number;
  22748. /**
  22749. * Returns a normalized vector (Vector3) orthogonal to the ground
  22750. * at the ground coordinates (x, z) expressed in the World system.
  22751. * @param x x coordinate
  22752. * @param z z coordinate
  22753. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  22754. */
  22755. getNormalAtCoordinates(x: number, z: number): Vector3;
  22756. /**
  22757. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  22758. * at the ground coordinates (x, z) expressed in the World system.
  22759. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  22760. * @param x x coordinate
  22761. * @param z z coordinate
  22762. * @param ref vector to store the result
  22763. * @returns the GroundMesh.
  22764. */
  22765. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  22766. /**
  22767. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  22768. * if the ground has been updated.
  22769. * This can be used in the render loop.
  22770. * @returns the GroundMesh.
  22771. */
  22772. updateCoordinateHeights(): GroundMesh;
  22773. private _getFacetAt;
  22774. private _initHeightQuads;
  22775. private _computeHeightQuads;
  22776. /**
  22777. * Serializes this ground mesh
  22778. * @param serializationObject object to write serialization to
  22779. */
  22780. serialize(serializationObject: any): void;
  22781. /**
  22782. * Parses a serialized ground mesh
  22783. * @param parsedMesh the serialized mesh
  22784. * @param scene the scene to create the ground mesh in
  22785. * @returns the created ground mesh
  22786. */
  22787. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  22788. }
  22789. }
  22790. declare module "babylonjs/Physics/physicsJoint" {
  22791. import { Vector3 } from "babylonjs/Maths/math.vector";
  22792. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  22793. /**
  22794. * Interface for Physics-Joint data
  22795. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22796. */
  22797. export interface PhysicsJointData {
  22798. /**
  22799. * The main pivot of the joint
  22800. */
  22801. mainPivot?: Vector3;
  22802. /**
  22803. * The connected pivot of the joint
  22804. */
  22805. connectedPivot?: Vector3;
  22806. /**
  22807. * The main axis of the joint
  22808. */
  22809. mainAxis?: Vector3;
  22810. /**
  22811. * The connected axis of the joint
  22812. */
  22813. connectedAxis?: Vector3;
  22814. /**
  22815. * The collision of the joint
  22816. */
  22817. collision?: boolean;
  22818. /**
  22819. * Native Oimo/Cannon/Energy data
  22820. */
  22821. nativeParams?: any;
  22822. }
  22823. /**
  22824. * This is a holder class for the physics joint created by the physics plugin
  22825. * It holds a set of functions to control the underlying joint
  22826. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22827. */
  22828. export class PhysicsJoint {
  22829. /**
  22830. * The type of the physics joint
  22831. */
  22832. type: number;
  22833. /**
  22834. * The data for the physics joint
  22835. */
  22836. jointData: PhysicsJointData;
  22837. private _physicsJoint;
  22838. protected _physicsPlugin: IPhysicsEnginePlugin;
  22839. /**
  22840. * Initializes the physics joint
  22841. * @param type The type of the physics joint
  22842. * @param jointData The data for the physics joint
  22843. */
  22844. constructor(
  22845. /**
  22846. * The type of the physics joint
  22847. */
  22848. type: number,
  22849. /**
  22850. * The data for the physics joint
  22851. */
  22852. jointData: PhysicsJointData);
  22853. /**
  22854. * Gets the physics joint
  22855. */
  22856. /**
  22857. * Sets the physics joint
  22858. */
  22859. physicsJoint: any;
  22860. /**
  22861. * Sets the physics plugin
  22862. */
  22863. physicsPlugin: IPhysicsEnginePlugin;
  22864. /**
  22865. * Execute a function that is physics-plugin specific.
  22866. * @param {Function} func the function that will be executed.
  22867. * It accepts two parameters: the physics world and the physics joint
  22868. */
  22869. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  22870. /**
  22871. * Distance-Joint type
  22872. */
  22873. static DistanceJoint: number;
  22874. /**
  22875. * Hinge-Joint type
  22876. */
  22877. static HingeJoint: number;
  22878. /**
  22879. * Ball-and-Socket joint type
  22880. */
  22881. static BallAndSocketJoint: number;
  22882. /**
  22883. * Wheel-Joint type
  22884. */
  22885. static WheelJoint: number;
  22886. /**
  22887. * Slider-Joint type
  22888. */
  22889. static SliderJoint: number;
  22890. /**
  22891. * Prismatic-Joint type
  22892. */
  22893. static PrismaticJoint: number;
  22894. /**
  22895. * Universal-Joint type
  22896. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  22897. */
  22898. static UniversalJoint: number;
  22899. /**
  22900. * Hinge-Joint 2 type
  22901. */
  22902. static Hinge2Joint: number;
  22903. /**
  22904. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  22905. */
  22906. static PointToPointJoint: number;
  22907. /**
  22908. * Spring-Joint type
  22909. */
  22910. static SpringJoint: number;
  22911. /**
  22912. * Lock-Joint type
  22913. */
  22914. static LockJoint: number;
  22915. }
  22916. /**
  22917. * A class representing a physics distance joint
  22918. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22919. */
  22920. export class DistanceJoint extends PhysicsJoint {
  22921. /**
  22922. *
  22923. * @param jointData The data for the Distance-Joint
  22924. */
  22925. constructor(jointData: DistanceJointData);
  22926. /**
  22927. * Update the predefined distance.
  22928. * @param maxDistance The maximum preferred distance
  22929. * @param minDistance The minimum preferred distance
  22930. */
  22931. updateDistance(maxDistance: number, minDistance?: number): void;
  22932. }
  22933. /**
  22934. * Represents a Motor-Enabled Joint
  22935. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22936. */
  22937. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  22938. /**
  22939. * Initializes the Motor-Enabled Joint
  22940. * @param type The type of the joint
  22941. * @param jointData The physica joint data for the joint
  22942. */
  22943. constructor(type: number, jointData: PhysicsJointData);
  22944. /**
  22945. * Set the motor values.
  22946. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22947. * @param force the force to apply
  22948. * @param maxForce max force for this motor.
  22949. */
  22950. setMotor(force?: number, maxForce?: number): void;
  22951. /**
  22952. * Set the motor's limits.
  22953. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22954. * @param upperLimit The upper limit of the motor
  22955. * @param lowerLimit The lower limit of the motor
  22956. */
  22957. setLimit(upperLimit: number, lowerLimit?: number): void;
  22958. }
  22959. /**
  22960. * This class represents a single physics Hinge-Joint
  22961. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22962. */
  22963. export class HingeJoint extends MotorEnabledJoint {
  22964. /**
  22965. * Initializes the Hinge-Joint
  22966. * @param jointData The joint data for the Hinge-Joint
  22967. */
  22968. constructor(jointData: PhysicsJointData);
  22969. /**
  22970. * Set the motor values.
  22971. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22972. * @param {number} force the force to apply
  22973. * @param {number} maxForce max force for this motor.
  22974. */
  22975. setMotor(force?: number, maxForce?: number): void;
  22976. /**
  22977. * Set the motor's limits.
  22978. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22979. * @param upperLimit The upper limit of the motor
  22980. * @param lowerLimit The lower limit of the motor
  22981. */
  22982. setLimit(upperLimit: number, lowerLimit?: number): void;
  22983. }
  22984. /**
  22985. * This class represents a dual hinge physics joint (same as wheel joint)
  22986. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22987. */
  22988. export class Hinge2Joint extends MotorEnabledJoint {
  22989. /**
  22990. * Initializes the Hinge2-Joint
  22991. * @param jointData The joint data for the Hinge2-Joint
  22992. */
  22993. constructor(jointData: PhysicsJointData);
  22994. /**
  22995. * Set the motor values.
  22996. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22997. * @param {number} targetSpeed the speed the motor is to reach
  22998. * @param {number} maxForce max force for this motor.
  22999. * @param {motorIndex} the motor's index, 0 or 1.
  23000. */
  23001. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  23002. /**
  23003. * Set the motor limits.
  23004. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23005. * @param {number} upperLimit the upper limit
  23006. * @param {number} lowerLimit lower limit
  23007. * @param {motorIndex} the motor's index, 0 or 1.
  23008. */
  23009. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23010. }
  23011. /**
  23012. * Interface for a motor enabled joint
  23013. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23014. */
  23015. export interface IMotorEnabledJoint {
  23016. /**
  23017. * Physics joint
  23018. */
  23019. physicsJoint: any;
  23020. /**
  23021. * Sets the motor of the motor-enabled joint
  23022. * @param force The force of the motor
  23023. * @param maxForce The maximum force of the motor
  23024. * @param motorIndex The index of the motor
  23025. */
  23026. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  23027. /**
  23028. * Sets the limit of the motor
  23029. * @param upperLimit The upper limit of the motor
  23030. * @param lowerLimit The lower limit of the motor
  23031. * @param motorIndex The index of the motor
  23032. */
  23033. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23034. }
  23035. /**
  23036. * Joint data for a Distance-Joint
  23037. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23038. */
  23039. export interface DistanceJointData extends PhysicsJointData {
  23040. /**
  23041. * Max distance the 2 joint objects can be apart
  23042. */
  23043. maxDistance: number;
  23044. }
  23045. /**
  23046. * Joint data from a spring joint
  23047. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23048. */
  23049. export interface SpringJointData extends PhysicsJointData {
  23050. /**
  23051. * Length of the spring
  23052. */
  23053. length: number;
  23054. /**
  23055. * Stiffness of the spring
  23056. */
  23057. stiffness: number;
  23058. /**
  23059. * Damping of the spring
  23060. */
  23061. damping: number;
  23062. /** this callback will be called when applying the force to the impostors. */
  23063. forceApplicationCallback: () => void;
  23064. }
  23065. }
  23066. declare module "babylonjs/Physics/physicsRaycastResult" {
  23067. import { Vector3 } from "babylonjs/Maths/math.vector";
  23068. /**
  23069. * Holds the data for the raycast result
  23070. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23071. */
  23072. export class PhysicsRaycastResult {
  23073. private _hasHit;
  23074. private _hitDistance;
  23075. private _hitNormalWorld;
  23076. private _hitPointWorld;
  23077. private _rayFromWorld;
  23078. private _rayToWorld;
  23079. /**
  23080. * Gets if there was a hit
  23081. */
  23082. readonly hasHit: boolean;
  23083. /**
  23084. * Gets the distance from the hit
  23085. */
  23086. readonly hitDistance: number;
  23087. /**
  23088. * Gets the hit normal/direction in the world
  23089. */
  23090. readonly hitNormalWorld: Vector3;
  23091. /**
  23092. * Gets the hit point in the world
  23093. */
  23094. readonly hitPointWorld: Vector3;
  23095. /**
  23096. * Gets the ray "start point" of the ray in the world
  23097. */
  23098. readonly rayFromWorld: Vector3;
  23099. /**
  23100. * Gets the ray "end point" of the ray in the world
  23101. */
  23102. readonly rayToWorld: Vector3;
  23103. /**
  23104. * Sets the hit data (normal & point in world space)
  23105. * @param hitNormalWorld defines the normal in world space
  23106. * @param hitPointWorld defines the point in world space
  23107. */
  23108. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  23109. /**
  23110. * Sets the distance from the start point to the hit point
  23111. * @param distance
  23112. */
  23113. setHitDistance(distance: number): void;
  23114. /**
  23115. * Calculates the distance manually
  23116. */
  23117. calculateHitDistance(): void;
  23118. /**
  23119. * Resets all the values to default
  23120. * @param from The from point on world space
  23121. * @param to The to point on world space
  23122. */
  23123. reset(from?: Vector3, to?: Vector3): void;
  23124. }
  23125. /**
  23126. * Interface for the size containing width and height
  23127. */
  23128. interface IXYZ {
  23129. /**
  23130. * X
  23131. */
  23132. x: number;
  23133. /**
  23134. * Y
  23135. */
  23136. y: number;
  23137. /**
  23138. * Z
  23139. */
  23140. z: number;
  23141. }
  23142. }
  23143. declare module "babylonjs/Physics/IPhysicsEngine" {
  23144. import { Nullable } from "babylonjs/types";
  23145. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  23146. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23147. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  23148. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  23149. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  23150. /**
  23151. * Interface used to describe a physics joint
  23152. */
  23153. export interface PhysicsImpostorJoint {
  23154. /** Defines the main impostor to which the joint is linked */
  23155. mainImpostor: PhysicsImpostor;
  23156. /** Defines the impostor that is connected to the main impostor using this joint */
  23157. connectedImpostor: PhysicsImpostor;
  23158. /** Defines the joint itself */
  23159. joint: PhysicsJoint;
  23160. }
  23161. /** @hidden */
  23162. export interface IPhysicsEnginePlugin {
  23163. world: any;
  23164. name: string;
  23165. setGravity(gravity: Vector3): void;
  23166. setTimeStep(timeStep: number): void;
  23167. getTimeStep(): number;
  23168. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  23169. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23170. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23171. generatePhysicsBody(impostor: PhysicsImpostor): void;
  23172. removePhysicsBody(impostor: PhysicsImpostor): void;
  23173. generateJoint(joint: PhysicsImpostorJoint): void;
  23174. removeJoint(joint: PhysicsImpostorJoint): void;
  23175. isSupported(): boolean;
  23176. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  23177. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  23178. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23179. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23180. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23181. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23182. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  23183. getBodyMass(impostor: PhysicsImpostor): number;
  23184. getBodyFriction(impostor: PhysicsImpostor): number;
  23185. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  23186. getBodyRestitution(impostor: PhysicsImpostor): number;
  23187. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  23188. getBodyPressure?(impostor: PhysicsImpostor): number;
  23189. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  23190. getBodyStiffness?(impostor: PhysicsImpostor): number;
  23191. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  23192. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  23193. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  23194. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  23195. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  23196. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23197. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23198. sleepBody(impostor: PhysicsImpostor): void;
  23199. wakeUpBody(impostor: PhysicsImpostor): void;
  23200. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23201. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  23202. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  23203. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23204. getRadius(impostor: PhysicsImpostor): number;
  23205. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  23206. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  23207. dispose(): void;
  23208. }
  23209. /**
  23210. * Interface used to define a physics engine
  23211. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  23212. */
  23213. export interface IPhysicsEngine {
  23214. /**
  23215. * Gets the gravity vector used by the simulation
  23216. */
  23217. gravity: Vector3;
  23218. /**
  23219. * Sets the gravity vector used by the simulation
  23220. * @param gravity defines the gravity vector to use
  23221. */
  23222. setGravity(gravity: Vector3): void;
  23223. /**
  23224. * Set the time step of the physics engine.
  23225. * Default is 1/60.
  23226. * To slow it down, enter 1/600 for example.
  23227. * To speed it up, 1/30
  23228. * @param newTimeStep the new timestep to apply to this world.
  23229. */
  23230. setTimeStep(newTimeStep: number): void;
  23231. /**
  23232. * Get the time step of the physics engine.
  23233. * @returns the current time step
  23234. */
  23235. getTimeStep(): number;
  23236. /**
  23237. * Release all resources
  23238. */
  23239. dispose(): void;
  23240. /**
  23241. * Gets the name of the current physics plugin
  23242. * @returns the name of the plugin
  23243. */
  23244. getPhysicsPluginName(): string;
  23245. /**
  23246. * Adding a new impostor for the impostor tracking.
  23247. * This will be done by the impostor itself.
  23248. * @param impostor the impostor to add
  23249. */
  23250. addImpostor(impostor: PhysicsImpostor): void;
  23251. /**
  23252. * Remove an impostor from the engine.
  23253. * This impostor and its mesh will not longer be updated by the physics engine.
  23254. * @param impostor the impostor to remove
  23255. */
  23256. removeImpostor(impostor: PhysicsImpostor): void;
  23257. /**
  23258. * Add a joint to the physics engine
  23259. * @param mainImpostor defines the main impostor to which the joint is added.
  23260. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  23261. * @param joint defines the joint that will connect both impostors.
  23262. */
  23263. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23264. /**
  23265. * Removes a joint from the simulation
  23266. * @param mainImpostor defines the impostor used with the joint
  23267. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  23268. * @param joint defines the joint to remove
  23269. */
  23270. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23271. /**
  23272. * Gets the current plugin used to run the simulation
  23273. * @returns current plugin
  23274. */
  23275. getPhysicsPlugin(): IPhysicsEnginePlugin;
  23276. /**
  23277. * Gets the list of physic impostors
  23278. * @returns an array of PhysicsImpostor
  23279. */
  23280. getImpostors(): Array<PhysicsImpostor>;
  23281. /**
  23282. * Gets the impostor for a physics enabled object
  23283. * @param object defines the object impersonated by the impostor
  23284. * @returns the PhysicsImpostor or null if not found
  23285. */
  23286. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  23287. /**
  23288. * Gets the impostor for a physics body object
  23289. * @param body defines physics body used by the impostor
  23290. * @returns the PhysicsImpostor or null if not found
  23291. */
  23292. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  23293. /**
  23294. * Does a raycast in the physics world
  23295. * @param from when should the ray start?
  23296. * @param to when should the ray end?
  23297. * @returns PhysicsRaycastResult
  23298. */
  23299. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23300. /**
  23301. * Called by the scene. No need to call it.
  23302. * @param delta defines the timespam between frames
  23303. */
  23304. _step(delta: number): void;
  23305. }
  23306. }
  23307. declare module "babylonjs/Physics/physicsImpostor" {
  23308. import { Nullable, IndicesArray } from "babylonjs/types";
  23309. import { Vector3, Matrix, Quaternion } from "babylonjs/Maths/math.vector";
  23310. import { TransformNode } from "babylonjs/Meshes/transformNode";
  23311. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23312. import { Scene } from "babylonjs/scene";
  23313. import { Bone } from "babylonjs/Bones/bone";
  23314. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  23315. import { PhysicsJoint, PhysicsJointData } from "babylonjs/Physics/physicsJoint";
  23316. import { Space } from "babylonjs/Maths/math.axis";
  23317. /**
  23318. * The interface for the physics imposter parameters
  23319. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23320. */
  23321. export interface PhysicsImpostorParameters {
  23322. /**
  23323. * The mass of the physics imposter
  23324. */
  23325. mass: number;
  23326. /**
  23327. * The friction of the physics imposter
  23328. */
  23329. friction?: number;
  23330. /**
  23331. * The coefficient of restitution of the physics imposter
  23332. */
  23333. restitution?: number;
  23334. /**
  23335. * The native options of the physics imposter
  23336. */
  23337. nativeOptions?: any;
  23338. /**
  23339. * Specifies if the parent should be ignored
  23340. */
  23341. ignoreParent?: boolean;
  23342. /**
  23343. * Specifies if bi-directional transformations should be disabled
  23344. */
  23345. disableBidirectionalTransformation?: boolean;
  23346. /**
  23347. * The pressure inside the physics imposter, soft object only
  23348. */
  23349. pressure?: number;
  23350. /**
  23351. * The stiffness the physics imposter, soft object only
  23352. */
  23353. stiffness?: number;
  23354. /**
  23355. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  23356. */
  23357. velocityIterations?: number;
  23358. /**
  23359. * The number of iterations used in maintaining consistent vertex positions, soft object only
  23360. */
  23361. positionIterations?: number;
  23362. /**
  23363. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  23364. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  23365. * Add to fix multiple points
  23366. */
  23367. fixedPoints?: number;
  23368. /**
  23369. * The collision margin around a soft object
  23370. */
  23371. margin?: number;
  23372. /**
  23373. * The collision margin around a soft object
  23374. */
  23375. damping?: number;
  23376. /**
  23377. * The path for a rope based on an extrusion
  23378. */
  23379. path?: any;
  23380. /**
  23381. * The shape of an extrusion used for a rope based on an extrusion
  23382. */
  23383. shape?: any;
  23384. }
  23385. /**
  23386. * Interface for a physics-enabled object
  23387. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23388. */
  23389. export interface IPhysicsEnabledObject {
  23390. /**
  23391. * The position of the physics-enabled object
  23392. */
  23393. position: Vector3;
  23394. /**
  23395. * The rotation of the physics-enabled object
  23396. */
  23397. rotationQuaternion: Nullable<Quaternion>;
  23398. /**
  23399. * The scale of the physics-enabled object
  23400. */
  23401. scaling: Vector3;
  23402. /**
  23403. * The rotation of the physics-enabled object
  23404. */
  23405. rotation?: Vector3;
  23406. /**
  23407. * The parent of the physics-enabled object
  23408. */
  23409. parent?: any;
  23410. /**
  23411. * The bounding info of the physics-enabled object
  23412. * @returns The bounding info of the physics-enabled object
  23413. */
  23414. getBoundingInfo(): BoundingInfo;
  23415. /**
  23416. * Computes the world matrix
  23417. * @param force Specifies if the world matrix should be computed by force
  23418. * @returns A world matrix
  23419. */
  23420. computeWorldMatrix(force: boolean): Matrix;
  23421. /**
  23422. * Gets the world matrix
  23423. * @returns A world matrix
  23424. */
  23425. getWorldMatrix?(): Matrix;
  23426. /**
  23427. * Gets the child meshes
  23428. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  23429. * @returns An array of abstract meshes
  23430. */
  23431. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  23432. /**
  23433. * Gets the vertex data
  23434. * @param kind The type of vertex data
  23435. * @returns A nullable array of numbers, or a float32 array
  23436. */
  23437. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  23438. /**
  23439. * Gets the indices from the mesh
  23440. * @returns A nullable array of index arrays
  23441. */
  23442. getIndices?(): Nullable<IndicesArray>;
  23443. /**
  23444. * Gets the scene from the mesh
  23445. * @returns the indices array or null
  23446. */
  23447. getScene?(): Scene;
  23448. /**
  23449. * Gets the absolute position from the mesh
  23450. * @returns the absolute position
  23451. */
  23452. getAbsolutePosition(): Vector3;
  23453. /**
  23454. * Gets the absolute pivot point from the mesh
  23455. * @returns the absolute pivot point
  23456. */
  23457. getAbsolutePivotPoint(): Vector3;
  23458. /**
  23459. * Rotates the mesh
  23460. * @param axis The axis of rotation
  23461. * @param amount The amount of rotation
  23462. * @param space The space of the rotation
  23463. * @returns The rotation transform node
  23464. */
  23465. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  23466. /**
  23467. * Translates the mesh
  23468. * @param axis The axis of translation
  23469. * @param distance The distance of translation
  23470. * @param space The space of the translation
  23471. * @returns The transform node
  23472. */
  23473. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  23474. /**
  23475. * Sets the absolute position of the mesh
  23476. * @param absolutePosition The absolute position of the mesh
  23477. * @returns The transform node
  23478. */
  23479. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  23480. /**
  23481. * Gets the class name of the mesh
  23482. * @returns The class name
  23483. */
  23484. getClassName(): string;
  23485. }
  23486. /**
  23487. * Represents a physics imposter
  23488. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23489. */
  23490. export class PhysicsImpostor {
  23491. /**
  23492. * The physics-enabled object used as the physics imposter
  23493. */
  23494. object: IPhysicsEnabledObject;
  23495. /**
  23496. * The type of the physics imposter
  23497. */
  23498. type: number;
  23499. private _options;
  23500. private _scene?;
  23501. /**
  23502. * The default object size of the imposter
  23503. */
  23504. static DEFAULT_OBJECT_SIZE: Vector3;
  23505. /**
  23506. * The identity quaternion of the imposter
  23507. */
  23508. static IDENTITY_QUATERNION: Quaternion;
  23509. /** @hidden */
  23510. _pluginData: any;
  23511. private _physicsEngine;
  23512. private _physicsBody;
  23513. private _bodyUpdateRequired;
  23514. private _onBeforePhysicsStepCallbacks;
  23515. private _onAfterPhysicsStepCallbacks;
  23516. /** @hidden */
  23517. _onPhysicsCollideCallbacks: Array<{
  23518. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  23519. otherImpostors: Array<PhysicsImpostor>;
  23520. }>;
  23521. private _deltaPosition;
  23522. private _deltaRotation;
  23523. private _deltaRotationConjugated;
  23524. /** @hidden */
  23525. _isFromLine: boolean;
  23526. private _parent;
  23527. private _isDisposed;
  23528. private static _tmpVecs;
  23529. private static _tmpQuat;
  23530. /**
  23531. * Specifies if the physics imposter is disposed
  23532. */
  23533. readonly isDisposed: boolean;
  23534. /**
  23535. * Gets the mass of the physics imposter
  23536. */
  23537. mass: number;
  23538. /**
  23539. * Gets the coefficient of friction
  23540. */
  23541. /**
  23542. * Sets the coefficient of friction
  23543. */
  23544. friction: number;
  23545. /**
  23546. * Gets the coefficient of restitution
  23547. */
  23548. /**
  23549. * Sets the coefficient of restitution
  23550. */
  23551. restitution: number;
  23552. /**
  23553. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  23554. */
  23555. /**
  23556. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  23557. */
  23558. pressure: number;
  23559. /**
  23560. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  23561. */
  23562. /**
  23563. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  23564. */
  23565. stiffness: number;
  23566. /**
  23567. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  23568. */
  23569. /**
  23570. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  23571. */
  23572. velocityIterations: number;
  23573. /**
  23574. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  23575. */
  23576. /**
  23577. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  23578. */
  23579. positionIterations: number;
  23580. /**
  23581. * The unique id of the physics imposter
  23582. * set by the physics engine when adding this impostor to the array
  23583. */
  23584. uniqueId: number;
  23585. /**
  23586. * @hidden
  23587. */
  23588. soft: boolean;
  23589. /**
  23590. * @hidden
  23591. */
  23592. segments: number;
  23593. private _joints;
  23594. /**
  23595. * Initializes the physics imposter
  23596. * @param object The physics-enabled object used as the physics imposter
  23597. * @param type The type of the physics imposter
  23598. * @param _options The options for the physics imposter
  23599. * @param _scene The Babylon scene
  23600. */
  23601. constructor(
  23602. /**
  23603. * The physics-enabled object used as the physics imposter
  23604. */
  23605. object: IPhysicsEnabledObject,
  23606. /**
  23607. * The type of the physics imposter
  23608. */
  23609. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  23610. /**
  23611. * This function will completly initialize this impostor.
  23612. * It will create a new body - but only if this mesh has no parent.
  23613. * If it has, this impostor will not be used other than to define the impostor
  23614. * of the child mesh.
  23615. * @hidden
  23616. */
  23617. _init(): void;
  23618. private _getPhysicsParent;
  23619. /**
  23620. * Should a new body be generated.
  23621. * @returns boolean specifying if body initialization is required
  23622. */
  23623. isBodyInitRequired(): boolean;
  23624. /**
  23625. * Sets the updated scaling
  23626. * @param updated Specifies if the scaling is updated
  23627. */
  23628. setScalingUpdated(): void;
  23629. /**
  23630. * Force a regeneration of this or the parent's impostor's body.
  23631. * Use under cautious - This will remove all joints already implemented.
  23632. */
  23633. forceUpdate(): void;
  23634. /**
  23635. * Gets the body that holds this impostor. Either its own, or its parent.
  23636. */
  23637. /**
  23638. * Set the physics body. Used mainly by the physics engine/plugin
  23639. */
  23640. physicsBody: any;
  23641. /**
  23642. * Get the parent of the physics imposter
  23643. * @returns Physics imposter or null
  23644. */
  23645. /**
  23646. * Sets the parent of the physics imposter
  23647. */
  23648. parent: Nullable<PhysicsImpostor>;
  23649. /**
  23650. * Resets the update flags
  23651. */
  23652. resetUpdateFlags(): void;
  23653. /**
  23654. * Gets the object extend size
  23655. * @returns the object extend size
  23656. */
  23657. getObjectExtendSize(): Vector3;
  23658. /**
  23659. * Gets the object center
  23660. * @returns The object center
  23661. */
  23662. getObjectCenter(): Vector3;
  23663. /**
  23664. * Get a specific parametes from the options parameter
  23665. * @param paramName The object parameter name
  23666. * @returns The object parameter
  23667. */
  23668. getParam(paramName: string): any;
  23669. /**
  23670. * Sets a specific parameter in the options given to the physics plugin
  23671. * @param paramName The parameter name
  23672. * @param value The value of the parameter
  23673. */
  23674. setParam(paramName: string, value: number): void;
  23675. /**
  23676. * Specifically change the body's mass option. Won't recreate the physics body object
  23677. * @param mass The mass of the physics imposter
  23678. */
  23679. setMass(mass: number): void;
  23680. /**
  23681. * Gets the linear velocity
  23682. * @returns linear velocity or null
  23683. */
  23684. getLinearVelocity(): Nullable<Vector3>;
  23685. /**
  23686. * Sets the linear velocity
  23687. * @param velocity linear velocity or null
  23688. */
  23689. setLinearVelocity(velocity: Nullable<Vector3>): void;
  23690. /**
  23691. * Gets the angular velocity
  23692. * @returns angular velocity or null
  23693. */
  23694. getAngularVelocity(): Nullable<Vector3>;
  23695. /**
  23696. * Sets the angular velocity
  23697. * @param velocity The velocity or null
  23698. */
  23699. setAngularVelocity(velocity: Nullable<Vector3>): void;
  23700. /**
  23701. * Execute a function with the physics plugin native code
  23702. * Provide a function the will have two variables - the world object and the physics body object
  23703. * @param func The function to execute with the physics plugin native code
  23704. */
  23705. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  23706. /**
  23707. * Register a function that will be executed before the physics world is stepping forward
  23708. * @param func The function to execute before the physics world is stepped forward
  23709. */
  23710. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23711. /**
  23712. * Unregister a function that will be executed before the physics world is stepping forward
  23713. * @param func The function to execute before the physics world is stepped forward
  23714. */
  23715. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23716. /**
  23717. * Register a function that will be executed after the physics step
  23718. * @param func The function to execute after physics step
  23719. */
  23720. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23721. /**
  23722. * Unregisters a function that will be executed after the physics step
  23723. * @param func The function to execute after physics step
  23724. */
  23725. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23726. /**
  23727. * register a function that will be executed when this impostor collides against a different body
  23728. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  23729. * @param func Callback that is executed on collision
  23730. */
  23731. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  23732. /**
  23733. * Unregisters the physics imposter on contact
  23734. * @param collideAgainst The physics object to collide against
  23735. * @param func Callback to execute on collision
  23736. */
  23737. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  23738. private _tmpQuat;
  23739. private _tmpQuat2;
  23740. /**
  23741. * Get the parent rotation
  23742. * @returns The parent rotation
  23743. */
  23744. getParentsRotation(): Quaternion;
  23745. /**
  23746. * this function is executed by the physics engine.
  23747. */
  23748. beforeStep: () => void;
  23749. /**
  23750. * this function is executed by the physics engine
  23751. */
  23752. afterStep: () => void;
  23753. /**
  23754. * Legacy collision detection event support
  23755. */
  23756. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  23757. /**
  23758. * event and body object due to cannon's event-based architecture.
  23759. */
  23760. onCollide: (e: {
  23761. body: any;
  23762. }) => void;
  23763. /**
  23764. * Apply a force
  23765. * @param force The force to apply
  23766. * @param contactPoint The contact point for the force
  23767. * @returns The physics imposter
  23768. */
  23769. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  23770. /**
  23771. * Apply an impulse
  23772. * @param force The impulse force
  23773. * @param contactPoint The contact point for the impulse force
  23774. * @returns The physics imposter
  23775. */
  23776. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  23777. /**
  23778. * A help function to create a joint
  23779. * @param otherImpostor A physics imposter used to create a joint
  23780. * @param jointType The type of joint
  23781. * @param jointData The data for the joint
  23782. * @returns The physics imposter
  23783. */
  23784. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  23785. /**
  23786. * Add a joint to this impostor with a different impostor
  23787. * @param otherImpostor A physics imposter used to add a joint
  23788. * @param joint The joint to add
  23789. * @returns The physics imposter
  23790. */
  23791. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  23792. /**
  23793. * Add an anchor to a cloth impostor
  23794. * @param otherImpostor rigid impostor to anchor to
  23795. * @param width ratio across width from 0 to 1
  23796. * @param height ratio up height from 0 to 1
  23797. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  23798. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  23799. * @returns impostor the soft imposter
  23800. */
  23801. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  23802. /**
  23803. * Add a hook to a rope impostor
  23804. * @param otherImpostor rigid impostor to anchor to
  23805. * @param length ratio across rope from 0 to 1
  23806. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  23807. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  23808. * @returns impostor the rope imposter
  23809. */
  23810. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  23811. /**
  23812. * Will keep this body still, in a sleep mode.
  23813. * @returns the physics imposter
  23814. */
  23815. sleep(): PhysicsImpostor;
  23816. /**
  23817. * Wake the body up.
  23818. * @returns The physics imposter
  23819. */
  23820. wakeUp(): PhysicsImpostor;
  23821. /**
  23822. * Clones the physics imposter
  23823. * @param newObject The physics imposter clones to this physics-enabled object
  23824. * @returns A nullable physics imposter
  23825. */
  23826. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  23827. /**
  23828. * Disposes the physics imposter
  23829. */
  23830. dispose(): void;
  23831. /**
  23832. * Sets the delta position
  23833. * @param position The delta position amount
  23834. */
  23835. setDeltaPosition(position: Vector3): void;
  23836. /**
  23837. * Sets the delta rotation
  23838. * @param rotation The delta rotation amount
  23839. */
  23840. setDeltaRotation(rotation: Quaternion): void;
  23841. /**
  23842. * Gets the box size of the physics imposter and stores the result in the input parameter
  23843. * @param result Stores the box size
  23844. * @returns The physics imposter
  23845. */
  23846. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  23847. /**
  23848. * Gets the radius of the physics imposter
  23849. * @returns Radius of the physics imposter
  23850. */
  23851. getRadius(): number;
  23852. /**
  23853. * Sync a bone with this impostor
  23854. * @param bone The bone to sync to the impostor.
  23855. * @param boneMesh The mesh that the bone is influencing.
  23856. * @param jointPivot The pivot of the joint / bone in local space.
  23857. * @param distToJoint Optional distance from the impostor to the joint.
  23858. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  23859. */
  23860. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  23861. /**
  23862. * Sync impostor to a bone
  23863. * @param bone The bone that the impostor will be synced to.
  23864. * @param boneMesh The mesh that the bone is influencing.
  23865. * @param jointPivot The pivot of the joint / bone in local space.
  23866. * @param distToJoint Optional distance from the impostor to the joint.
  23867. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  23868. * @param boneAxis Optional vector3 axis the bone is aligned with
  23869. */
  23870. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  23871. /**
  23872. * No-Imposter type
  23873. */
  23874. static NoImpostor: number;
  23875. /**
  23876. * Sphere-Imposter type
  23877. */
  23878. static SphereImpostor: number;
  23879. /**
  23880. * Box-Imposter type
  23881. */
  23882. static BoxImpostor: number;
  23883. /**
  23884. * Plane-Imposter type
  23885. */
  23886. static PlaneImpostor: number;
  23887. /**
  23888. * Mesh-imposter type
  23889. */
  23890. static MeshImpostor: number;
  23891. /**
  23892. * Capsule-Impostor type (Ammo.js plugin only)
  23893. */
  23894. static CapsuleImpostor: number;
  23895. /**
  23896. * Cylinder-Imposter type
  23897. */
  23898. static CylinderImpostor: number;
  23899. /**
  23900. * Particle-Imposter type
  23901. */
  23902. static ParticleImpostor: number;
  23903. /**
  23904. * Heightmap-Imposter type
  23905. */
  23906. static HeightmapImpostor: number;
  23907. /**
  23908. * ConvexHull-Impostor type (Ammo.js plugin only)
  23909. */
  23910. static ConvexHullImpostor: number;
  23911. /**
  23912. * Rope-Imposter type
  23913. */
  23914. static RopeImpostor: number;
  23915. /**
  23916. * Cloth-Imposter type
  23917. */
  23918. static ClothImpostor: number;
  23919. /**
  23920. * Softbody-Imposter type
  23921. */
  23922. static SoftbodyImpostor: number;
  23923. }
  23924. }
  23925. declare module "babylonjs/Meshes/mesh" {
  23926. import { Observable } from "babylonjs/Misc/observable";
  23927. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  23928. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  23929. import { Camera } from "babylonjs/Cameras/camera";
  23930. import { Scene } from "babylonjs/scene";
  23931. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  23932. import { Color4 } from "babylonjs/Maths/math.color";
  23933. import { Engine } from "babylonjs/Engines/engine";
  23934. import { Node } from "babylonjs/node";
  23935. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  23936. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  23937. import { Buffer } from "babylonjs/Meshes/buffer";
  23938. import { Geometry } from "babylonjs/Meshes/geometry";
  23939. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23940. import { SubMesh } from "babylonjs/Meshes/subMesh";
  23941. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  23942. import { Effect } from "babylonjs/Materials/effect";
  23943. import { Material } from "babylonjs/Materials/material";
  23944. import { Skeleton } from "babylonjs/Bones/skeleton";
  23945. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  23946. import { MeshLODLevel } from "babylonjs/Meshes/meshLODLevel";
  23947. import { Path3D } from "babylonjs/Maths/math.path";
  23948. import { Plane } from "babylonjs/Maths/math.plane";
  23949. import { TransformNode } from "babylonjs/Meshes/transformNode";
  23950. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  23951. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  23952. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  23953. import { IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  23954. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  23955. /**
  23956. * @hidden
  23957. **/
  23958. export class _CreationDataStorage {
  23959. closePath?: boolean;
  23960. closeArray?: boolean;
  23961. idx: number[];
  23962. dashSize: number;
  23963. gapSize: number;
  23964. path3D: Path3D;
  23965. pathArray: Vector3[][];
  23966. arc: number;
  23967. radius: number;
  23968. cap: number;
  23969. tessellation: number;
  23970. }
  23971. /**
  23972. * @hidden
  23973. **/
  23974. class _InstanceDataStorage {
  23975. visibleInstances: any;
  23976. batchCache: _InstancesBatch;
  23977. instancesBufferSize: number;
  23978. instancesBuffer: Nullable<Buffer>;
  23979. instancesData: Float32Array;
  23980. overridenInstanceCount: number;
  23981. isFrozen: boolean;
  23982. previousBatch: Nullable<_InstancesBatch>;
  23983. hardwareInstancedRendering: boolean;
  23984. sideOrientation: number;
  23985. }
  23986. /**
  23987. * @hidden
  23988. **/
  23989. export class _InstancesBatch {
  23990. mustReturn: boolean;
  23991. visibleInstances: Nullable<import("babylonjs/Meshes/instancedMesh").InstancedMesh[]>[];
  23992. renderSelf: boolean[];
  23993. hardwareInstancedRendering: boolean[];
  23994. }
  23995. /**
  23996. * Class used to represent renderable models
  23997. */
  23998. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  23999. /**
  24000. * Mesh side orientation : usually the external or front surface
  24001. */
  24002. static readonly FRONTSIDE: number;
  24003. /**
  24004. * Mesh side orientation : usually the internal or back surface
  24005. */
  24006. static readonly BACKSIDE: number;
  24007. /**
  24008. * Mesh side orientation : both internal and external or front and back surfaces
  24009. */
  24010. static readonly DOUBLESIDE: number;
  24011. /**
  24012. * Mesh side orientation : by default, `FRONTSIDE`
  24013. */
  24014. static readonly DEFAULTSIDE: number;
  24015. /**
  24016. * Mesh cap setting : no cap
  24017. */
  24018. static readonly NO_CAP: number;
  24019. /**
  24020. * Mesh cap setting : one cap at the beginning of the mesh
  24021. */
  24022. static readonly CAP_START: number;
  24023. /**
  24024. * Mesh cap setting : one cap at the end of the mesh
  24025. */
  24026. static readonly CAP_END: number;
  24027. /**
  24028. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  24029. */
  24030. static readonly CAP_ALL: number;
  24031. /**
  24032. * Mesh pattern setting : no flip or rotate
  24033. */
  24034. static readonly NO_FLIP: number;
  24035. /**
  24036. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  24037. */
  24038. static readonly FLIP_TILE: number;
  24039. /**
  24040. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  24041. */
  24042. static readonly ROTATE_TILE: number;
  24043. /**
  24044. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  24045. */
  24046. static readonly FLIP_ROW: number;
  24047. /**
  24048. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  24049. */
  24050. static readonly ROTATE_ROW: number;
  24051. /**
  24052. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  24053. */
  24054. static readonly FLIP_N_ROTATE_TILE: number;
  24055. /**
  24056. * Mesh pattern setting : rotate pattern and rotate
  24057. */
  24058. static readonly FLIP_N_ROTATE_ROW: number;
  24059. /**
  24060. * Mesh tile positioning : part tiles same on left/right or top/bottom
  24061. */
  24062. static readonly CENTER: number;
  24063. /**
  24064. * Mesh tile positioning : part tiles on left
  24065. */
  24066. static readonly LEFT: number;
  24067. /**
  24068. * Mesh tile positioning : part tiles on right
  24069. */
  24070. static readonly RIGHT: number;
  24071. /**
  24072. * Mesh tile positioning : part tiles on top
  24073. */
  24074. static readonly TOP: number;
  24075. /**
  24076. * Mesh tile positioning : part tiles on bottom
  24077. */
  24078. static readonly BOTTOM: number;
  24079. /**
  24080. * Gets the default side orientation.
  24081. * @param orientation the orientation to value to attempt to get
  24082. * @returns the default orientation
  24083. * @hidden
  24084. */
  24085. static _GetDefaultSideOrientation(orientation?: number): number;
  24086. private _internalMeshDataInfo;
  24087. /**
  24088. * An event triggered before rendering the mesh
  24089. */
  24090. readonly onBeforeRenderObservable: Observable<Mesh>;
  24091. /**
  24092. * An event triggered before binding the mesh
  24093. */
  24094. readonly onBeforeBindObservable: Observable<Mesh>;
  24095. /**
  24096. * An event triggered after rendering the mesh
  24097. */
  24098. readonly onAfterRenderObservable: Observable<Mesh>;
  24099. /**
  24100. * An event triggered before drawing the mesh
  24101. */
  24102. readonly onBeforeDrawObservable: Observable<Mesh>;
  24103. private _onBeforeDrawObserver;
  24104. /**
  24105. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  24106. */
  24107. onBeforeDraw: () => void;
  24108. readonly hasInstances: boolean;
  24109. /**
  24110. * Gets the delay loading state of the mesh (when delay loading is turned on)
  24111. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  24112. */
  24113. delayLoadState: number;
  24114. /**
  24115. * Gets the list of instances created from this mesh
  24116. * it is not supposed to be modified manually.
  24117. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  24118. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  24119. */
  24120. instances: import("babylonjs/Meshes/instancedMesh").InstancedMesh[];
  24121. /**
  24122. * Gets the file containing delay loading data for this mesh
  24123. */
  24124. delayLoadingFile: string;
  24125. /** @hidden */
  24126. _binaryInfo: any;
  24127. /**
  24128. * User defined function used to change how LOD level selection is done
  24129. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  24130. */
  24131. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  24132. /**
  24133. * Gets or sets the morph target manager
  24134. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  24135. */
  24136. morphTargetManager: Nullable<MorphTargetManager>;
  24137. /** @hidden */
  24138. _creationDataStorage: Nullable<_CreationDataStorage>;
  24139. /** @hidden */
  24140. _geometry: Nullable<Geometry>;
  24141. /** @hidden */
  24142. _delayInfo: Array<string>;
  24143. /** @hidden */
  24144. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  24145. /** @hidden */
  24146. _instanceDataStorage: _InstanceDataStorage;
  24147. private _effectiveMaterial;
  24148. /** @hidden */
  24149. _shouldGenerateFlatShading: boolean;
  24150. /** @hidden */
  24151. _originalBuilderSideOrientation: number;
  24152. /**
  24153. * Use this property to change the original side orientation defined at construction time
  24154. */
  24155. overrideMaterialSideOrientation: Nullable<number>;
  24156. /**
  24157. * Gets the source mesh (the one used to clone this one from)
  24158. */
  24159. readonly source: Nullable<Mesh>;
  24160. /**
  24161. * Gets or sets a boolean indicating that this mesh does not use index buffer
  24162. */
  24163. isUnIndexed: boolean;
  24164. /**
  24165. * @constructor
  24166. * @param name The value used by scene.getMeshByName() to do a lookup.
  24167. * @param scene The scene to add this mesh to.
  24168. * @param parent The parent of this mesh, if it has one
  24169. * @param source An optional Mesh from which geometry is shared, cloned.
  24170. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  24171. * When false, achieved by calling a clone(), also passing False.
  24172. * This will make creation of children, recursive.
  24173. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  24174. */
  24175. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  24176. instantiateHierarychy(newParent?: Nullable<TransformNode>): Nullable<TransformNode>;
  24177. /**
  24178. * Gets the class name
  24179. * @returns the string "Mesh".
  24180. */
  24181. getClassName(): string;
  24182. /** @hidden */
  24183. readonly _isMesh: boolean;
  24184. /**
  24185. * Returns a description of this mesh
  24186. * @param fullDetails define if full details about this mesh must be used
  24187. * @returns a descriptive string representing this mesh
  24188. */
  24189. toString(fullDetails?: boolean): string;
  24190. /** @hidden */
  24191. _unBindEffect(): void;
  24192. /**
  24193. * Gets a boolean indicating if this mesh has LOD
  24194. */
  24195. readonly hasLODLevels: boolean;
  24196. /**
  24197. * Gets the list of MeshLODLevel associated with the current mesh
  24198. * @returns an array of MeshLODLevel
  24199. */
  24200. getLODLevels(): MeshLODLevel[];
  24201. private _sortLODLevels;
  24202. /**
  24203. * Add a mesh as LOD level triggered at the given distance.
  24204. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24205. * @param distance The distance from the center of the object to show this level
  24206. * @param mesh The mesh to be added as LOD level (can be null)
  24207. * @return This mesh (for chaining)
  24208. */
  24209. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  24210. /**
  24211. * Returns the LOD level mesh at the passed distance or null if not found.
  24212. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24213. * @param distance The distance from the center of the object to show this level
  24214. * @returns a Mesh or `null`
  24215. */
  24216. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  24217. /**
  24218. * Remove a mesh from the LOD array
  24219. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24220. * @param mesh defines the mesh to be removed
  24221. * @return This mesh (for chaining)
  24222. */
  24223. removeLODLevel(mesh: Mesh): Mesh;
  24224. /**
  24225. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  24226. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24227. * @param camera defines the camera to use to compute distance
  24228. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  24229. * @return This mesh (for chaining)
  24230. */
  24231. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  24232. /**
  24233. * Gets the mesh internal Geometry object
  24234. */
  24235. readonly geometry: Nullable<Geometry>;
  24236. /**
  24237. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  24238. * @returns the total number of vertices
  24239. */
  24240. getTotalVertices(): number;
  24241. /**
  24242. * Returns the content of an associated vertex buffer
  24243. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24244. * - VertexBuffer.PositionKind
  24245. * - VertexBuffer.UVKind
  24246. * - VertexBuffer.UV2Kind
  24247. * - VertexBuffer.UV3Kind
  24248. * - VertexBuffer.UV4Kind
  24249. * - VertexBuffer.UV5Kind
  24250. * - VertexBuffer.UV6Kind
  24251. * - VertexBuffer.ColorKind
  24252. * - VertexBuffer.MatricesIndicesKind
  24253. * - VertexBuffer.MatricesIndicesExtraKind
  24254. * - VertexBuffer.MatricesWeightsKind
  24255. * - VertexBuffer.MatricesWeightsExtraKind
  24256. * @param copyWhenShared defines a boolean indicating that if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one
  24257. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  24258. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  24259. */
  24260. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  24261. /**
  24262. * Returns the mesh VertexBuffer object from the requested `kind`
  24263. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24264. * - VertexBuffer.PositionKind
  24265. * - VertexBuffer.NormalKind
  24266. * - VertexBuffer.UVKind
  24267. * - VertexBuffer.UV2Kind
  24268. * - VertexBuffer.UV3Kind
  24269. * - VertexBuffer.UV4Kind
  24270. * - VertexBuffer.UV5Kind
  24271. * - VertexBuffer.UV6Kind
  24272. * - VertexBuffer.ColorKind
  24273. * - VertexBuffer.MatricesIndicesKind
  24274. * - VertexBuffer.MatricesIndicesExtraKind
  24275. * - VertexBuffer.MatricesWeightsKind
  24276. * - VertexBuffer.MatricesWeightsExtraKind
  24277. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  24278. */
  24279. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  24280. /**
  24281. * Tests if a specific vertex buffer is associated with this mesh
  24282. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24283. * - VertexBuffer.PositionKind
  24284. * - VertexBuffer.NormalKind
  24285. * - VertexBuffer.UVKind
  24286. * - VertexBuffer.UV2Kind
  24287. * - VertexBuffer.UV3Kind
  24288. * - VertexBuffer.UV4Kind
  24289. * - VertexBuffer.UV5Kind
  24290. * - VertexBuffer.UV6Kind
  24291. * - VertexBuffer.ColorKind
  24292. * - VertexBuffer.MatricesIndicesKind
  24293. * - VertexBuffer.MatricesIndicesExtraKind
  24294. * - VertexBuffer.MatricesWeightsKind
  24295. * - VertexBuffer.MatricesWeightsExtraKind
  24296. * @returns a boolean
  24297. */
  24298. isVerticesDataPresent(kind: string): boolean;
  24299. /**
  24300. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  24301. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24302. * - VertexBuffer.PositionKind
  24303. * - VertexBuffer.UVKind
  24304. * - VertexBuffer.UV2Kind
  24305. * - VertexBuffer.UV3Kind
  24306. * - VertexBuffer.UV4Kind
  24307. * - VertexBuffer.UV5Kind
  24308. * - VertexBuffer.UV6Kind
  24309. * - VertexBuffer.ColorKind
  24310. * - VertexBuffer.MatricesIndicesKind
  24311. * - VertexBuffer.MatricesIndicesExtraKind
  24312. * - VertexBuffer.MatricesWeightsKind
  24313. * - VertexBuffer.MatricesWeightsExtraKind
  24314. * @returns a boolean
  24315. */
  24316. isVertexBufferUpdatable(kind: string): boolean;
  24317. /**
  24318. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  24319. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24320. * - VertexBuffer.PositionKind
  24321. * - VertexBuffer.NormalKind
  24322. * - VertexBuffer.UVKind
  24323. * - VertexBuffer.UV2Kind
  24324. * - VertexBuffer.UV3Kind
  24325. * - VertexBuffer.UV4Kind
  24326. * - VertexBuffer.UV5Kind
  24327. * - VertexBuffer.UV6Kind
  24328. * - VertexBuffer.ColorKind
  24329. * - VertexBuffer.MatricesIndicesKind
  24330. * - VertexBuffer.MatricesIndicesExtraKind
  24331. * - VertexBuffer.MatricesWeightsKind
  24332. * - VertexBuffer.MatricesWeightsExtraKind
  24333. * @returns an array of strings
  24334. */
  24335. getVerticesDataKinds(): string[];
  24336. /**
  24337. * Returns a positive integer : the total number of indices in this mesh geometry.
  24338. * @returns the numner of indices or zero if the mesh has no geometry.
  24339. */
  24340. getTotalIndices(): number;
  24341. /**
  24342. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  24343. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  24344. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  24345. * @returns the indices array or an empty array if the mesh has no geometry
  24346. */
  24347. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  24348. readonly isBlocked: boolean;
  24349. /**
  24350. * Determine if the current mesh is ready to be rendered
  24351. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  24352. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  24353. * @returns true if all associated assets are ready (material, textures, shaders)
  24354. */
  24355. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  24356. /**
  24357. * Gets a boolean indicating if the normals aren't to be recomputed on next mesh `positions` array update. This property is pertinent only for updatable parametric shapes.
  24358. */
  24359. readonly areNormalsFrozen: boolean;
  24360. /**
  24361. * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It prevents the mesh normals from being recomputed on next `positions` array update.
  24362. * @returns the current mesh
  24363. */
  24364. freezeNormals(): Mesh;
  24365. /**
  24366. * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It reactivates the mesh normals computation if it was previously frozen
  24367. * @returns the current mesh
  24368. */
  24369. unfreezeNormals(): Mesh;
  24370. /**
  24371. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  24372. */
  24373. overridenInstanceCount: number;
  24374. /** @hidden */
  24375. _preActivate(): Mesh;
  24376. /** @hidden */
  24377. _preActivateForIntermediateRendering(renderId: number): Mesh;
  24378. /** @hidden */
  24379. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  24380. /**
  24381. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  24382. * This means the mesh underlying bounding box and sphere are recomputed.
  24383. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  24384. * @returns the current mesh
  24385. */
  24386. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  24387. /** @hidden */
  24388. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  24389. /**
  24390. * This function will subdivide the mesh into multiple submeshes
  24391. * @param count defines the expected number of submeshes
  24392. */
  24393. subdivide(count: number): void;
  24394. /**
  24395. * Copy a FloatArray into a specific associated vertex buffer
  24396. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24397. * - VertexBuffer.PositionKind
  24398. * - VertexBuffer.UVKind
  24399. * - VertexBuffer.UV2Kind
  24400. * - VertexBuffer.UV3Kind
  24401. * - VertexBuffer.UV4Kind
  24402. * - VertexBuffer.UV5Kind
  24403. * - VertexBuffer.UV6Kind
  24404. * - VertexBuffer.ColorKind
  24405. * - VertexBuffer.MatricesIndicesKind
  24406. * - VertexBuffer.MatricesIndicesExtraKind
  24407. * - VertexBuffer.MatricesWeightsKind
  24408. * - VertexBuffer.MatricesWeightsExtraKind
  24409. * @param data defines the data source
  24410. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24411. * @param stride defines the data stride size (can be null)
  24412. * @returns the current mesh
  24413. */
  24414. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  24415. /**
  24416. * Flags an associated vertex buffer as updatable
  24417. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  24418. * - VertexBuffer.PositionKind
  24419. * - VertexBuffer.UVKind
  24420. * - VertexBuffer.UV2Kind
  24421. * - VertexBuffer.UV3Kind
  24422. * - VertexBuffer.UV4Kind
  24423. * - VertexBuffer.UV5Kind
  24424. * - VertexBuffer.UV6Kind
  24425. * - VertexBuffer.ColorKind
  24426. * - VertexBuffer.MatricesIndicesKind
  24427. * - VertexBuffer.MatricesIndicesExtraKind
  24428. * - VertexBuffer.MatricesWeightsKind
  24429. * - VertexBuffer.MatricesWeightsExtraKind
  24430. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24431. */
  24432. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  24433. /**
  24434. * Sets the mesh global Vertex Buffer
  24435. * @param buffer defines the buffer to use
  24436. * @returns the current mesh
  24437. */
  24438. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  24439. /**
  24440. * Update a specific associated vertex buffer
  24441. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24442. * - VertexBuffer.PositionKind
  24443. * - VertexBuffer.UVKind
  24444. * - VertexBuffer.UV2Kind
  24445. * - VertexBuffer.UV3Kind
  24446. * - VertexBuffer.UV4Kind
  24447. * - VertexBuffer.UV5Kind
  24448. * - VertexBuffer.UV6Kind
  24449. * - VertexBuffer.ColorKind
  24450. * - VertexBuffer.MatricesIndicesKind
  24451. * - VertexBuffer.MatricesIndicesExtraKind
  24452. * - VertexBuffer.MatricesWeightsKind
  24453. * - VertexBuffer.MatricesWeightsExtraKind
  24454. * @param data defines the data source
  24455. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  24456. * @param makeItUnique defines if the geometry associated with the mesh must be cloned to make the change only for this mesh (and not all meshes associated with the same geometry)
  24457. * @returns the current mesh
  24458. */
  24459. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  24460. /**
  24461. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  24462. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  24463. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  24464. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  24465. * @returns the current mesh
  24466. */
  24467. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  24468. /**
  24469. * Creates a un-shared specific occurence of the geometry for the mesh.
  24470. * @returns the current mesh
  24471. */
  24472. makeGeometryUnique(): Mesh;
  24473. /**
  24474. * Set the index buffer of this mesh
  24475. * @param indices defines the source data
  24476. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  24477. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  24478. * @returns the current mesh
  24479. */
  24480. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): AbstractMesh;
  24481. /**
  24482. * Update the current index buffer
  24483. * @param indices defines the source data
  24484. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  24485. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  24486. * @returns the current mesh
  24487. */
  24488. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  24489. /**
  24490. * Invert the geometry to move from a right handed system to a left handed one.
  24491. * @returns the current mesh
  24492. */
  24493. toLeftHanded(): Mesh;
  24494. /** @hidden */
  24495. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  24496. /** @hidden */
  24497. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  24498. /**
  24499. * Registers for this mesh a javascript function called just before the rendering process
  24500. * @param func defines the function to call before rendering this mesh
  24501. * @returns the current mesh
  24502. */
  24503. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  24504. /**
  24505. * Disposes a previously registered javascript function called before the rendering
  24506. * @param func defines the function to remove
  24507. * @returns the current mesh
  24508. */
  24509. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  24510. /**
  24511. * Registers for this mesh a javascript function called just after the rendering is complete
  24512. * @param func defines the function to call after rendering this mesh
  24513. * @returns the current mesh
  24514. */
  24515. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  24516. /**
  24517. * Disposes a previously registered javascript function called after the rendering.
  24518. * @param func defines the function to remove
  24519. * @returns the current mesh
  24520. */
  24521. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  24522. /** @hidden */
  24523. _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  24524. /** @hidden */
  24525. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  24526. /** @hidden */
  24527. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  24528. /** @hidden */
  24529. _rebuild(): void;
  24530. /** @hidden */
  24531. _freeze(): void;
  24532. /** @hidden */
  24533. _unFreeze(): void;
  24534. /**
  24535. * Triggers the draw call for the mesh. Usually, you don't need to call this method by your own because the mesh rendering is handled by the scene rendering manager
  24536. * @param subMesh defines the subMesh to render
  24537. * @param enableAlphaMode defines if alpha mode can be changed
  24538. * @returns the current mesh
  24539. */
  24540. render(subMesh: SubMesh, enableAlphaMode: boolean): Mesh;
  24541. private _onBeforeDraw;
  24542. /**
  24543. * Renormalize the mesh and patch it up if there are no weights
  24544. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  24545. * However in the case of zero weights then we set just a single influence to 1.
  24546. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  24547. */
  24548. cleanMatrixWeights(): void;
  24549. private normalizeSkinFourWeights;
  24550. private normalizeSkinWeightsAndExtra;
  24551. /**
  24552. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  24553. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  24554. * the user know there was an issue with importing the mesh
  24555. * @returns a validation object with skinned, valid and report string
  24556. */
  24557. validateSkinning(): {
  24558. skinned: boolean;
  24559. valid: boolean;
  24560. report: string;
  24561. };
  24562. /** @hidden */
  24563. _checkDelayState(): Mesh;
  24564. private _queueLoad;
  24565. /**
  24566. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  24567. * A mesh is in the frustum if its bounding box intersects the frustum
  24568. * @param frustumPlanes defines the frustum to test
  24569. * @returns true if the mesh is in the frustum planes
  24570. */
  24571. isInFrustum(frustumPlanes: Plane[]): boolean;
  24572. /**
  24573. * Sets the mesh material by the material or multiMaterial `id` property
  24574. * @param id is a string identifying the material or the multiMaterial
  24575. * @returns the current mesh
  24576. */
  24577. setMaterialByID(id: string): Mesh;
  24578. /**
  24579. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  24580. * @returns an array of IAnimatable
  24581. */
  24582. getAnimatables(): IAnimatable[];
  24583. /**
  24584. * Modifies the mesh geometry according to the passed transformation matrix.
  24585. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  24586. * The mesh normals are modified using the same transformation.
  24587. * Note that, under the hood, this method sets a new VertexBuffer each call.
  24588. * @param transform defines the transform matrix to use
  24589. * @see http://doc.babylonjs.com/resources/baking_transformations
  24590. * @returns the current mesh
  24591. */
  24592. bakeTransformIntoVertices(transform: Matrix): Mesh;
  24593. /**
  24594. * Modifies the mesh geometry according to its own current World Matrix.
  24595. * The mesh World Matrix is then reset.
  24596. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  24597. * Note that, under the hood, this method sets a new VertexBuffer each call.
  24598. * @see http://doc.babylonjs.com/resources/baking_transformations
  24599. * @returns the current mesh
  24600. */
  24601. bakeCurrentTransformIntoVertices(): Mesh;
  24602. /** @hidden */
  24603. readonly _positions: Nullable<Vector3[]>;
  24604. /** @hidden */
  24605. _resetPointsArrayCache(): Mesh;
  24606. /** @hidden */
  24607. _generatePointsArray(): boolean;
  24608. /**
  24609. * Returns a new Mesh object generated from the current mesh properties.
  24610. * This method must not get confused with createInstance()
  24611. * @param name is a string, the name given to the new mesh
  24612. * @param newParent can be any Node object (default `null`)
  24613. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  24614. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  24615. * @returns a new mesh
  24616. */
  24617. clone(name?: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Nullable<AbstractMesh>;
  24618. /**
  24619. * Releases resources associated with this mesh.
  24620. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  24621. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  24622. */
  24623. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  24624. /**
  24625. * Modifies the mesh geometry according to a displacement map.
  24626. * A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.
  24627. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  24628. * @param url is a string, the URL from the image file is to be downloaded.
  24629. * @param minHeight is the lower limit of the displacement.
  24630. * @param maxHeight is the upper limit of the displacement.
  24631. * @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.
  24632. * @param uvOffset is an optional vector2 used to offset UV.
  24633. * @param uvScale is an optional vector2 used to scale UV.
  24634. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
  24635. * @returns the Mesh.
  24636. */
  24637. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  24638. /**
  24639. * Modifies the mesh geometry according to a displacementMap buffer.
  24640. * A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.
  24641. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  24642. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  24643. * @param heightMapWidth is the width of the buffer image.
  24644. * @param heightMapHeight is the height of the buffer image.
  24645. * @param minHeight is the lower limit of the displacement.
  24646. * @param maxHeight is the upper limit of the displacement.
  24647. * @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.
  24648. * @param uvOffset is an optional vector2 used to offset UV.
  24649. * @param uvScale is an optional vector2 used to scale UV.
  24650. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
  24651. * @returns the Mesh.
  24652. */
  24653. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  24654. /**
  24655. * Modify the mesh to get a flat shading rendering.
  24656. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  24657. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  24658. * @returns current mesh
  24659. */
  24660. convertToFlatShadedMesh(): Mesh;
  24661. /**
  24662. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  24663. * In other words, more vertices, no more indices and a single bigger VBO.
  24664. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  24665. * @returns current mesh
  24666. */
  24667. convertToUnIndexedMesh(): Mesh;
  24668. /**
  24669. * Inverses facet orientations.
  24670. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24671. * @param flipNormals will also inverts the normals
  24672. * @returns current mesh
  24673. */
  24674. flipFaces(flipNormals?: boolean): Mesh;
  24675. /**
  24676. * Increase the number of facets and hence vertices in a mesh
  24677. * Vertex normals are interpolated from existing vertex normals
  24678. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24679. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  24680. */
  24681. increaseVertices(numberPerEdge: number): void;
  24682. /**
  24683. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  24684. * This will undo any application of covertToFlatShadedMesh
  24685. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24686. */
  24687. forceSharedVertices(): void;
  24688. /** @hidden */
  24689. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  24690. /** @hidden */
  24691. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  24692. /**
  24693. * Creates a new InstancedMesh object from the mesh model.
  24694. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  24695. * @param name defines the name of the new instance
  24696. * @returns a new InstancedMesh
  24697. */
  24698. createInstance(name: string): InstancedMesh;
  24699. /**
  24700. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  24701. * After this call, all the mesh instances have the same submeshes than the current mesh.
  24702. * @returns the current mesh
  24703. */
  24704. synchronizeInstances(): Mesh;
  24705. /**
  24706. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  24707. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  24708. * This should be used together with the simplification to avoid disappearing triangles.
  24709. * @param successCallback an optional success callback to be called after the optimization finished.
  24710. * @returns the current mesh
  24711. */
  24712. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  24713. /**
  24714. * Serialize current mesh
  24715. * @param serializationObject defines the object which will receive the serialization data
  24716. */
  24717. serialize(serializationObject: any): void;
  24718. /** @hidden */
  24719. _syncGeometryWithMorphTargetManager(): void;
  24720. /** @hidden */
  24721. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  24722. /**
  24723. * Returns a new Mesh object parsed from the source provided.
  24724. * @param parsedMesh is the source
  24725. * @param scene defines the hosting scene
  24726. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  24727. * @returns a new Mesh
  24728. */
  24729. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  24730. /**
  24731. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  24732. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  24733. * @param name defines the name of the mesh to create
  24734. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  24735. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  24736. * @param closePath creates a seam between the first and the last points of each path of the path array
  24737. * @param offset is taken in account only if the `pathArray` is containing a single path
  24738. * @param scene defines the hosting scene
  24739. * @param updatable defines if the mesh must be flagged as updatable
  24740. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24741. * @param instance defines an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#ribbon)
  24742. * @returns a new Mesh
  24743. */
  24744. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24745. /**
  24746. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  24747. * @param name defines the name of the mesh to create
  24748. * @param radius sets the radius size (float) of the polygon (default 0.5)
  24749. * @param tessellation sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  24750. * @param scene defines the hosting scene
  24751. * @param updatable defines if the mesh must be flagged as updatable
  24752. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24753. * @returns a new Mesh
  24754. */
  24755. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  24756. /**
  24757. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  24758. * @param name defines the name of the mesh to create
  24759. * @param size sets the size (float) of each box side (default 1)
  24760. * @param scene defines the hosting scene
  24761. * @param updatable defines if the mesh must be flagged as updatable
  24762. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24763. * @returns a new Mesh
  24764. */
  24765. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  24766. /**
  24767. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  24768. * @param name defines the name of the mesh to create
  24769. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  24770. * @param diameter sets the diameter size (float) of the sphere (default 1)
  24771. * @param scene defines the hosting scene
  24772. * @param updatable defines if the mesh must be flagged as updatable
  24773. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24774. * @returns a new Mesh
  24775. */
  24776. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24777. /**
  24778. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  24779. * @param name defines the name of the mesh to create
  24780. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  24781. * @param diameter sets the diameter size (float) of the sphere (default 1)
  24782. * @param scene defines the hosting scene
  24783. * @returns a new Mesh
  24784. */
  24785. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  24786. /**
  24787. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  24788. * @param name defines the name of the mesh to create
  24789. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  24790. * @param diameterTop set the top cap diameter (floats, default 1)
  24791. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  24792. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  24793. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  24794. * @param scene defines the hosting scene
  24795. * @param updatable defines if the mesh must be flagged as updatable
  24796. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24797. * @returns a new Mesh
  24798. */
  24799. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  24800. /**
  24801. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  24802. * @param name defines the name of the mesh to create
  24803. * @param diameter sets the diameter size (float) of the torus (default 1)
  24804. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  24805. * @param tessellation sets the number of torus sides (postive integer, default 16)
  24806. * @param scene defines the hosting scene
  24807. * @param updatable defines if the mesh must be flagged as updatable
  24808. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24809. * @returns a new Mesh
  24810. */
  24811. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24812. /**
  24813. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  24814. * @param name defines the name of the mesh to create
  24815. * @param radius sets the global radius size (float) of the torus knot (default 2)
  24816. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  24817. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  24818. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  24819. * @param p the number of windings on X axis (positive integers, default 2)
  24820. * @param q the number of windings on Y axis (positive integers, default 3)
  24821. * @param scene defines the hosting scene
  24822. * @param updatable defines if the mesh must be flagged as updatable
  24823. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24824. * @returns a new Mesh
  24825. */
  24826. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24827. /**
  24828. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  24829. * @param name defines the name of the mesh to create
  24830. * @param points is an array successive Vector3
  24831. * @param scene defines the hosting scene
  24832. * @param updatable defines if the mesh must be flagged as updatable
  24833. * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines).
  24834. * @returns a new Mesh
  24835. */
  24836. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  24837. /**
  24838. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  24839. * @param name defines the name of the mesh to create
  24840. * @param points is an array successive Vector3
  24841. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  24842. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  24843. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  24844. * @param scene defines the hosting scene
  24845. * @param updatable defines if the mesh must be flagged as updatable
  24846. * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines)
  24847. * @returns a new Mesh
  24848. */
  24849. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  24850. /**
  24851. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  24852. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  24853. * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors.
  24854. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  24855. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  24856. * Remember you can only change the shape positions, not their number when updating a polygon.
  24857. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  24858. * @param name defines the name of the mesh to create
  24859. * @param shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  24860. * @param scene defines the hosting scene
  24861. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  24862. * @param updatable defines if the mesh must be flagged as updatable
  24863. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24864. * @param earcutInjection can be used to inject your own earcut reference
  24865. * @returns a new Mesh
  24866. */
  24867. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  24868. /**
  24869. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  24870. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  24871. * @param name defines the name of the mesh to create
  24872. * @param shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  24873. * @param depth defines the height of extrusion
  24874. * @param scene defines the hosting scene
  24875. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  24876. * @param updatable defines if the mesh must be flagged as updatable
  24877. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24878. * @param earcutInjection can be used to inject your own earcut reference
  24879. * @returns a new Mesh
  24880. */
  24881. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  24882. /**
  24883. * Creates an extruded shape mesh.
  24884. * The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters. Please consider using the same method from the MeshBuilder class instead
  24885. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  24886. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  24887. * @param name defines the name of the mesh to create
  24888. * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis
  24889. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  24890. * @param scale is the value to scale the shape
  24891. * @param rotation is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve
  24892. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  24893. * @param scene defines the hosting scene
  24894. * @param updatable defines if the mesh must be flagged as updatable
  24895. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24896. * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#extruded-shape)
  24897. * @returns a new Mesh
  24898. */
  24899. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24900. /**
  24901. * Creates an custom extruded shape mesh.
  24902. * The custom extrusion is a parametric shape.
  24903. * It has no predefined shape. Its final shape will depend on the input parameters.
  24904. * Please consider using the same method from the MeshBuilder class instead
  24905. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  24906. * @param name defines the name of the mesh to create
  24907. * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis
  24908. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  24909. * @param scaleFunction is a custom Javascript function called on each path point
  24910. * @param rotationFunction is a custom Javascript function called on each path point
  24911. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  24912. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  24913. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  24914. * @param scene defines the hosting scene
  24915. * @param updatable defines if the mesh must be flagged as updatable
  24916. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24917. * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape)
  24918. * @returns a new Mesh
  24919. */
  24920. static ExtrudeShapeCustom(name: string, shape: Vector3[], path: Vector3[], scaleFunction: Function, rotationFunction: Function, ribbonCloseArray: boolean, ribbonClosePath: boolean, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24921. /**
  24922. * Creates lathe mesh.
  24923. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  24924. * Please consider using the same method from the MeshBuilder class instead
  24925. * @param name defines the name of the mesh to create
  24926. * @param shape is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  24927. * @param radius is the radius value of the lathe
  24928. * @param tessellation is the side number of the lathe.
  24929. * @param scene defines the hosting scene
  24930. * @param updatable defines if the mesh must be flagged as updatable
  24931. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24932. * @returns a new Mesh
  24933. */
  24934. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24935. /**
  24936. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  24937. * @param name defines the name of the mesh to create
  24938. * @param size sets the size (float) of both sides of the plane at once (default 1)
  24939. * @param scene defines the hosting scene
  24940. * @param updatable defines if the mesh must be flagged as updatable
  24941. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24942. * @returns a new Mesh
  24943. */
  24944. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24945. /**
  24946. * Creates a ground mesh.
  24947. * Please consider using the same method from the MeshBuilder class instead
  24948. * @param name defines the name of the mesh to create
  24949. * @param width set the width of the ground
  24950. * @param height set the height of the ground
  24951. * @param subdivisions sets the number of subdivisions per side
  24952. * @param scene defines the hosting scene
  24953. * @param updatable defines if the mesh must be flagged as updatable
  24954. * @returns a new Mesh
  24955. */
  24956. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  24957. /**
  24958. * Creates a tiled ground mesh.
  24959. * Please consider using the same method from the MeshBuilder class instead
  24960. * @param name defines the name of the mesh to create
  24961. * @param xmin set the ground minimum X coordinate
  24962. * @param zmin set the ground minimum Y coordinate
  24963. * @param xmax set the ground maximum X coordinate
  24964. * @param zmax set the ground maximum Z coordinate
  24965. * @param subdivisions is an object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  24966. * @param precision is an object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  24967. * @param scene defines the hosting scene
  24968. * @param updatable defines if the mesh must be flagged as updatable
  24969. * @returns a new Mesh
  24970. */
  24971. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  24972. w: number;
  24973. h: number;
  24974. }, precision: {
  24975. w: number;
  24976. h: number;
  24977. }, scene: Scene, updatable?: boolean): Mesh;
  24978. /**
  24979. * Creates a ground mesh from a height map.
  24980. * Please consider using the same method from the MeshBuilder class instead
  24981. * @see http://doc.babylonjs.com/babylon101/height_map
  24982. * @param name defines the name of the mesh to create
  24983. * @param url sets the URL of the height map image resource
  24984. * @param width set the ground width size
  24985. * @param height set the ground height size
  24986. * @param subdivisions sets the number of subdivision per side
  24987. * @param minHeight is the minimum altitude on the ground
  24988. * @param maxHeight is the maximum altitude on the ground
  24989. * @param scene defines the hosting scene
  24990. * @param updatable defines if the mesh must be flagged as updatable
  24991. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  24992. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  24993. * @returns a new Mesh
  24994. */
  24995. static CreateGroundFromHeightMap(name: string, url: string, width: number, height: number, subdivisions: number, minHeight: number, maxHeight: number, scene: Scene, updatable?: boolean, onReady?: (mesh: GroundMesh) => void, alphaFilter?: number): GroundMesh;
  24996. /**
  24997. * Creates a tube mesh.
  24998. * The tube is a parametric shape.
  24999. * It has no predefined shape. Its final shape will depend on the input parameters.
  25000. * Please consider using the same method from the MeshBuilder class instead
  25001. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  25002. * @param name defines the name of the mesh to create
  25003. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  25004. * @param radius sets the tube radius size
  25005. * @param tessellation is the number of sides on the tubular surface
  25006. * @param radiusFunction is a custom function. If it is not null, it overwrittes the parameter `radius`. This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path
  25007. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  25008. * @param scene defines the hosting scene
  25009. * @param updatable defines if the mesh must be flagged as updatable
  25010. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25011. * @param instance is an instance of an existing Tube object to be updated with the passed `pathArray` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#tube)
  25012. * @returns a new Mesh
  25013. */
  25014. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  25015. (i: number, distance: number): number;
  25016. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  25017. /**
  25018. * Creates a polyhedron mesh.
  25019. * Please consider using the same method from the MeshBuilder class instead.
  25020. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  25021. * * The parameter `size` (positive float, default 1) sets the polygon size
  25022. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  25023. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  25024. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  25025. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  25026. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  25027. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  25028. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25029. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  25030. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25031. * @param name defines the name of the mesh to create
  25032. * @param options defines the options used to create the mesh
  25033. * @param scene defines the hosting scene
  25034. * @returns a new Mesh
  25035. */
  25036. static CreatePolyhedron(name: string, options: {
  25037. type?: number;
  25038. size?: number;
  25039. sizeX?: number;
  25040. sizeY?: number;
  25041. sizeZ?: number;
  25042. custom?: any;
  25043. faceUV?: Vector4[];
  25044. faceColors?: Color4[];
  25045. updatable?: boolean;
  25046. sideOrientation?: number;
  25047. }, scene: Scene): Mesh;
  25048. /**
  25049. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  25050. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  25051. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value than `radius`)
  25052. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  25053. * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
  25054. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25055. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  25056. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25057. * @param name defines the name of the mesh
  25058. * @param options defines the options used to create the mesh
  25059. * @param scene defines the hosting scene
  25060. * @returns a new Mesh
  25061. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  25062. */
  25063. static CreateIcoSphere(name: string, options: {
  25064. radius?: number;
  25065. flat?: boolean;
  25066. subdivisions?: number;
  25067. sideOrientation?: number;
  25068. updatable?: boolean;
  25069. }, scene: Scene): Mesh;
  25070. /**
  25071. * Creates a decal mesh.
  25072. * Please consider using the same method from the MeshBuilder class instead.
  25073. * A decal is a mesh usually applied as a model onto the surface of another mesh
  25074. * @param name defines the name of the mesh
  25075. * @param sourceMesh defines the mesh receiving the decal
  25076. * @param position sets the position of the decal in world coordinates
  25077. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  25078. * @param size sets the decal scaling
  25079. * @param angle sets the angle to rotate the decal
  25080. * @returns a new Mesh
  25081. */
  25082. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  25083. /**
  25084. * Prepare internal position array for software CPU skinning
  25085. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  25086. */
  25087. setPositionsForCPUSkinning(): Float32Array;
  25088. /**
  25089. * Prepare internal normal array for software CPU skinning
  25090. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  25091. */
  25092. setNormalsForCPUSkinning(): Float32Array;
  25093. /**
  25094. * Updates the vertex buffer by applying transformation from the bones
  25095. * @param skeleton defines the skeleton to apply to current mesh
  25096. * @returns the current mesh
  25097. */
  25098. applySkeleton(skeleton: Skeleton): Mesh;
  25099. /**
  25100. * Returns an object containing a min and max Vector3 which are the minimum and maximum vectors of each mesh bounding box from the passed array, in the world coordinates
  25101. * @param meshes defines the list of meshes to scan
  25102. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  25103. */
  25104. static MinMax(meshes: AbstractMesh[]): {
  25105. min: Vector3;
  25106. max: Vector3;
  25107. };
  25108. /**
  25109. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  25110. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  25111. * @returns a vector3
  25112. */
  25113. static Center(meshesOrMinMaxVector: {
  25114. min: Vector3;
  25115. max: Vector3;
  25116. } | AbstractMesh[]): Vector3;
  25117. /**
  25118. * Merge the array of meshes into a single mesh for performance reasons.
  25119. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  25120. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  25121. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  25122. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  25123. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  25124. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  25125. * @returns a new mesh
  25126. */
  25127. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  25128. /** @hidden */
  25129. addInstance(instance: InstancedMesh): void;
  25130. /** @hidden */
  25131. removeInstance(instance: InstancedMesh): void;
  25132. }
  25133. }
  25134. declare module "babylonjs/Cameras/camera" {
  25135. import { SmartArray } from "babylonjs/Misc/smartArray";
  25136. import { Observable } from "babylonjs/Misc/observable";
  25137. import { Nullable } from "babylonjs/types";
  25138. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  25139. import { Scene } from "babylonjs/scene";
  25140. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  25141. import { Node } from "babylonjs/node";
  25142. import { Mesh } from "babylonjs/Meshes/mesh";
  25143. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  25144. import { ICullable } from "babylonjs/Culling/boundingInfo";
  25145. import { Viewport } from "babylonjs/Maths/math.viewport";
  25146. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  25147. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  25148. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  25149. import { Ray } from "babylonjs/Culling/ray";
  25150. /**
  25151. * This is the base class of all the camera used in the application.
  25152. * @see http://doc.babylonjs.com/features/cameras
  25153. */
  25154. export class Camera extends Node {
  25155. /** @hidden */
  25156. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  25157. /**
  25158. * This is the default projection mode used by the cameras.
  25159. * It helps recreating a feeling of perspective and better appreciate depth.
  25160. * This is the best way to simulate real life cameras.
  25161. */
  25162. static readonly PERSPECTIVE_CAMERA: number;
  25163. /**
  25164. * This helps creating camera with an orthographic mode.
  25165. * Orthographic is commonly used in engineering as a means to produce object specifications that communicate dimensions unambiguously, each line of 1 unit length (cm, meter..whatever) will appear to have the same length everywhere on the drawing. This allows the drafter to dimension only a subset of lines and let the reader know that other lines of that length on the drawing are also that length in reality. Every parallel line in the drawing is also parallel in the object.
  25166. */
  25167. static readonly ORTHOGRAPHIC_CAMERA: number;
  25168. /**
  25169. * This is the default FOV mode for perspective cameras.
  25170. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  25171. */
  25172. static readonly FOVMODE_VERTICAL_FIXED: number;
  25173. /**
  25174. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  25175. */
  25176. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  25177. /**
  25178. * This specifies ther is no need for a camera rig.
  25179. * Basically only one eye is rendered corresponding to the camera.
  25180. */
  25181. static readonly RIG_MODE_NONE: number;
  25182. /**
  25183. * Simulates a camera Rig with one blue eye and one red eye.
  25184. * This can be use with 3d blue and red glasses.
  25185. */
  25186. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  25187. /**
  25188. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  25189. */
  25190. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  25191. /**
  25192. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  25193. */
  25194. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  25195. /**
  25196. * Defines that both eyes of the camera will be rendered over under each other.
  25197. */
  25198. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  25199. /**
  25200. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  25201. */
  25202. static readonly RIG_MODE_VR: number;
  25203. /**
  25204. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  25205. */
  25206. static readonly RIG_MODE_WEBVR: number;
  25207. /**
  25208. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  25209. */
  25210. static readonly RIG_MODE_CUSTOM: number;
  25211. /**
  25212. * Defines if by default attaching controls should prevent the default javascript event to continue.
  25213. */
  25214. static ForceAttachControlToAlwaysPreventDefault: boolean;
  25215. /**
  25216. * Define the input manager associated with the camera.
  25217. */
  25218. inputs: CameraInputsManager<Camera>;
  25219. /** @hidden */
  25220. _position: Vector3;
  25221. /**
  25222. * Define the current local position of the camera in the scene
  25223. */
  25224. position: Vector3;
  25225. /**
  25226. * The vector the camera should consider as up.
  25227. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  25228. */
  25229. upVector: Vector3;
  25230. /**
  25231. * Define the current limit on the left side for an orthographic camera
  25232. * In scene unit
  25233. */
  25234. orthoLeft: Nullable<number>;
  25235. /**
  25236. * Define the current limit on the right side for an orthographic camera
  25237. * In scene unit
  25238. */
  25239. orthoRight: Nullable<number>;
  25240. /**
  25241. * Define the current limit on the bottom side for an orthographic camera
  25242. * In scene unit
  25243. */
  25244. orthoBottom: Nullable<number>;
  25245. /**
  25246. * Define the current limit on the top side for an orthographic camera
  25247. * In scene unit
  25248. */
  25249. orthoTop: Nullable<number>;
  25250. /**
  25251. * Field Of View is set in Radians. (default is 0.8)
  25252. */
  25253. fov: number;
  25254. /**
  25255. * Define the minimum distance the camera can see from.
  25256. * This is important to note that the depth buffer are not infinite and the closer it starts
  25257. * the more your scene might encounter depth fighting issue.
  25258. */
  25259. minZ: number;
  25260. /**
  25261. * Define the maximum distance the camera can see to.
  25262. * This is important to note that the depth buffer are not infinite and the further it end
  25263. * the more your scene might encounter depth fighting issue.
  25264. */
  25265. maxZ: number;
  25266. /**
  25267. * Define the default inertia of the camera.
  25268. * This helps giving a smooth feeling to the camera movement.
  25269. */
  25270. inertia: number;
  25271. /**
  25272. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  25273. */
  25274. mode: number;
  25275. /**
  25276. * Define wether the camera is intermediate.
  25277. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  25278. */
  25279. isIntermediate: boolean;
  25280. /**
  25281. * Define the viewport of the camera.
  25282. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  25283. */
  25284. viewport: Viewport;
  25285. /**
  25286. * Restricts the camera to viewing objects with the same layerMask.
  25287. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  25288. */
  25289. layerMask: number;
  25290. /**
  25291. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  25292. */
  25293. fovMode: number;
  25294. /**
  25295. * Rig mode of the camera.
  25296. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  25297. * This is normally controlled byt the camera themselves as internal use.
  25298. */
  25299. cameraRigMode: number;
  25300. /**
  25301. * Defines the distance between both "eyes" in case of a RIG
  25302. */
  25303. interaxialDistance: number;
  25304. /**
  25305. * Defines if stereoscopic rendering is done side by side or over under.
  25306. */
  25307. isStereoscopicSideBySide: boolean;
  25308. /**
  25309. * Defines the list of custom render target which are rendered to and then used as the input to this camera's render. Eg. display another camera view on a TV in the main scene
  25310. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  25311. * else in the scene. (Eg. security camera)
  25312. *
  25313. * To change the final output target of the camera, camera.outputRenderTarget should be used instead (eg. webXR renders to a render target corrisponding to an HMD)
  25314. */
  25315. customRenderTargets: import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture[];
  25316. /**
  25317. * When set, the camera will render to this render target instead of the default canvas
  25318. *
  25319. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  25320. */
  25321. outputRenderTarget: Nullable<RenderTargetTexture>;
  25322. /**
  25323. * Observable triggered when the camera view matrix has changed.
  25324. */
  25325. onViewMatrixChangedObservable: Observable<Camera>;
  25326. /**
  25327. * Observable triggered when the camera Projection matrix has changed.
  25328. */
  25329. onProjectionMatrixChangedObservable: Observable<Camera>;
  25330. /**
  25331. * Observable triggered when the inputs have been processed.
  25332. */
  25333. onAfterCheckInputsObservable: Observable<Camera>;
  25334. /**
  25335. * Observable triggered when reset has been called and applied to the camera.
  25336. */
  25337. onRestoreStateObservable: Observable<Camera>;
  25338. /** @hidden */
  25339. _cameraRigParams: any;
  25340. /** @hidden */
  25341. _rigCameras: Camera[];
  25342. /** @hidden */
  25343. _rigPostProcess: Nullable<PostProcess>;
  25344. protected _webvrViewMatrix: Matrix;
  25345. /** @hidden */
  25346. _skipRendering: boolean;
  25347. /** @hidden */
  25348. _projectionMatrix: Matrix;
  25349. /** @hidden */
  25350. _postProcesses: Nullable<import("babylonjs/PostProcesses/postProcess").PostProcess>[];
  25351. /** @hidden */
  25352. _activeMeshes: SmartArray<AbstractMesh>;
  25353. protected _globalPosition: Vector3;
  25354. /** @hidden */
  25355. _computedViewMatrix: Matrix;
  25356. private _doNotComputeProjectionMatrix;
  25357. private _transformMatrix;
  25358. private _frustumPlanes;
  25359. private _refreshFrustumPlanes;
  25360. private _storedFov;
  25361. private _stateStored;
  25362. /**
  25363. * Instantiates a new camera object.
  25364. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  25365. * @see http://doc.babylonjs.com/features/cameras
  25366. * @param name Defines the name of the camera in the scene
  25367. * @param position Defines the position of the camera
  25368. * @param scene Defines the scene the camera belongs too
  25369. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  25370. */
  25371. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  25372. /**
  25373. * Store current camera state (fov, position, etc..)
  25374. * @returns the camera
  25375. */
  25376. storeState(): Camera;
  25377. /**
  25378. * Restores the camera state values if it has been stored. You must call storeState() first
  25379. */
  25380. protected _restoreStateValues(): boolean;
  25381. /**
  25382. * Restored camera state. You must call storeState() first.
  25383. * @returns true if restored and false otherwise
  25384. */
  25385. restoreState(): boolean;
  25386. /**
  25387. * Gets the class name of the camera.
  25388. * @returns the class name
  25389. */
  25390. getClassName(): string;
  25391. /** @hidden */
  25392. readonly _isCamera: boolean;
  25393. /**
  25394. * Gets a string representation of the camera useful for debug purpose.
  25395. * @param fullDetails Defines that a more verboe level of logging is required
  25396. * @returns the string representation
  25397. */
  25398. toString(fullDetails?: boolean): string;
  25399. /**
  25400. * Gets the current world space position of the camera.
  25401. */
  25402. readonly globalPosition: Vector3;
  25403. /**
  25404. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  25405. * @returns the active meshe list
  25406. */
  25407. getActiveMeshes(): SmartArray<AbstractMesh>;
  25408. /**
  25409. * Check wether a mesh is part of the current active mesh list of the camera
  25410. * @param mesh Defines the mesh to check
  25411. * @returns true if active, false otherwise
  25412. */
  25413. isActiveMesh(mesh: Mesh): boolean;
  25414. /**
  25415. * Is this camera ready to be used/rendered
  25416. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  25417. * @return true if the camera is ready
  25418. */
  25419. isReady(completeCheck?: boolean): boolean;
  25420. /** @hidden */
  25421. _initCache(): void;
  25422. /** @hidden */
  25423. _updateCache(ignoreParentClass?: boolean): void;
  25424. /** @hidden */
  25425. _isSynchronized(): boolean;
  25426. /** @hidden */
  25427. _isSynchronizedViewMatrix(): boolean;
  25428. /** @hidden */
  25429. _isSynchronizedProjectionMatrix(): boolean;
  25430. /**
  25431. * Attach the input controls to a specific dom element to get the input from.
  25432. * @param element Defines the element the controls should be listened from
  25433. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  25434. */
  25435. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  25436. /**
  25437. * Detach the current controls from the specified dom element.
  25438. * @param element Defines the element to stop listening the inputs from
  25439. */
  25440. detachControl(element: HTMLElement): void;
  25441. /**
  25442. * Update the camera state according to the different inputs gathered during the frame.
  25443. */
  25444. update(): void;
  25445. /** @hidden */
  25446. _checkInputs(): void;
  25447. /** @hidden */
  25448. readonly rigCameras: Camera[];
  25449. /**
  25450. * Gets the post process used by the rig cameras
  25451. */
  25452. readonly rigPostProcess: Nullable<PostProcess>;
  25453. /**
  25454. * Internal, gets the first post proces.
  25455. * @returns the first post process to be run on this camera.
  25456. */
  25457. _getFirstPostProcess(): Nullable<PostProcess>;
  25458. private _cascadePostProcessesToRigCams;
  25459. /**
  25460. * Attach a post process to the camera.
  25461. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25462. * @param postProcess The post process to attach to the camera
  25463. * @param insertAt The position of the post process in case several of them are in use in the scene
  25464. * @returns the position the post process has been inserted at
  25465. */
  25466. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  25467. /**
  25468. * Detach a post process to the camera.
  25469. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25470. * @param postProcess The post process to detach from the camera
  25471. */
  25472. detachPostProcess(postProcess: PostProcess): void;
  25473. /**
  25474. * Gets the current world matrix of the camera
  25475. */
  25476. getWorldMatrix(): Matrix;
  25477. /** @hidden */
  25478. _getViewMatrix(): Matrix;
  25479. /**
  25480. * Gets the current view matrix of the camera.
  25481. * @param force forces the camera to recompute the matrix without looking at the cached state
  25482. * @returns the view matrix
  25483. */
  25484. getViewMatrix(force?: boolean): Matrix;
  25485. /**
  25486. * Freeze the projection matrix.
  25487. * It will prevent the cache check of the camera projection compute and can speed up perf
  25488. * if no parameter of the camera are meant to change
  25489. * @param projection Defines manually a projection if necessary
  25490. */
  25491. freezeProjectionMatrix(projection?: Matrix): void;
  25492. /**
  25493. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  25494. */
  25495. unfreezeProjectionMatrix(): void;
  25496. /**
  25497. * Gets the current projection matrix of the camera.
  25498. * @param force forces the camera to recompute the matrix without looking at the cached state
  25499. * @returns the projection matrix
  25500. */
  25501. getProjectionMatrix(force?: boolean): Matrix;
  25502. /**
  25503. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  25504. * @returns a Matrix
  25505. */
  25506. getTransformationMatrix(): Matrix;
  25507. private _updateFrustumPlanes;
  25508. /**
  25509. * Checks if a cullable object (mesh...) is in the camera frustum
  25510. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  25511. * @param target The object to check
  25512. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  25513. * @returns true if the object is in frustum otherwise false
  25514. */
  25515. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  25516. /**
  25517. * Checks if a cullable object (mesh...) is in the camera frustum
  25518. * Unlike isInFrustum this cheks the full bounding box
  25519. * @param target The object to check
  25520. * @returns true if the object is in frustum otherwise false
  25521. */
  25522. isCompletelyInFrustum(target: ICullable): boolean;
  25523. /**
  25524. * Gets a ray in the forward direction from the camera.
  25525. * @param length Defines the length of the ray to create
  25526. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  25527. * @param origin Defines the start point of the ray which defaults to the camera position
  25528. * @returns the forward ray
  25529. */
  25530. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  25531. /**
  25532. * Releases resources associated with this node.
  25533. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  25534. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  25535. */
  25536. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  25537. /** @hidden */
  25538. _isLeftCamera: boolean;
  25539. /**
  25540. * Gets the left camera of a rig setup in case of Rigged Camera
  25541. */
  25542. readonly isLeftCamera: boolean;
  25543. /** @hidden */
  25544. _isRightCamera: boolean;
  25545. /**
  25546. * Gets the right camera of a rig setup in case of Rigged Camera
  25547. */
  25548. readonly isRightCamera: boolean;
  25549. /**
  25550. * Gets the left camera of a rig setup in case of Rigged Camera
  25551. */
  25552. readonly leftCamera: Nullable<FreeCamera>;
  25553. /**
  25554. * Gets the right camera of a rig setup in case of Rigged Camera
  25555. */
  25556. readonly rightCamera: Nullable<FreeCamera>;
  25557. /**
  25558. * Gets the left camera target of a rig setup in case of Rigged Camera
  25559. * @returns the target position
  25560. */
  25561. getLeftTarget(): Nullable<Vector3>;
  25562. /**
  25563. * Gets the right camera target of a rig setup in case of Rigged Camera
  25564. * @returns the target position
  25565. */
  25566. getRightTarget(): Nullable<Vector3>;
  25567. /**
  25568. * @hidden
  25569. */
  25570. setCameraRigMode(mode: number, rigParams: any): void;
  25571. /** @hidden */
  25572. static _setStereoscopicRigMode(camera: Camera): void;
  25573. /** @hidden */
  25574. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  25575. /** @hidden */
  25576. static _setVRRigMode(camera: Camera, rigParams: any): void;
  25577. /** @hidden */
  25578. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  25579. /** @hidden */
  25580. _getVRProjectionMatrix(): Matrix;
  25581. protected _updateCameraRotationMatrix(): void;
  25582. protected _updateWebVRCameraRotationMatrix(): void;
  25583. /**
  25584. * This function MUST be overwritten by the different WebVR cameras available.
  25585. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  25586. * @hidden
  25587. */
  25588. _getWebVRProjectionMatrix(): Matrix;
  25589. /**
  25590. * This function MUST be overwritten by the different WebVR cameras available.
  25591. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  25592. * @hidden
  25593. */
  25594. _getWebVRViewMatrix(): Matrix;
  25595. /** @hidden */
  25596. setCameraRigParameter(name: string, value: any): void;
  25597. /**
  25598. * needs to be overridden by children so sub has required properties to be copied
  25599. * @hidden
  25600. */
  25601. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  25602. /**
  25603. * May need to be overridden by children
  25604. * @hidden
  25605. */
  25606. _updateRigCameras(): void;
  25607. /** @hidden */
  25608. _setupInputs(): void;
  25609. /**
  25610. * Serialiaze the camera setup to a json represention
  25611. * @returns the JSON representation
  25612. */
  25613. serialize(): any;
  25614. /**
  25615. * Clones the current camera.
  25616. * @param name The cloned camera name
  25617. * @returns the cloned camera
  25618. */
  25619. clone(name: string): Camera;
  25620. /**
  25621. * Gets the direction of the camera relative to a given local axis.
  25622. * @param localAxis Defines the reference axis to provide a relative direction.
  25623. * @return the direction
  25624. */
  25625. getDirection(localAxis: Vector3): Vector3;
  25626. /**
  25627. * Gets the direction of the camera relative to a given local axis into a passed vector.
  25628. * @param localAxis Defines the reference axis to provide a relative direction.
  25629. * @param result Defines the vector to store the result in
  25630. */
  25631. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  25632. /**
  25633. * Gets a camera constructor for a given camera type
  25634. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  25635. * @param name The name of the camera the result will be able to instantiate
  25636. * @param scene The scene the result will construct the camera in
  25637. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  25638. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  25639. * @returns a factory method to construc the camera
  25640. */
  25641. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  25642. /**
  25643. * Compute the world matrix of the camera.
  25644. * @returns the camera workd matrix
  25645. */
  25646. computeWorldMatrix(): Matrix;
  25647. /**
  25648. * Parse a JSON and creates the camera from the parsed information
  25649. * @param parsedCamera The JSON to parse
  25650. * @param scene The scene to instantiate the camera in
  25651. * @returns the newly constructed camera
  25652. */
  25653. static Parse(parsedCamera: any, scene: Scene): Camera;
  25654. }
  25655. }
  25656. declare module "babylonjs/Meshes/Builders/discBuilder" {
  25657. import { Nullable } from "babylonjs/types";
  25658. import { Scene } from "babylonjs/scene";
  25659. import { Vector4 } from "babylonjs/Maths/math.vector";
  25660. import { Mesh } from "babylonjs/Meshes/mesh";
  25661. /**
  25662. * Class containing static functions to help procedurally build meshes
  25663. */
  25664. export class DiscBuilder {
  25665. /**
  25666. * Creates a plane polygonal mesh. By default, this is a disc
  25667. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  25668. * * The parameter `tessellation` sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  25669. * * You can create an unclosed polygon with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference : 2 x PI x ratio
  25670. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  25671. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  25672. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25673. * @param name defines the name of the mesh
  25674. * @param options defines the options used to create the mesh
  25675. * @param scene defines the hosting scene
  25676. * @returns the plane polygonal mesh
  25677. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  25678. */
  25679. static CreateDisc(name: string, options: {
  25680. radius?: number;
  25681. tessellation?: number;
  25682. arc?: number;
  25683. updatable?: boolean;
  25684. sideOrientation?: number;
  25685. frontUVs?: Vector4;
  25686. backUVs?: Vector4;
  25687. }, scene?: Nullable<Scene>): Mesh;
  25688. }
  25689. }
  25690. declare module "babylonjs/Particles/solidParticleSystem" {
  25691. import { Vector3 } from "babylonjs/Maths/math.vector";
  25692. import { Mesh } from "babylonjs/Meshes/mesh";
  25693. import { Scene, IDisposable } from "babylonjs/scene";
  25694. import { DepthSortedParticle, SolidParticle } from "babylonjs/Particles/solidParticle";
  25695. /**
  25696. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  25697. *As it is just a mesh, the SPS has all the same properties than any other BJS mesh : not more, not less. It can be scaled, rotated, translated, enlighted, textured, moved, etc.
  25698. * The SPS is also a particle system. It provides some methods to manage the particles.
  25699. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  25700. *
  25701. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  25702. */
  25703. export class SolidParticleSystem implements IDisposable {
  25704. /**
  25705. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  25706. * Example : var p = SPS.particles[i];
  25707. */
  25708. particles: SolidParticle[];
  25709. /**
  25710. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  25711. */
  25712. nbParticles: number;
  25713. /**
  25714. * If the particles must ever face the camera (default false). Useful for planar particles.
  25715. */
  25716. billboard: boolean;
  25717. /**
  25718. * Recompute normals when adding a shape
  25719. */
  25720. recomputeNormals: boolean;
  25721. /**
  25722. * This a counter ofr your own usage. It's not set by any SPS functions.
  25723. */
  25724. counter: number;
  25725. /**
  25726. * The SPS name. This name is also given to the underlying mesh.
  25727. */
  25728. name: string;
  25729. /**
  25730. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  25731. */
  25732. mesh: Mesh;
  25733. /**
  25734. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  25735. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  25736. */
  25737. vars: any;
  25738. /**
  25739. * This array is populated when the SPS is set as 'pickable'.
  25740. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  25741. * Each element of this array is an object `{idx: int, faceId: int}`.
  25742. * `idx` is the picked particle index in the `SPS.particles` array
  25743. * `faceId` is the picked face index counted within this particle.
  25744. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  25745. */
  25746. pickedParticles: {
  25747. idx: number;
  25748. faceId: number;
  25749. }[];
  25750. /**
  25751. * This array is populated when `enableDepthSort` is set to true.
  25752. * Each element of this array is an instance of the class DepthSortedParticle.
  25753. */
  25754. depthSortedParticles: DepthSortedParticle[];
  25755. /**
  25756. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  25757. * @hidden
  25758. */
  25759. _bSphereOnly: boolean;
  25760. /**
  25761. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  25762. * @hidden
  25763. */
  25764. _bSphereRadiusFactor: number;
  25765. private _scene;
  25766. private _positions;
  25767. private _indices;
  25768. private _normals;
  25769. private _colors;
  25770. private _uvs;
  25771. private _indices32;
  25772. private _positions32;
  25773. private _normals32;
  25774. private _fixedNormal32;
  25775. private _colors32;
  25776. private _uvs32;
  25777. private _index;
  25778. private _updatable;
  25779. private _pickable;
  25780. private _isVisibilityBoxLocked;
  25781. private _alwaysVisible;
  25782. private _depthSort;
  25783. private _shapeCounter;
  25784. private _copy;
  25785. private _color;
  25786. private _computeParticleColor;
  25787. private _computeParticleTexture;
  25788. private _computeParticleRotation;
  25789. private _computeParticleVertex;
  25790. private _computeBoundingBox;
  25791. private _depthSortParticles;
  25792. private _camera;
  25793. private _mustUnrotateFixedNormals;
  25794. private _particlesIntersect;
  25795. private _needs32Bits;
  25796. /**
  25797. * Creates a SPS (Solid Particle System) object.
  25798. * @param name (String) is the SPS name, this will be the underlying mesh name.
  25799. * @param scene (Scene) is the scene in which the SPS is added.
  25800. * @param options defines the options of the sps e.g.
  25801. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  25802. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  25803. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  25804. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  25805. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  25806. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  25807. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  25808. */
  25809. constructor(name: string, scene: Scene, options?: {
  25810. updatable?: boolean;
  25811. isPickable?: boolean;
  25812. enableDepthSort?: boolean;
  25813. particleIntersection?: boolean;
  25814. boundingSphereOnly?: boolean;
  25815. bSphereRadiusFactor?: number;
  25816. });
  25817. /**
  25818. * Builds the SPS underlying mesh. Returns a standard Mesh.
  25819. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  25820. * @returns the created mesh
  25821. */
  25822. buildMesh(): Mesh;
  25823. /**
  25824. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  25825. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  25826. * Thus the particles generated from `digest()` have their property `position` set yet.
  25827. * @param mesh ( Mesh ) is the mesh to be digested
  25828. * @param options {facetNb} (optional integer, default 1) is the number of mesh facets per particle, this parameter is overriden by the parameter `number` if any
  25829. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  25830. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  25831. * @returns the current SPS
  25832. */
  25833. digest(mesh: Mesh, options?: {
  25834. facetNb?: number;
  25835. number?: number;
  25836. delta?: number;
  25837. }): SolidParticleSystem;
  25838. private _unrotateFixedNormals;
  25839. private _resetCopy;
  25840. private _meshBuilder;
  25841. private _posToShape;
  25842. private _uvsToShapeUV;
  25843. private _addParticle;
  25844. /**
  25845. * Adds some particles to the SPS from the model shape. Returns the shape id.
  25846. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  25847. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  25848. * @param nb (positive integer) the number of particles to be created from this model
  25849. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  25850. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  25851. * @returns the number of shapes in the system
  25852. */
  25853. addShape(mesh: Mesh, nb: number, options?: {
  25854. positionFunction?: any;
  25855. vertexFunction?: any;
  25856. }): number;
  25857. private _rebuildParticle;
  25858. /**
  25859. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  25860. * @returns the SPS.
  25861. */
  25862. rebuildMesh(): SolidParticleSystem;
  25863. /**
  25864. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  25865. * This method calls `updateParticle()` for each particle of the SPS.
  25866. * For an animated SPS, it is usually called within the render loop.
  25867. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  25868. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  25869. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  25870. * @returns the SPS.
  25871. */
  25872. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  25873. /**
  25874. * Disposes the SPS.
  25875. */
  25876. dispose(): void;
  25877. /**
  25878. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  25879. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25880. * @returns the SPS.
  25881. */
  25882. refreshVisibleSize(): SolidParticleSystem;
  25883. /**
  25884. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  25885. * @param size the size (float) of the visibility box
  25886. * note : this doesn't lock the SPS mesh bounding box.
  25887. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25888. */
  25889. setVisibilityBox(size: number): void;
  25890. /**
  25891. * Gets whether the SPS as always visible or not
  25892. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25893. */
  25894. /**
  25895. * Sets the SPS as always visible or not
  25896. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25897. */
  25898. isAlwaysVisible: boolean;
  25899. /**
  25900. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  25901. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25902. */
  25903. /**
  25904. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  25905. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25906. */
  25907. isVisibilityBoxLocked: boolean;
  25908. /**
  25909. * Tells to `setParticles()` to compute the particle rotations or not.
  25910. * Default value : true. The SPS is faster when it's set to false.
  25911. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  25912. */
  25913. /**
  25914. * Gets if `setParticles()` computes the particle rotations or not.
  25915. * Default value : true. The SPS is faster when it's set to false.
  25916. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  25917. */
  25918. computeParticleRotation: boolean;
  25919. /**
  25920. * Tells to `setParticles()` to compute the particle colors or not.
  25921. * Default value : true. The SPS is faster when it's set to false.
  25922. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  25923. */
  25924. /**
  25925. * Gets if `setParticles()` computes the particle colors or not.
  25926. * Default value : true. The SPS is faster when it's set to false.
  25927. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  25928. */
  25929. computeParticleColor: boolean;
  25930. /**
  25931. * Gets if `setParticles()` computes the particle textures or not.
  25932. * Default value : true. The SPS is faster when it's set to false.
  25933. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  25934. */
  25935. computeParticleTexture: boolean;
  25936. /**
  25937. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  25938. * Default value : false. The SPS is faster when it's set to false.
  25939. * Note : the particle custom vertex positions aren't stored values.
  25940. */
  25941. /**
  25942. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  25943. * Default value : false. The SPS is faster when it's set to false.
  25944. * Note : the particle custom vertex positions aren't stored values.
  25945. */
  25946. computeParticleVertex: boolean;
  25947. /**
  25948. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  25949. */
  25950. /**
  25951. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  25952. */
  25953. computeBoundingBox: boolean;
  25954. /**
  25955. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  25956. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  25957. * Default : `true`
  25958. */
  25959. /**
  25960. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  25961. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  25962. * Default : `true`
  25963. */
  25964. depthSortParticles: boolean;
  25965. /**
  25966. * This function does nothing. It may be overwritten to set all the particle first values.
  25967. * The SPS doesn't call this function, you may have to call it by your own.
  25968. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  25969. */
  25970. initParticles(): void;
  25971. /**
  25972. * This function does nothing. It may be overwritten to recycle a particle.
  25973. * The SPS doesn't call this function, you may have to call it by your own.
  25974. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  25975. * @param particle The particle to recycle
  25976. * @returns the recycled particle
  25977. */
  25978. recycleParticle(particle: SolidParticle): SolidParticle;
  25979. /**
  25980. * Updates a particle : this function should be overwritten by the user.
  25981. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  25982. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  25983. * @example : just set a particle position or velocity and recycle conditions
  25984. * @param particle The particle to update
  25985. * @returns the updated particle
  25986. */
  25987. updateParticle(particle: SolidParticle): SolidParticle;
  25988. /**
  25989. * Updates a vertex of a particle : it can be overwritten by the user.
  25990. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  25991. * @param particle the current particle
  25992. * @param vertex the current index of the current particle
  25993. * @param pt the index of the current vertex in the particle shape
  25994. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  25995. * @example : just set a vertex particle position
  25996. * @returns the updated vertex
  25997. */
  25998. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  25999. /**
  26000. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  26001. * This does nothing and may be overwritten by the user.
  26002. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26003. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26004. * @param update the boolean update value actually passed to setParticles()
  26005. */
  26006. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  26007. /**
  26008. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  26009. * This will be passed three parameters.
  26010. * This does nothing and may be overwritten by the user.
  26011. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26012. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26013. * @param update the boolean update value actually passed to setParticles()
  26014. */
  26015. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  26016. }
  26017. }
  26018. declare module "babylonjs/Particles/solidParticle" {
  26019. import { Nullable } from "babylonjs/types";
  26020. import { Vector3, Matrix, Quaternion, Vector4 } from "babylonjs/Maths/math.vector";
  26021. import { Color4 } from "babylonjs/Maths/math.color";
  26022. import { Mesh } from "babylonjs/Meshes/mesh";
  26023. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  26024. import { SolidParticleSystem } from "babylonjs/Particles/solidParticleSystem";
  26025. import { Plane } from "babylonjs/Maths/math.plane";
  26026. /**
  26027. * Represents one particle of a solid particle system.
  26028. */
  26029. export class SolidParticle {
  26030. /**
  26031. * particle global index
  26032. */
  26033. idx: number;
  26034. /**
  26035. * The color of the particle
  26036. */
  26037. color: Nullable<Color4>;
  26038. /**
  26039. * The world space position of the particle.
  26040. */
  26041. position: Vector3;
  26042. /**
  26043. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  26044. */
  26045. rotation: Vector3;
  26046. /**
  26047. * The world space rotation quaternion of the particle.
  26048. */
  26049. rotationQuaternion: Nullable<Quaternion>;
  26050. /**
  26051. * The scaling of the particle.
  26052. */
  26053. scaling: Vector3;
  26054. /**
  26055. * The uvs of the particle.
  26056. */
  26057. uvs: Vector4;
  26058. /**
  26059. * The current speed of the particle.
  26060. */
  26061. velocity: Vector3;
  26062. /**
  26063. * The pivot point in the particle local space.
  26064. */
  26065. pivot: Vector3;
  26066. /**
  26067. * Must the particle be translated from its pivot point in its local space ?
  26068. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  26069. * Default : false
  26070. */
  26071. translateFromPivot: boolean;
  26072. /**
  26073. * Is the particle active or not ?
  26074. */
  26075. alive: boolean;
  26076. /**
  26077. * Is the particle visible or not ?
  26078. */
  26079. isVisible: boolean;
  26080. /**
  26081. * Index of this particle in the global "positions" array (Internal use)
  26082. * @hidden
  26083. */
  26084. _pos: number;
  26085. /**
  26086. * @hidden Index of this particle in the global "indices" array (Internal use)
  26087. */
  26088. _ind: number;
  26089. /**
  26090. * @hidden ModelShape of this particle (Internal use)
  26091. */
  26092. _model: ModelShape;
  26093. /**
  26094. * ModelShape id of this particle
  26095. */
  26096. shapeId: number;
  26097. /**
  26098. * Index of the particle in its shape id
  26099. */
  26100. idxInShape: number;
  26101. /**
  26102. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  26103. */
  26104. _modelBoundingInfo: BoundingInfo;
  26105. /**
  26106. * @hidden Particle BoundingInfo object (Internal use)
  26107. */
  26108. _boundingInfo: BoundingInfo;
  26109. /**
  26110. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  26111. */
  26112. _sps: SolidParticleSystem;
  26113. /**
  26114. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  26115. */
  26116. _stillInvisible: boolean;
  26117. /**
  26118. * @hidden Last computed particle rotation matrix
  26119. */
  26120. _rotationMatrix: number[];
  26121. /**
  26122. * Parent particle Id, if any.
  26123. * Default null.
  26124. */
  26125. parentId: Nullable<number>;
  26126. /**
  26127. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  26128. * The possible values are :
  26129. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26130. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26131. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26132. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26133. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26134. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  26135. * */
  26136. cullingStrategy: number;
  26137. /**
  26138. * @hidden Internal global position in the SPS.
  26139. */
  26140. _globalPosition: Vector3;
  26141. /**
  26142. * Creates a Solid Particle object.
  26143. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  26144. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  26145. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  26146. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  26147. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  26148. * @param shapeId (integer) is the model shape identifier in the SPS.
  26149. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  26150. * @param sps defines the sps it is associated to
  26151. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  26152. */
  26153. constructor(particleIndex: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  26154. /**
  26155. * Legacy support, changed scale to scaling
  26156. */
  26157. /**
  26158. * Legacy support, changed scale to scaling
  26159. */
  26160. scale: Vector3;
  26161. /**
  26162. * Legacy support, changed quaternion to rotationQuaternion
  26163. */
  26164. /**
  26165. * Legacy support, changed quaternion to rotationQuaternion
  26166. */
  26167. quaternion: Nullable<Quaternion>;
  26168. /**
  26169. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  26170. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  26171. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  26172. * @returns true if it intersects
  26173. */
  26174. intersectsMesh(target: Mesh | SolidParticle): boolean;
  26175. /**
  26176. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  26177. * A particle is in the frustum if its bounding box intersects the frustum
  26178. * @param frustumPlanes defines the frustum to test
  26179. * @returns true if the particle is in the frustum planes
  26180. */
  26181. isInFrustum(frustumPlanes: Plane[]): boolean;
  26182. /**
  26183. * get the rotation matrix of the particle
  26184. * @hidden
  26185. */
  26186. getRotationMatrix(m: Matrix): void;
  26187. }
  26188. /**
  26189. * Represents the shape of the model used by one particle of a solid particle system.
  26190. * SPS internal tool, don't use it manually.
  26191. */
  26192. export class ModelShape {
  26193. /**
  26194. * The shape id
  26195. * @hidden
  26196. */
  26197. shapeID: number;
  26198. /**
  26199. * flat array of model positions (internal use)
  26200. * @hidden
  26201. */
  26202. _shape: Vector3[];
  26203. /**
  26204. * flat array of model UVs (internal use)
  26205. * @hidden
  26206. */
  26207. _shapeUV: number[];
  26208. /**
  26209. * length of the shape in the model indices array (internal use)
  26210. * @hidden
  26211. */
  26212. _indicesLength: number;
  26213. /**
  26214. * Custom position function (internal use)
  26215. * @hidden
  26216. */
  26217. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  26218. /**
  26219. * Custom vertex function (internal use)
  26220. * @hidden
  26221. */
  26222. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  26223. /**
  26224. * Creates a ModelShape object. This is an internal simplified reference to a mesh used as for a model to replicate particles from by the SPS.
  26225. * SPS internal tool, don't use it manually.
  26226. * @hidden
  26227. */
  26228. constructor(id: number, shape: Vector3[], indicesLength: number, shapeUV: number[], posFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>, vtxFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>);
  26229. }
  26230. /**
  26231. * Represents a Depth Sorted Particle in the solid particle system.
  26232. */
  26233. export class DepthSortedParticle {
  26234. /**
  26235. * Index of the particle in the "indices" array
  26236. */
  26237. ind: number;
  26238. /**
  26239. * Length of the particle shape in the "indices" array
  26240. */
  26241. indicesLength: number;
  26242. /**
  26243. * Squared distance from the particle to the camera
  26244. */
  26245. sqDistance: number;
  26246. }
  26247. }
  26248. declare module "babylonjs/Collisions/meshCollisionData" {
  26249. import { Collider } from "babylonjs/Collisions/collider";
  26250. import { Vector3 } from "babylonjs/Maths/math.vector";
  26251. import { Nullable } from "babylonjs/types";
  26252. import { Observer } from "babylonjs/Misc/observable";
  26253. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  26254. /**
  26255. * @hidden
  26256. */
  26257. export class _MeshCollisionData {
  26258. _checkCollisions: boolean;
  26259. _collisionMask: number;
  26260. _collisionGroup: number;
  26261. _collider: Nullable<Collider>;
  26262. _oldPositionForCollisions: Vector3;
  26263. _diffPositionForCollisions: Vector3;
  26264. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  26265. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  26266. }
  26267. }
  26268. declare module "babylonjs/Meshes/abstractMesh" {
  26269. import { Observable } from "babylonjs/Misc/observable";
  26270. import { Nullable, FloatArray, IndicesArray, DeepImmutable } from "babylonjs/types";
  26271. import { Camera } from "babylonjs/Cameras/camera";
  26272. import { Scene, IDisposable } from "babylonjs/scene";
  26273. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  26274. import { Node } from "babylonjs/node";
  26275. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  26276. import { TransformNode } from "babylonjs/Meshes/transformNode";
  26277. import { SubMesh } from "babylonjs/Meshes/subMesh";
  26278. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  26279. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  26280. import { Material } from "babylonjs/Materials/material";
  26281. import { Light } from "babylonjs/Lights/light";
  26282. import { Skeleton } from "babylonjs/Bones/skeleton";
  26283. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  26284. import { SolidParticle } from "babylonjs/Particles/solidParticle";
  26285. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  26286. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  26287. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  26288. import { Plane } from "babylonjs/Maths/math.plane";
  26289. import { Ray } from "babylonjs/Culling/ray";
  26290. import { Collider } from "babylonjs/Collisions/collider";
  26291. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  26292. import { RenderingGroup } from "babylonjs/Rendering/renderingGroup";
  26293. /** @hidden */
  26294. class _FacetDataStorage {
  26295. facetPositions: Vector3[];
  26296. facetNormals: Vector3[];
  26297. facetPartitioning: number[][];
  26298. facetNb: number;
  26299. partitioningSubdivisions: number;
  26300. partitioningBBoxRatio: number;
  26301. facetDataEnabled: boolean;
  26302. facetParameters: any;
  26303. bbSize: Vector3;
  26304. subDiv: {
  26305. max: number;
  26306. X: number;
  26307. Y: number;
  26308. Z: number;
  26309. };
  26310. facetDepthSort: boolean;
  26311. facetDepthSortEnabled: boolean;
  26312. depthSortedIndices: IndicesArray;
  26313. depthSortedFacets: {
  26314. ind: number;
  26315. sqDistance: number;
  26316. }[];
  26317. facetDepthSortFunction: (f1: {
  26318. ind: number;
  26319. sqDistance: number;
  26320. }, f2: {
  26321. ind: number;
  26322. sqDistance: number;
  26323. }) => number;
  26324. facetDepthSortFrom: Vector3;
  26325. facetDepthSortOrigin: Vector3;
  26326. invertedMatrix: Matrix;
  26327. }
  26328. /**
  26329. * @hidden
  26330. **/
  26331. class _InternalAbstractMeshDataInfo {
  26332. _hasVertexAlpha: boolean;
  26333. _useVertexColors: boolean;
  26334. _numBoneInfluencers: number;
  26335. _applyFog: boolean;
  26336. _receiveShadows: boolean;
  26337. _facetData: _FacetDataStorage;
  26338. _visibility: number;
  26339. _skeleton: Nullable<Skeleton>;
  26340. _layerMask: number;
  26341. _computeBonesUsingShaders: boolean;
  26342. _isActive: boolean;
  26343. _onlyForInstances: boolean;
  26344. _isActiveIntermediate: boolean;
  26345. _onlyForInstancesIntermediate: boolean;
  26346. }
  26347. /**
  26348. * Class used to store all common mesh properties
  26349. */
  26350. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  26351. /** No occlusion */
  26352. static OCCLUSION_TYPE_NONE: number;
  26353. /** Occlusion set to optimisitic */
  26354. static OCCLUSION_TYPE_OPTIMISTIC: number;
  26355. /** Occlusion set to strict */
  26356. static OCCLUSION_TYPE_STRICT: number;
  26357. /** Use an accurante occlusion algorithm */
  26358. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  26359. /** Use a conservative occlusion algorithm */
  26360. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  26361. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  26362. * Test order :
  26363. * Is the bounding sphere outside the frustum ?
  26364. * If not, are the bounding box vertices outside the frustum ?
  26365. * It not, then the cullable object is in the frustum.
  26366. */
  26367. static readonly CULLINGSTRATEGY_STANDARD: number;
  26368. /** Culling strategy : Bounding Sphere Only.
  26369. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  26370. * It's also less accurate than the standard because some not visible objects can still be selected.
  26371. * Test : is the bounding sphere outside the frustum ?
  26372. * If not, then the cullable object is in the frustum.
  26373. */
  26374. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  26375. /** Culling strategy : Optimistic Inclusion.
  26376. * This in an inclusion test first, then the standard exclusion test.
  26377. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  26378. * This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside.
  26379. * Anyway, it's as accurate as the standard strategy.
  26380. * Test :
  26381. * Is the cullable object bounding sphere center in the frustum ?
  26382. * If not, apply the default culling strategy.
  26383. */
  26384. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  26385. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  26386. * This in an inclusion test first, then the bounding sphere only exclusion test.
  26387. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  26388. * This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it.
  26389. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  26390. * Test :
  26391. * Is the cullable object bounding sphere center in the frustum ?
  26392. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  26393. */
  26394. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  26395. /**
  26396. * No billboard
  26397. */
  26398. static readonly BILLBOARDMODE_NONE: number;
  26399. /** Billboard on X axis */
  26400. static readonly BILLBOARDMODE_X: number;
  26401. /** Billboard on Y axis */
  26402. static readonly BILLBOARDMODE_Y: number;
  26403. /** Billboard on Z axis */
  26404. static readonly BILLBOARDMODE_Z: number;
  26405. /** Billboard on all axes */
  26406. static readonly BILLBOARDMODE_ALL: number;
  26407. /** Billboard on using position instead of orientation */
  26408. static readonly BILLBOARDMODE_USE_POSITION: number;
  26409. /** @hidden */
  26410. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  26411. /**
  26412. * The culling strategy to use to check whether the mesh must be rendered or not.
  26413. * This value can be changed at any time and will be used on the next render mesh selection.
  26414. * The possible values are :
  26415. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26416. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26417. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26418. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26419. * Please read each static variable documentation to get details about the culling process.
  26420. * */
  26421. cullingStrategy: number;
  26422. /**
  26423. * Gets the number of facets in the mesh
  26424. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  26425. */
  26426. readonly facetNb: number;
  26427. /**
  26428. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  26429. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  26430. */
  26431. partitioningSubdivisions: number;
  26432. /**
  26433. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  26434. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  26435. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  26436. */
  26437. partitioningBBoxRatio: number;
  26438. /**
  26439. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  26440. * Works only for updatable meshes.
  26441. * Doesn't work with multi-materials
  26442. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  26443. */
  26444. mustDepthSortFacets: boolean;
  26445. /**
  26446. * The location (Vector3) where the facet depth sort must be computed from.
  26447. * By default, the active camera position.
  26448. * Used only when facet depth sort is enabled
  26449. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  26450. */
  26451. facetDepthSortFrom: Vector3;
  26452. /**
  26453. * gets a boolean indicating if facetData is enabled
  26454. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  26455. */
  26456. readonly isFacetDataEnabled: boolean;
  26457. /** @hidden */
  26458. _updateNonUniformScalingState(value: boolean): boolean;
  26459. /**
  26460. * An event triggered when this mesh collides with another one
  26461. */
  26462. onCollideObservable: Observable<AbstractMesh>;
  26463. /** Set a function to call when this mesh collides with another one */
  26464. onCollide: () => void;
  26465. /**
  26466. * An event triggered when the collision's position changes
  26467. */
  26468. onCollisionPositionChangeObservable: Observable<Vector3>;
  26469. /** Set a function to call when the collision's position changes */
  26470. onCollisionPositionChange: () => void;
  26471. /**
  26472. * An event triggered when material is changed
  26473. */
  26474. onMaterialChangedObservable: Observable<AbstractMesh>;
  26475. /**
  26476. * Gets or sets the orientation for POV movement & rotation
  26477. */
  26478. definedFacingForward: boolean;
  26479. /** @hidden */
  26480. _occlusionQuery: Nullable<WebGLQuery>;
  26481. /** @hidden */
  26482. _renderingGroup: Nullable<RenderingGroup>;
  26483. /**
  26484. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  26485. */
  26486. /**
  26487. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  26488. */
  26489. visibility: number;
  26490. /** Gets or sets the alpha index used to sort transparent meshes
  26491. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  26492. */
  26493. alphaIndex: number;
  26494. /**
  26495. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  26496. */
  26497. isVisible: boolean;
  26498. /**
  26499. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  26500. */
  26501. isPickable: boolean;
  26502. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  26503. showSubMeshesBoundingBox: boolean;
  26504. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  26505. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  26506. */
  26507. isBlocker: boolean;
  26508. /**
  26509. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  26510. */
  26511. enablePointerMoveEvents: boolean;
  26512. /**
  26513. * Specifies the rendering group id for this mesh (0 by default)
  26514. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  26515. */
  26516. renderingGroupId: number;
  26517. private _material;
  26518. /** Gets or sets current material */
  26519. material: Nullable<Material>;
  26520. /**
  26521. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  26522. * @see http://doc.babylonjs.com/babylon101/shadows
  26523. */
  26524. receiveShadows: boolean;
  26525. /** Defines color to use when rendering outline */
  26526. outlineColor: Color3;
  26527. /** Define width to use when rendering outline */
  26528. outlineWidth: number;
  26529. /** Defines color to use when rendering overlay */
  26530. overlayColor: Color3;
  26531. /** Defines alpha to use when rendering overlay */
  26532. overlayAlpha: number;
  26533. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  26534. hasVertexAlpha: boolean;
  26535. /** Gets or sets a boolean indicating that this mesh needs to use vertex color data to render (if this kind of vertex data is available in the geometry) */
  26536. useVertexColors: boolean;
  26537. /**
  26538. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  26539. */
  26540. computeBonesUsingShaders: boolean;
  26541. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  26542. numBoneInfluencers: number;
  26543. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  26544. applyFog: boolean;
  26545. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  26546. useOctreeForRenderingSelection: boolean;
  26547. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  26548. useOctreeForPicking: boolean;
  26549. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  26550. useOctreeForCollisions: boolean;
  26551. /**
  26552. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  26553. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  26554. */
  26555. layerMask: number;
  26556. /**
  26557. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  26558. */
  26559. alwaysSelectAsActiveMesh: boolean;
  26560. /**
  26561. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  26562. */
  26563. doNotSyncBoundingInfo: boolean;
  26564. /**
  26565. * Gets or sets the current action manager
  26566. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  26567. */
  26568. actionManager: Nullable<AbstractActionManager>;
  26569. private _meshCollisionData;
  26570. /**
  26571. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  26572. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26573. */
  26574. ellipsoid: Vector3;
  26575. /**
  26576. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  26577. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26578. */
  26579. ellipsoidOffset: Vector3;
  26580. /**
  26581. * Gets or sets a collision mask used to mask collisions (default is -1).
  26582. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  26583. */
  26584. collisionMask: number;
  26585. /**
  26586. * Gets or sets the current collision group mask (-1 by default).
  26587. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  26588. */
  26589. collisionGroup: number;
  26590. /**
  26591. * Defines edge width used when edgesRenderer is enabled
  26592. * @see https://www.babylonjs-playground.com/#10OJSG#13
  26593. */
  26594. edgesWidth: number;
  26595. /**
  26596. * Defines edge color used when edgesRenderer is enabled
  26597. * @see https://www.babylonjs-playground.com/#10OJSG#13
  26598. */
  26599. edgesColor: Color4;
  26600. /** @hidden */
  26601. _edgesRenderer: Nullable<IEdgesRenderer>;
  26602. /** @hidden */
  26603. _masterMesh: Nullable<AbstractMesh>;
  26604. /** @hidden */
  26605. _boundingInfo: Nullable<BoundingInfo>;
  26606. /** @hidden */
  26607. _renderId: number;
  26608. /**
  26609. * Gets or sets the list of subMeshes
  26610. * @see http://doc.babylonjs.com/how_to/multi_materials
  26611. */
  26612. subMeshes: SubMesh[];
  26613. /** @hidden */
  26614. _intersectionsInProgress: AbstractMesh[];
  26615. /** @hidden */
  26616. _unIndexed: boolean;
  26617. /** @hidden */
  26618. _lightSources: Light[];
  26619. /** Gets the list of lights affecting that mesh */
  26620. readonly lightSources: Light[];
  26621. /** @hidden */
  26622. readonly _positions: Nullable<Vector3[]>;
  26623. /** @hidden */
  26624. _waitingData: {
  26625. lods: Nullable<any>;
  26626. actions: Nullable<any>;
  26627. freezeWorldMatrix: Nullable<boolean>;
  26628. };
  26629. /** @hidden */
  26630. _bonesTransformMatrices: Nullable<Float32Array>;
  26631. /** @hidden */
  26632. _transformMatrixTexture: Nullable<RawTexture>;
  26633. /**
  26634. * Gets or sets a skeleton to apply skining transformations
  26635. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  26636. */
  26637. skeleton: Nullable<Skeleton>;
  26638. /**
  26639. * An event triggered when the mesh is rebuilt.
  26640. */
  26641. onRebuildObservable: Observable<AbstractMesh>;
  26642. /**
  26643. * Creates a new AbstractMesh
  26644. * @param name defines the name of the mesh
  26645. * @param scene defines the hosting scene
  26646. */
  26647. constructor(name: string, scene?: Nullable<Scene>);
  26648. /**
  26649. * Returns the string "AbstractMesh"
  26650. * @returns "AbstractMesh"
  26651. */
  26652. getClassName(): string;
  26653. /**
  26654. * Gets a string representation of the current mesh
  26655. * @param fullDetails defines a boolean indicating if full details must be included
  26656. * @returns a string representation of the current mesh
  26657. */
  26658. toString(fullDetails?: boolean): string;
  26659. /**
  26660. * @hidden
  26661. */
  26662. protected _getEffectiveParent(): Nullable<Node>;
  26663. /** @hidden */
  26664. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  26665. /** @hidden */
  26666. _rebuild(): void;
  26667. /** @hidden */
  26668. _resyncLightSources(): void;
  26669. /** @hidden */
  26670. _resyncLighSource(light: Light): void;
  26671. /** @hidden */
  26672. _unBindEffect(): void;
  26673. /** @hidden */
  26674. _removeLightSource(light: Light, dispose: boolean): void;
  26675. private _markSubMeshesAsDirty;
  26676. /** @hidden */
  26677. _markSubMeshesAsLightDirty(dispose?: boolean): void;
  26678. /** @hidden */
  26679. _markSubMeshesAsAttributesDirty(): void;
  26680. /** @hidden */
  26681. _markSubMeshesAsMiscDirty(): void;
  26682. /**
  26683. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  26684. */
  26685. scaling: Vector3;
  26686. /**
  26687. * Returns true if the mesh is blocked. Implemented by child classes
  26688. */
  26689. readonly isBlocked: boolean;
  26690. /**
  26691. * Returns the mesh itself by default. Implemented by child classes
  26692. * @param camera defines the camera to use to pick the right LOD level
  26693. * @returns the currentAbstractMesh
  26694. */
  26695. getLOD(camera: Camera): Nullable<AbstractMesh>;
  26696. /**
  26697. * Returns 0 by default. Implemented by child classes
  26698. * @returns an integer
  26699. */
  26700. getTotalVertices(): number;
  26701. /**
  26702. * Returns a positive integer : the total number of indices in this mesh geometry.
  26703. * @returns the numner of indices or zero if the mesh has no geometry.
  26704. */
  26705. getTotalIndices(): number;
  26706. /**
  26707. * Returns null by default. Implemented by child classes
  26708. * @returns null
  26709. */
  26710. getIndices(): Nullable<IndicesArray>;
  26711. /**
  26712. * Returns the array of the requested vertex data kind. Implemented by child classes
  26713. * @param kind defines the vertex data kind to use
  26714. * @returns null
  26715. */
  26716. getVerticesData(kind: string): Nullable<FloatArray>;
  26717. /**
  26718. * Sets the vertex data of the mesh geometry for the requested `kind`.
  26719. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  26720. * Note that a new underlying VertexBuffer object is created each call.
  26721. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  26722. * @param kind defines vertex data kind:
  26723. * * VertexBuffer.PositionKind
  26724. * * VertexBuffer.UVKind
  26725. * * VertexBuffer.UV2Kind
  26726. * * VertexBuffer.UV3Kind
  26727. * * VertexBuffer.UV4Kind
  26728. * * VertexBuffer.UV5Kind
  26729. * * VertexBuffer.UV6Kind
  26730. * * VertexBuffer.ColorKind
  26731. * * VertexBuffer.MatricesIndicesKind
  26732. * * VertexBuffer.MatricesIndicesExtraKind
  26733. * * VertexBuffer.MatricesWeightsKind
  26734. * * VertexBuffer.MatricesWeightsExtraKind
  26735. * @param data defines the data source
  26736. * @param updatable defines if the data must be flagged as updatable (or static)
  26737. * @param stride defines the vertex stride (size of an entire vertex). Can be null and in this case will be deduced from vertex data kind
  26738. * @returns the current mesh
  26739. */
  26740. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  26741. /**
  26742. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  26743. * If the mesh has no geometry, it is simply returned as it is.
  26744. * @param kind defines vertex data kind:
  26745. * * VertexBuffer.PositionKind
  26746. * * VertexBuffer.UVKind
  26747. * * VertexBuffer.UV2Kind
  26748. * * VertexBuffer.UV3Kind
  26749. * * VertexBuffer.UV4Kind
  26750. * * VertexBuffer.UV5Kind
  26751. * * VertexBuffer.UV6Kind
  26752. * * VertexBuffer.ColorKind
  26753. * * VertexBuffer.MatricesIndicesKind
  26754. * * VertexBuffer.MatricesIndicesExtraKind
  26755. * * VertexBuffer.MatricesWeightsKind
  26756. * * VertexBuffer.MatricesWeightsExtraKind
  26757. * @param data defines the data source
  26758. * @param updateExtends If `kind` is `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed
  26759. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  26760. * @returns the current mesh
  26761. */
  26762. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  26763. /**
  26764. * Sets the mesh indices,
  26765. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  26766. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  26767. * @param totalVertices Defines the total number of vertices
  26768. * @returns the current mesh
  26769. */
  26770. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  26771. /**
  26772. * Gets a boolean indicating if specific vertex data is present
  26773. * @param kind defines the vertex data kind to use
  26774. * @returns true is data kind is present
  26775. */
  26776. isVerticesDataPresent(kind: string): boolean;
  26777. /**
  26778. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  26779. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  26780. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  26781. * @returns a BoundingInfo
  26782. */
  26783. getBoundingInfo(): BoundingInfo;
  26784. /**
  26785. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  26786. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  26787. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  26788. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  26789. * @returns the current mesh
  26790. */
  26791. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  26792. /**
  26793. * Overwrite the current bounding info
  26794. * @param boundingInfo defines the new bounding info
  26795. * @returns the current mesh
  26796. */
  26797. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  26798. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  26799. readonly useBones: boolean;
  26800. /** @hidden */
  26801. _preActivate(): void;
  26802. /** @hidden */
  26803. _preActivateForIntermediateRendering(renderId: number): void;
  26804. /** @hidden */
  26805. _activate(renderId: number, intermediateRendering: boolean): boolean;
  26806. /** @hidden */
  26807. _postActivate(): void;
  26808. /** @hidden */
  26809. _freeze(): void;
  26810. /** @hidden */
  26811. _unFreeze(): void;
  26812. /**
  26813. * Gets the current world matrix
  26814. * @returns a Matrix
  26815. */
  26816. getWorldMatrix(): Matrix;
  26817. /** @hidden */
  26818. _getWorldMatrixDeterminant(): number;
  26819. /**
  26820. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  26821. */
  26822. readonly isAnInstance: boolean;
  26823. /**
  26824. * Gets a boolean indicating if this mesh has instances
  26825. */
  26826. readonly hasInstances: boolean;
  26827. /**
  26828. * Perform relative position change from the point of view of behind the front of the mesh.
  26829. * This is performed taking into account the meshes current rotation, so you do not have to care.
  26830. * Supports definition of mesh facing forward or backward
  26831. * @param amountRight defines the distance on the right axis
  26832. * @param amountUp defines the distance on the up axis
  26833. * @param amountForward defines the distance on the forward axis
  26834. * @returns the current mesh
  26835. */
  26836. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  26837. /**
  26838. * Calculate relative position change from the point of view of behind the front of the mesh.
  26839. * This is performed taking into account the meshes current rotation, so you do not have to care.
  26840. * Supports definition of mesh facing forward or backward
  26841. * @param amountRight defines the distance on the right axis
  26842. * @param amountUp defines the distance on the up axis
  26843. * @param amountForward defines the distance on the forward axis
  26844. * @returns the new displacement vector
  26845. */
  26846. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  26847. /**
  26848. * Perform relative rotation change from the point of view of behind the front of the mesh.
  26849. * Supports definition of mesh facing forward or backward
  26850. * @param flipBack defines the flip
  26851. * @param twirlClockwise defines the twirl
  26852. * @param tiltRight defines the tilt
  26853. * @returns the current mesh
  26854. */
  26855. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  26856. /**
  26857. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  26858. * Supports definition of mesh facing forward or backward.
  26859. * @param flipBack defines the flip
  26860. * @param twirlClockwise defines the twirl
  26861. * @param tiltRight defines the tilt
  26862. * @returns the new rotation vector
  26863. */
  26864. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  26865. /**
  26866. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  26867. * This means the mesh underlying bounding box and sphere are recomputed.
  26868. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  26869. * @returns the current mesh
  26870. */
  26871. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  26872. /** @hidden */
  26873. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  26874. /** @hidden */
  26875. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  26876. /** @hidden */
  26877. _updateBoundingInfo(): AbstractMesh;
  26878. /** @hidden */
  26879. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  26880. /** @hidden */
  26881. protected _afterComputeWorldMatrix(): void;
  26882. /** @hidden */
  26883. readonly _effectiveMesh: AbstractMesh;
  26884. /**
  26885. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  26886. * A mesh is in the frustum if its bounding box intersects the frustum
  26887. * @param frustumPlanes defines the frustum to test
  26888. * @returns true if the mesh is in the frustum planes
  26889. */
  26890. isInFrustum(frustumPlanes: Plane[]): boolean;
  26891. /**
  26892. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  26893. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  26894. * @param frustumPlanes defines the frustum to test
  26895. * @returns true if the mesh is completely in the frustum planes
  26896. */
  26897. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  26898. /**
  26899. * True if the mesh intersects another mesh or a SolidParticle object
  26900. * @param mesh defines a target mesh or SolidParticle to test
  26901. * @param precise Unless the parameter `precise` is set to `true` the intersection is computed according to Axis Aligned Bounding Boxes (AABB), else according to OBB (Oriented BBoxes)
  26902. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  26903. * @returns true if there is an intersection
  26904. */
  26905. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  26906. /**
  26907. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  26908. * @param point defines the point to test
  26909. * @returns true if there is an intersection
  26910. */
  26911. intersectsPoint(point: Vector3): boolean;
  26912. /**
  26913. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  26914. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26915. */
  26916. checkCollisions: boolean;
  26917. /**
  26918. * Gets Collider object used to compute collisions (not physics)
  26919. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26920. */
  26921. readonly collider: Nullable<Collider>;
  26922. /**
  26923. * Move the mesh using collision engine
  26924. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26925. * @param displacement defines the requested displacement vector
  26926. * @returns the current mesh
  26927. */
  26928. moveWithCollisions(displacement: Vector3): AbstractMesh;
  26929. private _onCollisionPositionChange;
  26930. /** @hidden */
  26931. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  26932. /** @hidden */
  26933. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  26934. /** @hidden */
  26935. _checkCollision(collider: Collider): AbstractMesh;
  26936. /** @hidden */
  26937. _generatePointsArray(): boolean;
  26938. /**
  26939. * Checks if the passed Ray intersects with the mesh
  26940. * @param ray defines the ray to use
  26941. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  26942. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  26943. * @returns the picking info
  26944. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  26945. */
  26946. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  26947. /**
  26948. * Clones the current mesh
  26949. * @param name defines the mesh name
  26950. * @param newParent defines the new mesh parent
  26951. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  26952. * @returns the new mesh
  26953. */
  26954. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  26955. /**
  26956. * Disposes all the submeshes of the current meshnp
  26957. * @returns the current mesh
  26958. */
  26959. releaseSubMeshes(): AbstractMesh;
  26960. /**
  26961. * Releases resources associated with this abstract mesh.
  26962. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  26963. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  26964. */
  26965. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  26966. /**
  26967. * Adds the passed mesh as a child to the current mesh
  26968. * @param mesh defines the child mesh
  26969. * @returns the current mesh
  26970. */
  26971. addChild(mesh: AbstractMesh): AbstractMesh;
  26972. /**
  26973. * Removes the passed mesh from the current mesh children list
  26974. * @param mesh defines the child mesh
  26975. * @returns the current mesh
  26976. */
  26977. removeChild(mesh: AbstractMesh): AbstractMesh;
  26978. /** @hidden */
  26979. private _initFacetData;
  26980. /**
  26981. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  26982. * This method can be called within the render loop.
  26983. * You don't need to call this method by yourself in the render loop when you update/morph a mesh with the methods CreateXXX() as they automatically manage this computation
  26984. * @returns the current mesh
  26985. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26986. */
  26987. updateFacetData(): AbstractMesh;
  26988. /**
  26989. * Returns the facetLocalNormals array.
  26990. * The normals are expressed in the mesh local spac
  26991. * @returns an array of Vector3
  26992. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26993. */
  26994. getFacetLocalNormals(): Vector3[];
  26995. /**
  26996. * Returns the facetLocalPositions array.
  26997. * The facet positions are expressed in the mesh local space
  26998. * @returns an array of Vector3
  26999. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27000. */
  27001. getFacetLocalPositions(): Vector3[];
  27002. /**
  27003. * Returns the facetLocalPartioning array
  27004. * @returns an array of array of numbers
  27005. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27006. */
  27007. getFacetLocalPartitioning(): number[][];
  27008. /**
  27009. * Returns the i-th facet position in the world system.
  27010. * This method allocates a new Vector3 per call
  27011. * @param i defines the facet index
  27012. * @returns a new Vector3
  27013. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27014. */
  27015. getFacetPosition(i: number): Vector3;
  27016. /**
  27017. * Sets the reference Vector3 with the i-th facet position in the world system
  27018. * @param i defines the facet index
  27019. * @param ref defines the target vector
  27020. * @returns the current mesh
  27021. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27022. */
  27023. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  27024. /**
  27025. * Returns the i-th facet normal in the world system.
  27026. * This method allocates a new Vector3 per call
  27027. * @param i defines the facet index
  27028. * @returns a new Vector3
  27029. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27030. */
  27031. getFacetNormal(i: number): Vector3;
  27032. /**
  27033. * Sets the reference Vector3 with the i-th facet normal in the world system
  27034. * @param i defines the facet index
  27035. * @param ref defines the target vector
  27036. * @returns the current mesh
  27037. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27038. */
  27039. getFacetNormalToRef(i: number, ref: Vector3): this;
  27040. /**
  27041. * Returns the facets (in an array) in the same partitioning block than the one the passed coordinates are located (expressed in the mesh local system)
  27042. * @param x defines x coordinate
  27043. * @param y defines y coordinate
  27044. * @param z defines z coordinate
  27045. * @returns the array of facet indexes
  27046. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27047. */
  27048. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  27049. /**
  27050. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  27051. * @param projected sets as the (x,y,z) world projection on the facet
  27052. * @param checkFace if true (default false), only the facet "facing" to (x,y,z) or only the ones "turning their backs", according to the parameter "facing" are returned
  27053. * @param facing if facing and checkFace are true, only the facet "facing" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet "turning their backs" to (x, y, z) are returned : negative dot (x, y, z) * facet position
  27054. * @param x defines x coordinate
  27055. * @param y defines y coordinate
  27056. * @param z defines z coordinate
  27057. * @returns the face index if found (or null instead)
  27058. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27059. */
  27060. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  27061. /**
  27062. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  27063. * @param projected sets as the (x,y,z) local projection on the facet
  27064. * @param checkFace if true (default false), only the facet "facing" to (x,y,z) or only the ones "turning their backs", according to the parameter "facing" are returned
  27065. * @param facing if facing and checkFace are true, only the facet "facing" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet "turning their backs" to (x, y, z) are returned : negative dot (x, y, z) * facet position
  27066. * @param x defines x coordinate
  27067. * @param y defines y coordinate
  27068. * @param z defines z coordinate
  27069. * @returns the face index if found (or null instead)
  27070. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27071. */
  27072. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  27073. /**
  27074. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  27075. * @returns the parameters
  27076. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27077. */
  27078. getFacetDataParameters(): any;
  27079. /**
  27080. * Disables the feature FacetData and frees the related memory
  27081. * @returns the current mesh
  27082. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27083. */
  27084. disableFacetData(): AbstractMesh;
  27085. /**
  27086. * Updates the AbstractMesh indices array
  27087. * @param indices defines the data source
  27088. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  27089. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  27090. * @returns the current mesh
  27091. */
  27092. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  27093. /**
  27094. * Creates new normals data for the mesh
  27095. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  27096. * @returns the current mesh
  27097. */
  27098. createNormals(updatable: boolean): AbstractMesh;
  27099. /**
  27100. * Align the mesh with a normal
  27101. * @param normal defines the normal to use
  27102. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  27103. * @returns the current mesh
  27104. */
  27105. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  27106. /** @hidden */
  27107. _checkOcclusionQuery(): boolean;
  27108. /**
  27109. * Disables the mesh edge rendering mode
  27110. * @returns the currentAbstractMesh
  27111. */
  27112. disableEdgesRendering(): AbstractMesh;
  27113. /**
  27114. * Enables the edge rendering mode on the mesh.
  27115. * This mode makes the mesh edges visible
  27116. * @param epsilon defines the maximal distance between two angles to detect a face
  27117. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  27118. * @returns the currentAbstractMesh
  27119. * @see https://www.babylonjs-playground.com/#19O9TU#0
  27120. */
  27121. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  27122. }
  27123. }
  27124. declare module "babylonjs/Actions/actionEvent" {
  27125. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27126. import { Nullable } from "babylonjs/types";
  27127. import { Sprite } from "babylonjs/Sprites/sprite";
  27128. import { Scene } from "babylonjs/scene";
  27129. import { Vector2 } from "babylonjs/Maths/math.vector";
  27130. /**
  27131. * Interface used to define ActionEvent
  27132. */
  27133. export interface IActionEvent {
  27134. /** The mesh or sprite that triggered the action */
  27135. source: any;
  27136. /** The X mouse cursor position at the time of the event */
  27137. pointerX: number;
  27138. /** The Y mouse cursor position at the time of the event */
  27139. pointerY: number;
  27140. /** The mesh that is currently pointed at (can be null) */
  27141. meshUnderPointer: Nullable<AbstractMesh>;
  27142. /** the original (browser) event that triggered the ActionEvent */
  27143. sourceEvent?: any;
  27144. /** additional data for the event */
  27145. additionalData?: any;
  27146. }
  27147. /**
  27148. * ActionEvent is the event being sent when an action is triggered.
  27149. */
  27150. export class ActionEvent implements IActionEvent {
  27151. /** The mesh or sprite that triggered the action */
  27152. source: any;
  27153. /** The X mouse cursor position at the time of the event */
  27154. pointerX: number;
  27155. /** The Y mouse cursor position at the time of the event */
  27156. pointerY: number;
  27157. /** The mesh that is currently pointed at (can be null) */
  27158. meshUnderPointer: Nullable<AbstractMesh>;
  27159. /** the original (browser) event that triggered the ActionEvent */
  27160. sourceEvent?: any;
  27161. /** additional data for the event */
  27162. additionalData?: any;
  27163. /**
  27164. * Creates a new ActionEvent
  27165. * @param source The mesh or sprite that triggered the action
  27166. * @param pointerX The X mouse cursor position at the time of the event
  27167. * @param pointerY The Y mouse cursor position at the time of the event
  27168. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  27169. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  27170. * @param additionalData additional data for the event
  27171. */
  27172. constructor(
  27173. /** The mesh or sprite that triggered the action */
  27174. source: any,
  27175. /** The X mouse cursor position at the time of the event */
  27176. pointerX: number,
  27177. /** The Y mouse cursor position at the time of the event */
  27178. pointerY: number,
  27179. /** The mesh that is currently pointed at (can be null) */
  27180. meshUnderPointer: Nullable<AbstractMesh>,
  27181. /** the original (browser) event that triggered the ActionEvent */
  27182. sourceEvent?: any,
  27183. /** additional data for the event */
  27184. additionalData?: any);
  27185. /**
  27186. * Helper function to auto-create an ActionEvent from a source mesh.
  27187. * @param source The source mesh that triggered the event
  27188. * @param evt The original (browser) event
  27189. * @param additionalData additional data for the event
  27190. * @returns the new ActionEvent
  27191. */
  27192. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  27193. /**
  27194. * Helper function to auto-create an ActionEvent from a source sprite
  27195. * @param source The source sprite that triggered the event
  27196. * @param scene Scene associated with the sprite
  27197. * @param evt The original (browser) event
  27198. * @param additionalData additional data for the event
  27199. * @returns the new ActionEvent
  27200. */
  27201. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  27202. /**
  27203. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  27204. * @param scene the scene where the event occurred
  27205. * @param evt The original (browser) event
  27206. * @returns the new ActionEvent
  27207. */
  27208. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  27209. /**
  27210. * Helper function to auto-create an ActionEvent from a primitive
  27211. * @param prim defines the target primitive
  27212. * @param pointerPos defines the pointer position
  27213. * @param evt The original (browser) event
  27214. * @param additionalData additional data for the event
  27215. * @returns the new ActionEvent
  27216. */
  27217. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  27218. }
  27219. }
  27220. declare module "babylonjs/Actions/abstractActionManager" {
  27221. import { IDisposable } from "babylonjs/scene";
  27222. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  27223. import { IAction } from "babylonjs/Actions/action";
  27224. import { Nullable } from "babylonjs/types";
  27225. /**
  27226. * Abstract class used to decouple action Manager from scene and meshes.
  27227. * Do not instantiate.
  27228. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  27229. */
  27230. export abstract class AbstractActionManager implements IDisposable {
  27231. /** Gets the list of active triggers */
  27232. static Triggers: {
  27233. [key: string]: number;
  27234. };
  27235. /** Gets the cursor to use when hovering items */
  27236. hoverCursor: string;
  27237. /** Gets the list of actions */
  27238. actions: IAction[];
  27239. /**
  27240. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  27241. */
  27242. isRecursive: boolean;
  27243. /**
  27244. * Releases all associated resources
  27245. */
  27246. abstract dispose(): void;
  27247. /**
  27248. * Does this action manager has pointer triggers
  27249. */
  27250. abstract readonly hasPointerTriggers: boolean;
  27251. /**
  27252. * Does this action manager has pick triggers
  27253. */
  27254. abstract readonly hasPickTriggers: boolean;
  27255. /**
  27256. * Process a specific trigger
  27257. * @param trigger defines the trigger to process
  27258. * @param evt defines the event details to be processed
  27259. */
  27260. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  27261. /**
  27262. * Does this action manager handles actions of any of the given triggers
  27263. * @param triggers defines the triggers to be tested
  27264. * @return a boolean indicating whether one (or more) of the triggers is handled
  27265. */
  27266. abstract hasSpecificTriggers(triggers: number[]): boolean;
  27267. /**
  27268. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  27269. * speed.
  27270. * @param triggerA defines the trigger to be tested
  27271. * @param triggerB defines the trigger to be tested
  27272. * @return a boolean indicating whether one (or more) of the triggers is handled
  27273. */
  27274. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  27275. /**
  27276. * Does this action manager handles actions of a given trigger
  27277. * @param trigger defines the trigger to be tested
  27278. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  27279. * @return whether the trigger is handled
  27280. */
  27281. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  27282. /**
  27283. * Serialize this manager to a JSON object
  27284. * @param name defines the property name to store this manager
  27285. * @returns a JSON representation of this manager
  27286. */
  27287. abstract serialize(name: string): any;
  27288. /**
  27289. * Registers an action to this action manager
  27290. * @param action defines the action to be registered
  27291. * @return the action amended (prepared) after registration
  27292. */
  27293. abstract registerAction(action: IAction): Nullable<IAction>;
  27294. /**
  27295. * Unregisters an action to this action manager
  27296. * @param action defines the action to be unregistered
  27297. * @return a boolean indicating whether the action has been unregistered
  27298. */
  27299. abstract unregisterAction(action: IAction): Boolean;
  27300. /**
  27301. * Does exist one action manager with at least one trigger
  27302. **/
  27303. static readonly HasTriggers: boolean;
  27304. /**
  27305. * Does exist one action manager with at least one pick trigger
  27306. **/
  27307. static readonly HasPickTriggers: boolean;
  27308. /**
  27309. * Does exist one action manager that handles actions of a given trigger
  27310. * @param trigger defines the trigger to be tested
  27311. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  27312. **/
  27313. static HasSpecificTrigger(trigger: number): boolean;
  27314. }
  27315. }
  27316. declare module "babylonjs/node" {
  27317. import { Scene } from "babylonjs/scene";
  27318. import { Nullable } from "babylonjs/types";
  27319. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  27320. import { Engine } from "babylonjs/Engines/engine";
  27321. import { IBehaviorAware, Behavior } from "babylonjs/Behaviors/behavior";
  27322. import { Observable } from "babylonjs/Misc/observable";
  27323. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  27324. import { IInspectable } from "babylonjs/Misc/iInspectable";
  27325. import { Animatable } from "babylonjs/Animations/animatable";
  27326. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  27327. import { Animation } from "babylonjs/Animations/animation";
  27328. import { AnimationRange } from "babylonjs/Animations/animationRange";
  27329. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27330. /**
  27331. * Defines how a node can be built from a string name.
  27332. */
  27333. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  27334. /**
  27335. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  27336. */
  27337. export class Node implements IBehaviorAware<Node> {
  27338. /** @hidden */
  27339. static _AnimationRangeFactory: (name: string, from: number, to: number) => import("babylonjs/Animations/animationRange").AnimationRange;
  27340. private static _NodeConstructors;
  27341. /**
  27342. * Add a new node constructor
  27343. * @param type defines the type name of the node to construct
  27344. * @param constructorFunc defines the constructor function
  27345. */
  27346. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  27347. /**
  27348. * Returns a node constructor based on type name
  27349. * @param type defines the type name
  27350. * @param name defines the new node name
  27351. * @param scene defines the hosting scene
  27352. * @param options defines optional options to transmit to constructors
  27353. * @returns the new constructor or null
  27354. */
  27355. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  27356. /**
  27357. * Gets or sets the name of the node
  27358. */
  27359. name: string;
  27360. /**
  27361. * Gets or sets the id of the node
  27362. */
  27363. id: string;
  27364. /**
  27365. * Gets or sets the unique id of the node
  27366. */
  27367. uniqueId: number;
  27368. /**
  27369. * Gets or sets a string used to store user defined state for the node
  27370. */
  27371. state: string;
  27372. /**
  27373. * Gets or sets an object used to store user defined information for the node
  27374. */
  27375. metadata: any;
  27376. /**
  27377. * For internal use only. Please do not use.
  27378. */
  27379. reservedDataStore: any;
  27380. /**
  27381. * List of inspectable custom properties (used by the Inspector)
  27382. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  27383. */
  27384. inspectableCustomProperties: IInspectable[];
  27385. /**
  27386. * Gets or sets a boolean used to define if the node must be serialized
  27387. */
  27388. doNotSerialize: boolean;
  27389. /** @hidden */
  27390. _isDisposed: boolean;
  27391. /**
  27392. * Gets a list of Animations associated with the node
  27393. */
  27394. animations: import("babylonjs/Animations/animation").Animation[];
  27395. protected _ranges: {
  27396. [name: string]: Nullable<AnimationRange>;
  27397. };
  27398. /**
  27399. * Callback raised when the node is ready to be used
  27400. */
  27401. onReady: Nullable<(node: Node) => void>;
  27402. private _isEnabled;
  27403. private _isParentEnabled;
  27404. private _isReady;
  27405. /** @hidden */
  27406. _currentRenderId: number;
  27407. private _parentUpdateId;
  27408. /** @hidden */
  27409. _childUpdateId: number;
  27410. /** @hidden */
  27411. _waitingParentId: Nullable<string>;
  27412. /** @hidden */
  27413. _scene: Scene;
  27414. /** @hidden */
  27415. _cache: any;
  27416. private _parentNode;
  27417. private _children;
  27418. /** @hidden */
  27419. _worldMatrix: Matrix;
  27420. /** @hidden */
  27421. _worldMatrixDeterminant: number;
  27422. /** @hidden */
  27423. _worldMatrixDeterminantIsDirty: boolean;
  27424. /** @hidden */
  27425. private _sceneRootNodesIndex;
  27426. /**
  27427. * Gets a boolean indicating if the node has been disposed
  27428. * @returns true if the node was disposed
  27429. */
  27430. isDisposed(): boolean;
  27431. /**
  27432. * Gets or sets the parent of the node (without keeping the current position in the scene)
  27433. * @see https://doc.babylonjs.com/how_to/parenting
  27434. */
  27435. parent: Nullable<Node>;
  27436. private addToSceneRootNodes;
  27437. private removeFromSceneRootNodes;
  27438. private _animationPropertiesOverride;
  27439. /**
  27440. * Gets or sets the animation properties override
  27441. */
  27442. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  27443. /**
  27444. * Gets a string idenfifying the name of the class
  27445. * @returns "Node" string
  27446. */
  27447. getClassName(): string;
  27448. /** @hidden */
  27449. readonly _isNode: boolean;
  27450. /**
  27451. * An event triggered when the mesh is disposed
  27452. */
  27453. onDisposeObservable: Observable<Node>;
  27454. private _onDisposeObserver;
  27455. /**
  27456. * Sets a callback that will be raised when the node will be disposed
  27457. */
  27458. onDispose: () => void;
  27459. /**
  27460. * Creates a new Node
  27461. * @param name the name and id to be given to this node
  27462. * @param scene the scene this node will be added to
  27463. * @param addToRootNodes the node will be added to scene.rootNodes
  27464. */
  27465. constructor(name: string, scene?: Nullable<Scene>, addToRootNodes?: boolean);
  27466. /**
  27467. * Gets the scene of the node
  27468. * @returns a scene
  27469. */
  27470. getScene(): Scene;
  27471. /**
  27472. * Gets the engine of the node
  27473. * @returns a Engine
  27474. */
  27475. getEngine(): Engine;
  27476. private _behaviors;
  27477. /**
  27478. * Attach a behavior to the node
  27479. * @see http://doc.babylonjs.com/features/behaviour
  27480. * @param behavior defines the behavior to attach
  27481. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  27482. * @returns the current Node
  27483. */
  27484. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  27485. /**
  27486. * Remove an attached behavior
  27487. * @see http://doc.babylonjs.com/features/behaviour
  27488. * @param behavior defines the behavior to attach
  27489. * @returns the current Node
  27490. */
  27491. removeBehavior(behavior: Behavior<Node>): Node;
  27492. /**
  27493. * Gets the list of attached behaviors
  27494. * @see http://doc.babylonjs.com/features/behaviour
  27495. */
  27496. readonly behaviors: Behavior<Node>[];
  27497. /**
  27498. * Gets an attached behavior by name
  27499. * @param name defines the name of the behavior to look for
  27500. * @see http://doc.babylonjs.com/features/behaviour
  27501. * @returns null if behavior was not found else the requested behavior
  27502. */
  27503. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  27504. /**
  27505. * Returns the latest update of the World matrix
  27506. * @returns a Matrix
  27507. */
  27508. getWorldMatrix(): Matrix;
  27509. /** @hidden */
  27510. _getWorldMatrixDeterminant(): number;
  27511. /**
  27512. * Returns directly the latest state of the mesh World matrix.
  27513. * A Matrix is returned.
  27514. */
  27515. readonly worldMatrixFromCache: Matrix;
  27516. /** @hidden */
  27517. _initCache(): void;
  27518. /** @hidden */
  27519. updateCache(force?: boolean): void;
  27520. /** @hidden */
  27521. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  27522. /** @hidden */
  27523. _updateCache(ignoreParentClass?: boolean): void;
  27524. /** @hidden */
  27525. _isSynchronized(): boolean;
  27526. /** @hidden */
  27527. _markSyncedWithParent(): void;
  27528. /** @hidden */
  27529. isSynchronizedWithParent(): boolean;
  27530. /** @hidden */
  27531. isSynchronized(): boolean;
  27532. /**
  27533. * Is this node ready to be used/rendered
  27534. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  27535. * @return true if the node is ready
  27536. */
  27537. isReady(completeCheck?: boolean): boolean;
  27538. /**
  27539. * Is this node enabled?
  27540. * If the node has a parent, all ancestors will be checked and false will be returned if any are false (not enabled), otherwise will return true
  27541. * @param checkAncestors indicates if this method should check the ancestors. The default is to check the ancestors. If set to false, the method will return the value of this node without checking ancestors
  27542. * @return whether this node (and its parent) is enabled
  27543. */
  27544. isEnabled(checkAncestors?: boolean): boolean;
  27545. /** @hidden */
  27546. protected _syncParentEnabledState(): void;
  27547. /**
  27548. * Set the enabled state of this node
  27549. * @param value defines the new enabled state
  27550. */
  27551. setEnabled(value: boolean): void;
  27552. /**
  27553. * Is this node a descendant of the given node?
  27554. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  27555. * @param ancestor defines the parent node to inspect
  27556. * @returns a boolean indicating if this node is a descendant of the given node
  27557. */
  27558. isDescendantOf(ancestor: Node): boolean;
  27559. /** @hidden */
  27560. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  27561. /**
  27562. * Will return all nodes that have this node as ascendant
  27563. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
  27564. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  27565. * @return all children nodes of all types
  27566. */
  27567. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  27568. /**
  27569. * Get all child-meshes of this node
  27570. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: false)
  27571. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  27572. * @returns an array of AbstractMesh
  27573. */
  27574. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  27575. /**
  27576. * Get all direct children of this node
  27577. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  27578. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: true)
  27579. * @returns an array of Node
  27580. */
  27581. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  27582. /** @hidden */
  27583. _setReady(state: boolean): void;
  27584. /**
  27585. * Get an animation by name
  27586. * @param name defines the name of the animation to look for
  27587. * @returns null if not found else the requested animation
  27588. */
  27589. getAnimationByName(name: string): Nullable<Animation>;
  27590. /**
  27591. * Creates an animation range for this node
  27592. * @param name defines the name of the range
  27593. * @param from defines the starting key
  27594. * @param to defines the end key
  27595. */
  27596. createAnimationRange(name: string, from: number, to: number): void;
  27597. /**
  27598. * Delete a specific animation range
  27599. * @param name defines the name of the range to delete
  27600. * @param deleteFrames defines if animation frames from the range must be deleted as well
  27601. */
  27602. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  27603. /**
  27604. * Get an animation range by name
  27605. * @param name defines the name of the animation range to look for
  27606. * @returns null if not found else the requested animation range
  27607. */
  27608. getAnimationRange(name: string): Nullable<AnimationRange>;
  27609. /**
  27610. * Gets the list of all animation ranges defined on this node
  27611. * @returns an array
  27612. */
  27613. getAnimationRanges(): Nullable<AnimationRange>[];
  27614. /**
  27615. * Will start the animation sequence
  27616. * @param name defines the range frames for animation sequence
  27617. * @param loop defines if the animation should loop (false by default)
  27618. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  27619. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  27620. * @returns the object created for this animation. If range does not exist, it will return null
  27621. */
  27622. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  27623. /**
  27624. * Serialize animation ranges into a JSON compatible object
  27625. * @returns serialization object
  27626. */
  27627. serializeAnimationRanges(): any;
  27628. /**
  27629. * Computes the world matrix of the node
  27630. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  27631. * @returns the world matrix
  27632. */
  27633. computeWorldMatrix(force?: boolean): Matrix;
  27634. /**
  27635. * Releases resources associated with this node.
  27636. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  27637. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  27638. */
  27639. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  27640. /**
  27641. * Parse animation range data from a serialization object and store them into a given node
  27642. * @param node defines where to store the animation ranges
  27643. * @param parsedNode defines the serialization object to read data from
  27644. * @param scene defines the hosting scene
  27645. */
  27646. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  27647. /**
  27648. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  27649. * @param includeDescendants Include bounding info from descendants as well (true by default)
  27650. * @param predicate defines a callback function that can be customize to filter what meshes should be included in the list used to compute the bounding vectors
  27651. * @returns the new bounding vectors
  27652. */
  27653. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  27654. min: Vector3;
  27655. max: Vector3;
  27656. };
  27657. }
  27658. }
  27659. declare module "babylonjs/Animations/animation" {
  27660. import { IEasingFunction, EasingFunction } from "babylonjs/Animations/easing";
  27661. import { Vector3, Quaternion, Vector2, Matrix } from "babylonjs/Maths/math.vector";
  27662. import { Color3 } from "babylonjs/Maths/math.color";
  27663. import { Nullable } from "babylonjs/types";
  27664. import { Scene } from "babylonjs/scene";
  27665. import { IAnimationKey } from "babylonjs/Animations/animationKey";
  27666. import { AnimationRange } from "babylonjs/Animations/animationRange";
  27667. import { AnimationEvent } from "babylonjs/Animations/animationEvent";
  27668. import { Node } from "babylonjs/node";
  27669. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  27670. import { Size } from "babylonjs/Maths/math.size";
  27671. import { Animatable } from "babylonjs/Animations/animatable";
  27672. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  27673. /**
  27674. * @hidden
  27675. */
  27676. export class _IAnimationState {
  27677. key: number;
  27678. repeatCount: number;
  27679. workValue?: any;
  27680. loopMode?: number;
  27681. offsetValue?: any;
  27682. highLimitValue?: any;
  27683. }
  27684. /**
  27685. * Class used to store any kind of animation
  27686. */
  27687. export class Animation {
  27688. /**Name of the animation */
  27689. name: string;
  27690. /**Property to animate */
  27691. targetProperty: string;
  27692. /**The frames per second of the animation */
  27693. framePerSecond: number;
  27694. /**The data type of the animation */
  27695. dataType: number;
  27696. /**The loop mode of the animation */
  27697. loopMode?: number | undefined;
  27698. /**Specifies if blending should be enabled */
  27699. enableBlending?: boolean | undefined;
  27700. /**
  27701. * Use matrix interpolation instead of using direct key value when animating matrices
  27702. */
  27703. static AllowMatricesInterpolation: boolean;
  27704. /**
  27705. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  27706. */
  27707. static AllowMatrixDecomposeForInterpolation: boolean;
  27708. /**
  27709. * Stores the key frames of the animation
  27710. */
  27711. private _keys;
  27712. /**
  27713. * Stores the easing function of the animation
  27714. */
  27715. private _easingFunction;
  27716. /**
  27717. * @hidden Internal use only
  27718. */
  27719. _runtimeAnimations: import("babylonjs/Animations/runtimeAnimation").RuntimeAnimation[];
  27720. /**
  27721. * The set of event that will be linked to this animation
  27722. */
  27723. private _events;
  27724. /**
  27725. * Stores an array of target property paths
  27726. */
  27727. targetPropertyPath: string[];
  27728. /**
  27729. * Stores the blending speed of the animation
  27730. */
  27731. blendingSpeed: number;
  27732. /**
  27733. * Stores the animation ranges for the animation
  27734. */
  27735. private _ranges;
  27736. /**
  27737. * @hidden Internal use
  27738. */
  27739. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  27740. /**
  27741. * Sets up an animation
  27742. * @param property The property to animate
  27743. * @param animationType The animation type to apply
  27744. * @param framePerSecond The frames per second of the animation
  27745. * @param easingFunction The easing function used in the animation
  27746. * @returns The created animation
  27747. */
  27748. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  27749. /**
  27750. * Create and start an animation on a node
  27751. * @param name defines the name of the global animation that will be run on all nodes
  27752. * @param node defines the root node where the animation will take place
  27753. * @param targetProperty defines property to animate
  27754. * @param framePerSecond defines the number of frame per second yo use
  27755. * @param totalFrame defines the number of frames in total
  27756. * @param from defines the initial value
  27757. * @param to defines the final value
  27758. * @param loopMode defines which loop mode you want to use (off by default)
  27759. * @param easingFunction defines the easing function to use (linear by default)
  27760. * @param onAnimationEnd defines the callback to call when animation end
  27761. * @returns the animatable created for this animation
  27762. */
  27763. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  27764. /**
  27765. * Create and start an animation on a node and its descendants
  27766. * @param name defines the name of the global animation that will be run on all nodes
  27767. * @param node defines the root node where the animation will take place
  27768. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used
  27769. * @param targetProperty defines property to animate
  27770. * @param framePerSecond defines the number of frame per second to use
  27771. * @param totalFrame defines the number of frames in total
  27772. * @param from defines the initial value
  27773. * @param to defines the final value
  27774. * @param loopMode defines which loop mode you want to use (off by default)
  27775. * @param easingFunction defines the easing function to use (linear by default)
  27776. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27777. * @returns the list of animatables created for all nodes
  27778. * @example https://www.babylonjs-playground.com/#MH0VLI
  27779. */
  27780. static CreateAndStartHierarchyAnimation(name: string, node: Node, directDescendantsOnly: boolean, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable[]>;
  27781. /**
  27782. * Creates a new animation, merges it with the existing animations and starts it
  27783. * @param name Name of the animation
  27784. * @param node Node which contains the scene that begins the animations
  27785. * @param targetProperty Specifies which property to animate
  27786. * @param framePerSecond The frames per second of the animation
  27787. * @param totalFrame The total number of frames
  27788. * @param from The frame at the beginning of the animation
  27789. * @param to The frame at the end of the animation
  27790. * @param loopMode Specifies the loop mode of the animation
  27791. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  27792. * @param onAnimationEnd Callback to run once the animation is complete
  27793. * @returns Nullable animation
  27794. */
  27795. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  27796. /**
  27797. * Transition property of an host to the target Value
  27798. * @param property The property to transition
  27799. * @param targetValue The target Value of the property
  27800. * @param host The object where the property to animate belongs
  27801. * @param scene Scene used to run the animation
  27802. * @param frameRate Framerate (in frame/s) to use
  27803. * @param transition The transition type we want to use
  27804. * @param duration The duration of the animation, in milliseconds
  27805. * @param onAnimationEnd Callback trigger at the end of the animation
  27806. * @returns Nullable animation
  27807. */
  27808. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  27809. /**
  27810. * Return the array of runtime animations currently using this animation
  27811. */
  27812. readonly runtimeAnimations: RuntimeAnimation[];
  27813. /**
  27814. * Specifies if any of the runtime animations are currently running
  27815. */
  27816. readonly hasRunningRuntimeAnimations: boolean;
  27817. /**
  27818. * Initializes the animation
  27819. * @param name Name of the animation
  27820. * @param targetProperty Property to animate
  27821. * @param framePerSecond The frames per second of the animation
  27822. * @param dataType The data type of the animation
  27823. * @param loopMode The loop mode of the animation
  27824. * @param enableBlending Specifies if blending should be enabled
  27825. */
  27826. constructor(
  27827. /**Name of the animation */
  27828. name: string,
  27829. /**Property to animate */
  27830. targetProperty: string,
  27831. /**The frames per second of the animation */
  27832. framePerSecond: number,
  27833. /**The data type of the animation */
  27834. dataType: number,
  27835. /**The loop mode of the animation */
  27836. loopMode?: number | undefined,
  27837. /**Specifies if blending should be enabled */
  27838. enableBlending?: boolean | undefined);
  27839. /**
  27840. * Converts the animation to a string
  27841. * @param fullDetails support for multiple levels of logging within scene loading
  27842. * @returns String form of the animation
  27843. */
  27844. toString(fullDetails?: boolean): string;
  27845. /**
  27846. * Add an event to this animation
  27847. * @param event Event to add
  27848. */
  27849. addEvent(event: AnimationEvent): void;
  27850. /**
  27851. * Remove all events found at the given frame
  27852. * @param frame The frame to remove events from
  27853. */
  27854. removeEvents(frame: number): void;
  27855. /**
  27856. * Retrieves all the events from the animation
  27857. * @returns Events from the animation
  27858. */
  27859. getEvents(): AnimationEvent[];
  27860. /**
  27861. * Creates an animation range
  27862. * @param name Name of the animation range
  27863. * @param from Starting frame of the animation range
  27864. * @param to Ending frame of the animation
  27865. */
  27866. createRange(name: string, from: number, to: number): void;
  27867. /**
  27868. * Deletes an animation range by name
  27869. * @param name Name of the animation range to delete
  27870. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  27871. */
  27872. deleteRange(name: string, deleteFrames?: boolean): void;
  27873. /**
  27874. * Gets the animation range by name, or null if not defined
  27875. * @param name Name of the animation range
  27876. * @returns Nullable animation range
  27877. */
  27878. getRange(name: string): Nullable<AnimationRange>;
  27879. /**
  27880. * Gets the key frames from the animation
  27881. * @returns The key frames of the animation
  27882. */
  27883. getKeys(): Array<IAnimationKey>;
  27884. /**
  27885. * Gets the highest frame rate of the animation
  27886. * @returns Highest frame rate of the animation
  27887. */
  27888. getHighestFrame(): number;
  27889. /**
  27890. * Gets the easing function of the animation
  27891. * @returns Easing function of the animation
  27892. */
  27893. getEasingFunction(): IEasingFunction;
  27894. /**
  27895. * Sets the easing function of the animation
  27896. * @param easingFunction A custom mathematical formula for animation
  27897. */
  27898. setEasingFunction(easingFunction: EasingFunction): void;
  27899. /**
  27900. * Interpolates a scalar linearly
  27901. * @param startValue Start value of the animation curve
  27902. * @param endValue End value of the animation curve
  27903. * @param gradient Scalar amount to interpolate
  27904. * @returns Interpolated scalar value
  27905. */
  27906. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  27907. /**
  27908. * Interpolates a scalar cubically
  27909. * @param startValue Start value of the animation curve
  27910. * @param outTangent End tangent of the animation
  27911. * @param endValue End value of the animation curve
  27912. * @param inTangent Start tangent of the animation curve
  27913. * @param gradient Scalar amount to interpolate
  27914. * @returns Interpolated scalar value
  27915. */
  27916. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  27917. /**
  27918. * Interpolates a quaternion using a spherical linear interpolation
  27919. * @param startValue Start value of the animation curve
  27920. * @param endValue End value of the animation curve
  27921. * @param gradient Scalar amount to interpolate
  27922. * @returns Interpolated quaternion value
  27923. */
  27924. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  27925. /**
  27926. * Interpolates a quaternion cubically
  27927. * @param startValue Start value of the animation curve
  27928. * @param outTangent End tangent of the animation curve
  27929. * @param endValue End value of the animation curve
  27930. * @param inTangent Start tangent of the animation curve
  27931. * @param gradient Scalar amount to interpolate
  27932. * @returns Interpolated quaternion value
  27933. */
  27934. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  27935. /**
  27936. * Interpolates a Vector3 linearl
  27937. * @param startValue Start value of the animation curve
  27938. * @param endValue End value of the animation curve
  27939. * @param gradient Scalar amount to interpolate
  27940. * @returns Interpolated scalar value
  27941. */
  27942. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  27943. /**
  27944. * Interpolates a Vector3 cubically
  27945. * @param startValue Start value of the animation curve
  27946. * @param outTangent End tangent of the animation
  27947. * @param endValue End value of the animation curve
  27948. * @param inTangent Start tangent of the animation curve
  27949. * @param gradient Scalar amount to interpolate
  27950. * @returns InterpolatedVector3 value
  27951. */
  27952. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  27953. /**
  27954. * Interpolates a Vector2 linearly
  27955. * @param startValue Start value of the animation curve
  27956. * @param endValue End value of the animation curve
  27957. * @param gradient Scalar amount to interpolate
  27958. * @returns Interpolated Vector2 value
  27959. */
  27960. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  27961. /**
  27962. * Interpolates a Vector2 cubically
  27963. * @param startValue Start value of the animation curve
  27964. * @param outTangent End tangent of the animation
  27965. * @param endValue End value of the animation curve
  27966. * @param inTangent Start tangent of the animation curve
  27967. * @param gradient Scalar amount to interpolate
  27968. * @returns Interpolated Vector2 value
  27969. */
  27970. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  27971. /**
  27972. * Interpolates a size linearly
  27973. * @param startValue Start value of the animation curve
  27974. * @param endValue End value of the animation curve
  27975. * @param gradient Scalar amount to interpolate
  27976. * @returns Interpolated Size value
  27977. */
  27978. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  27979. /**
  27980. * Interpolates a Color3 linearly
  27981. * @param startValue Start value of the animation curve
  27982. * @param endValue End value of the animation curve
  27983. * @param gradient Scalar amount to interpolate
  27984. * @returns Interpolated Color3 value
  27985. */
  27986. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  27987. /**
  27988. * @hidden Internal use only
  27989. */
  27990. _getKeyValue(value: any): any;
  27991. /**
  27992. * @hidden Internal use only
  27993. */
  27994. _interpolate(currentFrame: number, state: _IAnimationState): any;
  27995. /**
  27996. * Defines the function to use to interpolate matrices
  27997. * @param startValue defines the start matrix
  27998. * @param endValue defines the end matrix
  27999. * @param gradient defines the gradient between both matrices
  28000. * @param result defines an optional target matrix where to store the interpolation
  28001. * @returns the interpolated matrix
  28002. */
  28003. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  28004. /**
  28005. * Makes a copy of the animation
  28006. * @returns Cloned animation
  28007. */
  28008. clone(): Animation;
  28009. /**
  28010. * Sets the key frames of the animation
  28011. * @param values The animation key frames to set
  28012. */
  28013. setKeys(values: Array<IAnimationKey>): void;
  28014. /**
  28015. * Serializes the animation to an object
  28016. * @returns Serialized object
  28017. */
  28018. serialize(): any;
  28019. /**
  28020. * Float animation type
  28021. */
  28022. private static _ANIMATIONTYPE_FLOAT;
  28023. /**
  28024. * Vector3 animation type
  28025. */
  28026. private static _ANIMATIONTYPE_VECTOR3;
  28027. /**
  28028. * Quaternion animation type
  28029. */
  28030. private static _ANIMATIONTYPE_QUATERNION;
  28031. /**
  28032. * Matrix animation type
  28033. */
  28034. private static _ANIMATIONTYPE_MATRIX;
  28035. /**
  28036. * Color3 animation type
  28037. */
  28038. private static _ANIMATIONTYPE_COLOR3;
  28039. /**
  28040. * Vector2 animation type
  28041. */
  28042. private static _ANIMATIONTYPE_VECTOR2;
  28043. /**
  28044. * Size animation type
  28045. */
  28046. private static _ANIMATIONTYPE_SIZE;
  28047. /**
  28048. * Relative Loop Mode
  28049. */
  28050. private static _ANIMATIONLOOPMODE_RELATIVE;
  28051. /**
  28052. * Cycle Loop Mode
  28053. */
  28054. private static _ANIMATIONLOOPMODE_CYCLE;
  28055. /**
  28056. * Constant Loop Mode
  28057. */
  28058. private static _ANIMATIONLOOPMODE_CONSTANT;
  28059. /**
  28060. * Get the float animation type
  28061. */
  28062. static readonly ANIMATIONTYPE_FLOAT: number;
  28063. /**
  28064. * Get the Vector3 animation type
  28065. */
  28066. static readonly ANIMATIONTYPE_VECTOR3: number;
  28067. /**
  28068. * Get the Vector2 animation type
  28069. */
  28070. static readonly ANIMATIONTYPE_VECTOR2: number;
  28071. /**
  28072. * Get the Size animation type
  28073. */
  28074. static readonly ANIMATIONTYPE_SIZE: number;
  28075. /**
  28076. * Get the Quaternion animation type
  28077. */
  28078. static readonly ANIMATIONTYPE_QUATERNION: number;
  28079. /**
  28080. * Get the Matrix animation type
  28081. */
  28082. static readonly ANIMATIONTYPE_MATRIX: number;
  28083. /**
  28084. * Get the Color3 animation type
  28085. */
  28086. static readonly ANIMATIONTYPE_COLOR3: number;
  28087. /**
  28088. * Get the Relative Loop Mode
  28089. */
  28090. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  28091. /**
  28092. * Get the Cycle Loop Mode
  28093. */
  28094. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  28095. /**
  28096. * Get the Constant Loop Mode
  28097. */
  28098. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  28099. /** @hidden */
  28100. static _UniversalLerp(left: any, right: any, amount: number): any;
  28101. /**
  28102. * Parses an animation object and creates an animation
  28103. * @param parsedAnimation Parsed animation object
  28104. * @returns Animation object
  28105. */
  28106. static Parse(parsedAnimation: any): Animation;
  28107. /**
  28108. * Appends the serialized animations from the source animations
  28109. * @param source Source containing the animations
  28110. * @param destination Target to store the animations
  28111. */
  28112. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28113. }
  28114. }
  28115. declare module "babylonjs/Animations/animatable.interface" {
  28116. import { Nullable } from "babylonjs/types";
  28117. import { Animation } from "babylonjs/Animations/animation";
  28118. /**
  28119. * Interface containing an array of animations
  28120. */
  28121. export interface IAnimatable {
  28122. /**
  28123. * Array of animations
  28124. */
  28125. animations: Nullable<Array<Animation>>;
  28126. }
  28127. }
  28128. declare module "babylonjs/Materials/fresnelParameters" {
  28129. import { Color3 } from "babylonjs/Maths/math.color";
  28130. /**
  28131. * This represents all the required information to add a fresnel effect on a material:
  28132. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  28133. */
  28134. export class FresnelParameters {
  28135. private _isEnabled;
  28136. /**
  28137. * Define if the fresnel effect is enable or not.
  28138. */
  28139. isEnabled: boolean;
  28140. /**
  28141. * Define the color used on edges (grazing angle)
  28142. */
  28143. leftColor: Color3;
  28144. /**
  28145. * Define the color used on center
  28146. */
  28147. rightColor: Color3;
  28148. /**
  28149. * Define bias applied to computed fresnel term
  28150. */
  28151. bias: number;
  28152. /**
  28153. * Defined the power exponent applied to fresnel term
  28154. */
  28155. power: number;
  28156. /**
  28157. * Clones the current fresnel and its valuues
  28158. * @returns a clone fresnel configuration
  28159. */
  28160. clone(): FresnelParameters;
  28161. /**
  28162. * Serializes the current fresnel parameters to a JSON representation.
  28163. * @return the JSON serialization
  28164. */
  28165. serialize(): any;
  28166. /**
  28167. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  28168. * @param parsedFresnelParameters Define the JSON representation
  28169. * @returns the parsed parameters
  28170. */
  28171. static Parse(parsedFresnelParameters: any): FresnelParameters;
  28172. }
  28173. }
  28174. declare module "babylonjs/Misc/decorators" {
  28175. import { Nullable } from "babylonjs/types";
  28176. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28177. import { Scene } from "babylonjs/scene";
  28178. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  28179. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28180. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28181. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28182. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28183. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28184. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28185. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28186. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28187. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28188. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28189. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28190. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28191. /**
  28192. * Decorator used to define property that can be serialized as reference to a camera
  28193. * @param sourceName defines the name of the property to decorate
  28194. */
  28195. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28196. /**
  28197. * Class used to help serialization objects
  28198. */
  28199. export class SerializationHelper {
  28200. /** @hidden */
  28201. static _ImageProcessingConfigurationParser: (sourceProperty: any) => import("babylonjs/Materials/imageProcessingConfiguration").ImageProcessingConfiguration;
  28202. /** @hidden */
  28203. static _FresnelParametersParser: (sourceProperty: any) => import("babylonjs/Materials/fresnelParameters").FresnelParameters;
  28204. /** @hidden */
  28205. static _ColorCurvesParser: (sourceProperty: any) => import("babylonjs/Materials/colorCurves").ColorCurves;
  28206. /** @hidden */
  28207. static _TextureParser: (sourceProperty: any, scene: import("babylonjs/scene").Scene, rootUrl: string) => Nullable<import("babylonjs/Materials/Textures/baseTexture").BaseTexture>;
  28208. /**
  28209. * Appends the serialized animations from the source animations
  28210. * @param source Source containing the animations
  28211. * @param destination Target to store the animations
  28212. */
  28213. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28214. /**
  28215. * Static function used to serialized a specific entity
  28216. * @param entity defines the entity to serialize
  28217. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  28218. * @returns a JSON compatible object representing the serialization of the entity
  28219. */
  28220. static Serialize<T>(entity: T, serializationObject?: any): any;
  28221. /**
  28222. * Creates a new entity from a serialization data object
  28223. * @param creationFunction defines a function used to instanciated the new entity
  28224. * @param source defines the source serialization data
  28225. * @param scene defines the hosting scene
  28226. * @param rootUrl defines the root url for resources
  28227. * @returns a new entity
  28228. */
  28229. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  28230. /**
  28231. * Clones an object
  28232. * @param creationFunction defines the function used to instanciate the new object
  28233. * @param source defines the source object
  28234. * @returns the cloned object
  28235. */
  28236. static Clone<T>(creationFunction: () => T, source: T): T;
  28237. /**
  28238. * Instanciates a new object based on a source one (some data will be shared between both object)
  28239. * @param creationFunction defines the function used to instanciate the new object
  28240. * @param source defines the source object
  28241. * @returns the new object
  28242. */
  28243. static Instanciate<T>(creationFunction: () => T, source: T): T;
  28244. }
  28245. }
  28246. declare module "babylonjs/Misc/HighDynamicRange/panoramaToCubemap" {
  28247. import { Nullable } from "babylonjs/types";
  28248. /**
  28249. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  28250. */
  28251. export interface CubeMapInfo {
  28252. /**
  28253. * The pixel array for the front face.
  28254. * This is stored in format, left to right, up to down format.
  28255. */
  28256. front: Nullable<ArrayBufferView>;
  28257. /**
  28258. * The pixel array for the back face.
  28259. * This is stored in format, left to right, up to down format.
  28260. */
  28261. back: Nullable<ArrayBufferView>;
  28262. /**
  28263. * The pixel array for the left face.
  28264. * This is stored in format, left to right, up to down format.
  28265. */
  28266. left: Nullable<ArrayBufferView>;
  28267. /**
  28268. * The pixel array for the right face.
  28269. * This is stored in format, left to right, up to down format.
  28270. */
  28271. right: Nullable<ArrayBufferView>;
  28272. /**
  28273. * The pixel array for the up face.
  28274. * This is stored in format, left to right, up to down format.
  28275. */
  28276. up: Nullable<ArrayBufferView>;
  28277. /**
  28278. * The pixel array for the down face.
  28279. * This is stored in format, left to right, up to down format.
  28280. */
  28281. down: Nullable<ArrayBufferView>;
  28282. /**
  28283. * The size of the cubemap stored.
  28284. *
  28285. * Each faces will be size * size pixels.
  28286. */
  28287. size: number;
  28288. /**
  28289. * The format of the texture.
  28290. *
  28291. * RGBA, RGB.
  28292. */
  28293. format: number;
  28294. /**
  28295. * The type of the texture data.
  28296. *
  28297. * UNSIGNED_INT, FLOAT.
  28298. */
  28299. type: number;
  28300. /**
  28301. * Specifies whether the texture is in gamma space.
  28302. */
  28303. gammaSpace: boolean;
  28304. }
  28305. /**
  28306. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  28307. */
  28308. export class PanoramaToCubeMapTools {
  28309. private static FACE_FRONT;
  28310. private static FACE_BACK;
  28311. private static FACE_RIGHT;
  28312. private static FACE_LEFT;
  28313. private static FACE_DOWN;
  28314. private static FACE_UP;
  28315. /**
  28316. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  28317. *
  28318. * @param float32Array The source data.
  28319. * @param inputWidth The width of the input panorama.
  28320. * @param inputHeight The height of the input panorama.
  28321. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  28322. * @return The cubemap data
  28323. */
  28324. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  28325. private static CreateCubemapTexture;
  28326. private static CalcProjectionSpherical;
  28327. }
  28328. }
  28329. declare module "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial" {
  28330. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28331. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28332. import { Nullable } from "babylonjs/types";
  28333. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  28334. /**
  28335. * Helper class dealing with the extraction of spherical polynomial dataArray
  28336. * from a cube map.
  28337. */
  28338. export class CubeMapToSphericalPolynomialTools {
  28339. private static FileFaces;
  28340. /**
  28341. * Converts a texture to the according Spherical Polynomial data.
  28342. * This extracts the first 3 orders only as they are the only one used in the lighting.
  28343. *
  28344. * @param texture The texture to extract the information from.
  28345. * @return The Spherical Polynomial data.
  28346. */
  28347. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  28348. /**
  28349. * Converts a cubemap to the according Spherical Polynomial data.
  28350. * This extracts the first 3 orders only as they are the only one used in the lighting.
  28351. *
  28352. * @param cubeInfo The Cube map to extract the information from.
  28353. * @return The Spherical Polynomial data.
  28354. */
  28355. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  28356. }
  28357. }
  28358. declare module "babylonjs/Misc/guid" {
  28359. /**
  28360. * Class used to manipulate GUIDs
  28361. */
  28362. export class GUID {
  28363. /**
  28364. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  28365. * Be aware Math.random() could cause collisions, but:
  28366. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  28367. * @returns a pseudo random id
  28368. */
  28369. static RandomId(): string;
  28370. }
  28371. }
  28372. declare module "babylonjs/Materials/Textures/baseTexture" {
  28373. import { Observable } from "babylonjs/Misc/observable";
  28374. import { Nullable } from "babylonjs/types";
  28375. import { Scene } from "babylonjs/scene";
  28376. import { Matrix } from "babylonjs/Maths/math.vector";
  28377. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28378. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28379. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28380. import { ISize } from "babylonjs/Maths/math.size";
  28381. /**
  28382. * Base class of all the textures in babylon.
  28383. * It groups all the common properties the materials, post process, lights... might need
  28384. * in order to make a correct use of the texture.
  28385. */
  28386. export class BaseTexture implements IAnimatable {
  28387. /**
  28388. * Default anisotropic filtering level for the application.
  28389. * It is set to 4 as a good tradeoff between perf and quality.
  28390. */
  28391. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  28392. /**
  28393. * Gets or sets the unique id of the texture
  28394. */
  28395. uniqueId: number;
  28396. /**
  28397. * Define the name of the texture.
  28398. */
  28399. name: string;
  28400. /**
  28401. * Gets or sets an object used to store user defined information.
  28402. */
  28403. metadata: any;
  28404. /**
  28405. * For internal use only. Please do not use.
  28406. */
  28407. reservedDataStore: any;
  28408. private _hasAlpha;
  28409. /**
  28410. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  28411. */
  28412. hasAlpha: boolean;
  28413. /**
  28414. * Defines if the alpha value should be determined via the rgb values.
  28415. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  28416. */
  28417. getAlphaFromRGB: boolean;
  28418. /**
  28419. * Intensity or strength of the texture.
  28420. * It is commonly used by materials to fine tune the intensity of the texture
  28421. */
  28422. level: number;
  28423. /**
  28424. * Define the UV chanel to use starting from 0 and defaulting to 0.
  28425. * This is part of the texture as textures usually maps to one uv set.
  28426. */
  28427. coordinatesIndex: number;
  28428. private _coordinatesMode;
  28429. /**
  28430. * How a texture is mapped.
  28431. *
  28432. * | Value | Type | Description |
  28433. * | ----- | ----------------------------------- | ----------- |
  28434. * | 0 | EXPLICIT_MODE | |
  28435. * | 1 | SPHERICAL_MODE | |
  28436. * | 2 | PLANAR_MODE | |
  28437. * | 3 | CUBIC_MODE | |
  28438. * | 4 | PROJECTION_MODE | |
  28439. * | 5 | SKYBOX_MODE | |
  28440. * | 6 | INVCUBIC_MODE | |
  28441. * | 7 | EQUIRECTANGULAR_MODE | |
  28442. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  28443. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  28444. */
  28445. coordinatesMode: number;
  28446. /**
  28447. * | Value | Type | Description |
  28448. * | ----- | ------------------ | ----------- |
  28449. * | 0 | CLAMP_ADDRESSMODE | |
  28450. * | 1 | WRAP_ADDRESSMODE | |
  28451. * | 2 | MIRROR_ADDRESSMODE | |
  28452. */
  28453. wrapU: number;
  28454. /**
  28455. * | Value | Type | Description |
  28456. * | ----- | ------------------ | ----------- |
  28457. * | 0 | CLAMP_ADDRESSMODE | |
  28458. * | 1 | WRAP_ADDRESSMODE | |
  28459. * | 2 | MIRROR_ADDRESSMODE | |
  28460. */
  28461. wrapV: number;
  28462. /**
  28463. * | Value | Type | Description |
  28464. * | ----- | ------------------ | ----------- |
  28465. * | 0 | CLAMP_ADDRESSMODE | |
  28466. * | 1 | WRAP_ADDRESSMODE | |
  28467. * | 2 | MIRROR_ADDRESSMODE | |
  28468. */
  28469. wrapR: number;
  28470. /**
  28471. * With compliant hardware and browser (supporting anisotropic filtering)
  28472. * this defines the level of anisotropic filtering in the texture.
  28473. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  28474. */
  28475. anisotropicFilteringLevel: number;
  28476. /**
  28477. * Define if the texture is a cube texture or if false a 2d texture.
  28478. */
  28479. isCube: boolean;
  28480. /**
  28481. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  28482. */
  28483. is3D: boolean;
  28484. /**
  28485. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  28486. * HDR texture are usually stored in linear space.
  28487. * This only impacts the PBR and Background materials
  28488. */
  28489. gammaSpace: boolean;
  28490. /**
  28491. * Gets or sets whether or not the texture contains RGBD data.
  28492. */
  28493. isRGBD: boolean;
  28494. /**
  28495. * Is Z inverted in the texture (useful in a cube texture).
  28496. */
  28497. invertZ: boolean;
  28498. /**
  28499. * Are mip maps generated for this texture or not.
  28500. */
  28501. readonly noMipmap: boolean;
  28502. /**
  28503. * @hidden
  28504. */
  28505. lodLevelInAlpha: boolean;
  28506. /**
  28507. * With prefiltered texture, defined the offset used during the prefiltering steps.
  28508. */
  28509. lodGenerationOffset: number;
  28510. /**
  28511. * With prefiltered texture, defined the scale used during the prefiltering steps.
  28512. */
  28513. lodGenerationScale: number;
  28514. /**
  28515. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  28516. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  28517. * average roughness values.
  28518. */
  28519. linearSpecularLOD: boolean;
  28520. /**
  28521. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  28522. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  28523. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  28524. */
  28525. irradianceTexture: Nullable<BaseTexture>;
  28526. /**
  28527. * Define if the texture is a render target.
  28528. */
  28529. isRenderTarget: boolean;
  28530. /**
  28531. * Define the unique id of the texture in the scene.
  28532. */
  28533. readonly uid: string;
  28534. /**
  28535. * Return a string representation of the texture.
  28536. * @returns the texture as a string
  28537. */
  28538. toString(): string;
  28539. /**
  28540. * Get the class name of the texture.
  28541. * @returns "BaseTexture"
  28542. */
  28543. getClassName(): string;
  28544. /**
  28545. * Define the list of animation attached to the texture.
  28546. */
  28547. animations: import("babylonjs/Animations/animation").Animation[];
  28548. /**
  28549. * An event triggered when the texture is disposed.
  28550. */
  28551. onDisposeObservable: Observable<BaseTexture>;
  28552. private _onDisposeObserver;
  28553. /**
  28554. * Callback triggered when the texture has been disposed.
  28555. * Kept for back compatibility, you can use the onDisposeObservable instead.
  28556. */
  28557. onDispose: () => void;
  28558. /**
  28559. * Define the current state of the loading sequence when in delayed load mode.
  28560. */
  28561. delayLoadState: number;
  28562. private _scene;
  28563. /** @hidden */
  28564. _texture: Nullable<InternalTexture>;
  28565. private _uid;
  28566. /**
  28567. * Define if the texture is preventinga material to render or not.
  28568. * If not and the texture is not ready, the engine will use a default black texture instead.
  28569. */
  28570. readonly isBlocking: boolean;
  28571. /**
  28572. * Instantiates a new BaseTexture.
  28573. * Base class of all the textures in babylon.
  28574. * It groups all the common properties the materials, post process, lights... might need
  28575. * in order to make a correct use of the texture.
  28576. * @param scene Define the scene the texture blongs to
  28577. */
  28578. constructor(scene: Nullable<Scene>);
  28579. /**
  28580. * Get the scene the texture belongs to.
  28581. * @returns the scene or null if undefined
  28582. */
  28583. getScene(): Nullable<Scene>;
  28584. /**
  28585. * Get the texture transform matrix used to offset tile the texture for istance.
  28586. * @returns the transformation matrix
  28587. */
  28588. getTextureMatrix(): Matrix;
  28589. /**
  28590. * Get the texture reflection matrix used to rotate/transform the reflection.
  28591. * @returns the reflection matrix
  28592. */
  28593. getReflectionTextureMatrix(): Matrix;
  28594. /**
  28595. * Get the underlying lower level texture from Babylon.
  28596. * @returns the insternal texture
  28597. */
  28598. getInternalTexture(): Nullable<InternalTexture>;
  28599. /**
  28600. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  28601. * @returns true if ready or not blocking
  28602. */
  28603. isReadyOrNotBlocking(): boolean;
  28604. /**
  28605. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  28606. * @returns true if fully ready
  28607. */
  28608. isReady(): boolean;
  28609. private _cachedSize;
  28610. /**
  28611. * Get the size of the texture.
  28612. * @returns the texture size.
  28613. */
  28614. getSize(): ISize;
  28615. /**
  28616. * Get the base size of the texture.
  28617. * It can be different from the size if the texture has been resized for POT for instance
  28618. * @returns the base size
  28619. */
  28620. getBaseSize(): ISize;
  28621. /**
  28622. * Update the sampling mode of the texture.
  28623. * Default is Trilinear mode.
  28624. *
  28625. * | Value | Type | Description |
  28626. * | ----- | ------------------ | ----------- |
  28627. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  28628. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  28629. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  28630. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  28631. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  28632. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  28633. * | 7 | NEAREST_LINEAR | |
  28634. * | 8 | NEAREST_NEAREST | |
  28635. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  28636. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  28637. * | 11 | LINEAR_LINEAR | |
  28638. * | 12 | LINEAR_NEAREST | |
  28639. *
  28640. * > _mag_: magnification filter (close to the viewer)
  28641. * > _min_: minification filter (far from the viewer)
  28642. * > _mip_: filter used between mip map levels
  28643. *@param samplingMode Define the new sampling mode of the texture
  28644. */
  28645. updateSamplingMode(samplingMode: number): void;
  28646. /**
  28647. * Scales the texture if is `canRescale()`
  28648. * @param ratio the resize factor we want to use to rescale
  28649. */
  28650. scale(ratio: number): void;
  28651. /**
  28652. * Get if the texture can rescale.
  28653. */
  28654. readonly canRescale: boolean;
  28655. /** @hidden */
  28656. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  28657. /** @hidden */
  28658. _rebuild(): void;
  28659. /**
  28660. * Triggers the load sequence in delayed load mode.
  28661. */
  28662. delayLoad(): void;
  28663. /**
  28664. * Clones the texture.
  28665. * @returns the cloned texture
  28666. */
  28667. clone(): Nullable<BaseTexture>;
  28668. /**
  28669. * Get the texture underlying type (INT, FLOAT...)
  28670. */
  28671. readonly textureType: number;
  28672. /**
  28673. * Get the texture underlying format (RGB, RGBA...)
  28674. */
  28675. readonly textureFormat: number;
  28676. /**
  28677. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  28678. * This will returns an RGBA array buffer containing either in values (0-255) or
  28679. * float values (0-1) depending of the underlying buffer type.
  28680. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  28681. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  28682. * @param buffer defines a user defined buffer to fill with data (can be null)
  28683. * @returns The Array buffer containing the pixels data.
  28684. */
  28685. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  28686. /**
  28687. * Release and destroy the underlying lower level texture aka internalTexture.
  28688. */
  28689. releaseInternalTexture(): void;
  28690. /**
  28691. * Get the polynomial representation of the texture data.
  28692. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  28693. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  28694. */
  28695. sphericalPolynomial: Nullable<SphericalPolynomial>;
  28696. /** @hidden */
  28697. readonly _lodTextureHigh: Nullable<BaseTexture>;
  28698. /** @hidden */
  28699. readonly _lodTextureMid: Nullable<BaseTexture>;
  28700. /** @hidden */
  28701. readonly _lodTextureLow: Nullable<BaseTexture>;
  28702. /**
  28703. * Dispose the texture and release its associated resources.
  28704. */
  28705. dispose(): void;
  28706. /**
  28707. * Serialize the texture into a JSON representation that can be parsed later on.
  28708. * @returns the JSON representation of the texture
  28709. */
  28710. serialize(): any;
  28711. /**
  28712. * Helper function to be called back once a list of texture contains only ready textures.
  28713. * @param textures Define the list of textures to wait for
  28714. * @param callback Define the callback triggered once the entire list will be ready
  28715. */
  28716. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  28717. }
  28718. }
  28719. declare module "babylonjs/Materials/Textures/internalTexture" {
  28720. import { Observable } from "babylonjs/Misc/observable";
  28721. import { Nullable, int } from "babylonjs/types";
  28722. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28723. import { Engine } from "babylonjs/Engines/engine";
  28724. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28725. /**
  28726. * Class used to store data associated with WebGL texture data for the engine
  28727. * This class should not be used directly
  28728. */
  28729. export class InternalTexture {
  28730. /** @hidden */
  28731. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  28732. /**
  28733. * The source of the texture data is unknown
  28734. */
  28735. static DATASOURCE_UNKNOWN: number;
  28736. /**
  28737. * Texture data comes from an URL
  28738. */
  28739. static DATASOURCE_URL: number;
  28740. /**
  28741. * Texture data is only used for temporary storage
  28742. */
  28743. static DATASOURCE_TEMP: number;
  28744. /**
  28745. * Texture data comes from raw data (ArrayBuffer)
  28746. */
  28747. static DATASOURCE_RAW: number;
  28748. /**
  28749. * Texture content is dynamic (video or dynamic texture)
  28750. */
  28751. static DATASOURCE_DYNAMIC: number;
  28752. /**
  28753. * Texture content is generated by rendering to it
  28754. */
  28755. static DATASOURCE_RENDERTARGET: number;
  28756. /**
  28757. * Texture content is part of a multi render target process
  28758. */
  28759. static DATASOURCE_MULTIRENDERTARGET: number;
  28760. /**
  28761. * Texture data comes from a cube data file
  28762. */
  28763. static DATASOURCE_CUBE: number;
  28764. /**
  28765. * Texture data comes from a raw cube data
  28766. */
  28767. static DATASOURCE_CUBERAW: number;
  28768. /**
  28769. * Texture data come from a prefiltered cube data file
  28770. */
  28771. static DATASOURCE_CUBEPREFILTERED: number;
  28772. /**
  28773. * Texture content is raw 3D data
  28774. */
  28775. static DATASOURCE_RAW3D: number;
  28776. /**
  28777. * Texture content is a depth texture
  28778. */
  28779. static DATASOURCE_DEPTHTEXTURE: number;
  28780. /**
  28781. * Texture data comes from a raw cube data encoded with RGBD
  28782. */
  28783. static DATASOURCE_CUBERAW_RGBD: number;
  28784. /**
  28785. * Defines if the texture is ready
  28786. */
  28787. isReady: boolean;
  28788. /**
  28789. * Defines if the texture is a cube texture
  28790. */
  28791. isCube: boolean;
  28792. /**
  28793. * Defines if the texture contains 3D data
  28794. */
  28795. is3D: boolean;
  28796. /**
  28797. * Defines if the texture contains multiview data
  28798. */
  28799. isMultiview: boolean;
  28800. /**
  28801. * Gets the URL used to load this texture
  28802. */
  28803. url: string;
  28804. /**
  28805. * Gets the sampling mode of the texture
  28806. */
  28807. samplingMode: number;
  28808. /**
  28809. * Gets a boolean indicating if the texture needs mipmaps generation
  28810. */
  28811. generateMipMaps: boolean;
  28812. /**
  28813. * Gets the number of samples used by the texture (WebGL2+ only)
  28814. */
  28815. samples: number;
  28816. /**
  28817. * Gets the type of the texture (int, float...)
  28818. */
  28819. type: number;
  28820. /**
  28821. * Gets the format of the texture (RGB, RGBA...)
  28822. */
  28823. format: number;
  28824. /**
  28825. * Observable called when the texture is loaded
  28826. */
  28827. onLoadedObservable: Observable<InternalTexture>;
  28828. /**
  28829. * Gets the width of the texture
  28830. */
  28831. width: number;
  28832. /**
  28833. * Gets the height of the texture
  28834. */
  28835. height: number;
  28836. /**
  28837. * Gets the depth of the texture
  28838. */
  28839. depth: number;
  28840. /**
  28841. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  28842. */
  28843. baseWidth: number;
  28844. /**
  28845. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  28846. */
  28847. baseHeight: number;
  28848. /**
  28849. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  28850. */
  28851. baseDepth: number;
  28852. /**
  28853. * Gets a boolean indicating if the texture is inverted on Y axis
  28854. */
  28855. invertY: boolean;
  28856. /** @hidden */
  28857. _invertVScale: boolean;
  28858. /** @hidden */
  28859. _associatedChannel: number;
  28860. /** @hidden */
  28861. _dataSource: number;
  28862. /** @hidden */
  28863. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>;
  28864. /** @hidden */
  28865. _bufferView: Nullable<ArrayBufferView>;
  28866. /** @hidden */
  28867. _bufferViewArray: Nullable<ArrayBufferView[]>;
  28868. /** @hidden */
  28869. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  28870. /** @hidden */
  28871. _size: number;
  28872. /** @hidden */
  28873. _extension: string;
  28874. /** @hidden */
  28875. _files: Nullable<string[]>;
  28876. /** @hidden */
  28877. _workingCanvas: Nullable<HTMLCanvasElement>;
  28878. /** @hidden */
  28879. _workingContext: Nullable<CanvasRenderingContext2D>;
  28880. /** @hidden */
  28881. _framebuffer: Nullable<WebGLFramebuffer>;
  28882. /** @hidden */
  28883. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  28884. /** @hidden */
  28885. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  28886. /** @hidden */
  28887. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  28888. /** @hidden */
  28889. _attachments: Nullable<number[]>;
  28890. /** @hidden */
  28891. _cachedCoordinatesMode: Nullable<number>;
  28892. /** @hidden */
  28893. _cachedWrapU: Nullable<number>;
  28894. /** @hidden */
  28895. _cachedWrapV: Nullable<number>;
  28896. /** @hidden */
  28897. _cachedWrapR: Nullable<number>;
  28898. /** @hidden */
  28899. _cachedAnisotropicFilteringLevel: Nullable<number>;
  28900. /** @hidden */
  28901. _isDisabled: boolean;
  28902. /** @hidden */
  28903. _compression: Nullable<string>;
  28904. /** @hidden */
  28905. _generateStencilBuffer: boolean;
  28906. /** @hidden */
  28907. _generateDepthBuffer: boolean;
  28908. /** @hidden */
  28909. _comparisonFunction: number;
  28910. /** @hidden */
  28911. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  28912. /** @hidden */
  28913. _lodGenerationScale: number;
  28914. /** @hidden */
  28915. _lodGenerationOffset: number;
  28916. /** @hidden */
  28917. _colorTextureArray: Nullable<WebGLTexture>;
  28918. /** @hidden */
  28919. _depthStencilTextureArray: Nullable<WebGLTexture>;
  28920. /** @hidden */
  28921. _lodTextureHigh: Nullable<BaseTexture>;
  28922. /** @hidden */
  28923. _lodTextureMid: Nullable<BaseTexture>;
  28924. /** @hidden */
  28925. _lodTextureLow: Nullable<BaseTexture>;
  28926. /** @hidden */
  28927. _isRGBD: boolean;
  28928. /** @hidden */
  28929. _linearSpecularLOD: boolean;
  28930. /** @hidden */
  28931. _irradianceTexture: Nullable<BaseTexture>;
  28932. /** @hidden */
  28933. _webGLTexture: Nullable<WebGLTexture>;
  28934. /** @hidden */
  28935. _references: number;
  28936. private _engine;
  28937. /**
  28938. * Gets the Engine the texture belongs to.
  28939. * @returns The babylon engine
  28940. */
  28941. getEngine(): Engine;
  28942. /**
  28943. * Gets the data source type of the texture (can be one of the InternalTexture.DATASOURCE_XXXX)
  28944. */
  28945. readonly dataSource: number;
  28946. /**
  28947. * Creates a new InternalTexture
  28948. * @param engine defines the engine to use
  28949. * @param dataSource defines the type of data that will be used
  28950. * @param delayAllocation if the texture allocation should be delayed (default: false)
  28951. */
  28952. constructor(engine: Engine, dataSource: number, delayAllocation?: boolean);
  28953. /**
  28954. * Increments the number of references (ie. the number of Texture that point to it)
  28955. */
  28956. incrementReferences(): void;
  28957. /**
  28958. * Change the size of the texture (not the size of the content)
  28959. * @param width defines the new width
  28960. * @param height defines the new height
  28961. * @param depth defines the new depth (1 by default)
  28962. */
  28963. updateSize(width: int, height: int, depth?: int): void;
  28964. /** @hidden */
  28965. _rebuild(): void;
  28966. /** @hidden */
  28967. _swapAndDie(target: InternalTexture): void;
  28968. /**
  28969. * Dispose the current allocated resources
  28970. */
  28971. dispose(): void;
  28972. }
  28973. }
  28974. declare module "babylonjs/Materials/effect" {
  28975. import { Observable } from "babylonjs/Misc/observable";
  28976. import { Nullable } from "babylonjs/types";
  28977. import { IDisposable } from "babylonjs/scene";
  28978. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  28979. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  28980. import { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like } from "babylonjs/Maths/math.like";
  28981. import { Engine } from "babylonjs/Engines/engine";
  28982. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28983. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28984. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  28985. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  28986. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  28987. /**
  28988. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  28989. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  28990. */
  28991. export class EffectFallbacks {
  28992. private _defines;
  28993. private _currentRank;
  28994. private _maxRank;
  28995. private _mesh;
  28996. /**
  28997. * Removes the fallback from the bound mesh.
  28998. */
  28999. unBindMesh(): void;
  29000. /**
  29001. * Adds a fallback on the specified property.
  29002. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  29003. * @param define The name of the define in the shader
  29004. */
  29005. addFallback(rank: number, define: string): void;
  29006. /**
  29007. * Sets the mesh to use CPU skinning when needing to fallback.
  29008. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  29009. * @param mesh The mesh to use the fallbacks.
  29010. */
  29011. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  29012. /**
  29013. * Checks to see if more fallbacks are still availible.
  29014. */
  29015. readonly hasMoreFallbacks: boolean;
  29016. /**
  29017. * Removes the defines that should be removed when falling back.
  29018. * @param currentDefines defines the current define statements for the shader.
  29019. * @param effect defines the current effect we try to compile
  29020. * @returns The resulting defines with defines of the current rank removed.
  29021. */
  29022. reduce(currentDefines: string, effect: Effect): string;
  29023. }
  29024. /**
  29025. * Options to be used when creating an effect.
  29026. */
  29027. export class EffectCreationOptions {
  29028. /**
  29029. * Atrributes that will be used in the shader.
  29030. */
  29031. attributes: string[];
  29032. /**
  29033. * Uniform varible names that will be set in the shader.
  29034. */
  29035. uniformsNames: string[];
  29036. /**
  29037. * Uniform buffer varible names that will be set in the shader.
  29038. */
  29039. uniformBuffersNames: string[];
  29040. /**
  29041. * Sampler texture variable names that will be set in the shader.
  29042. */
  29043. samplers: string[];
  29044. /**
  29045. * Define statements that will be set in the shader.
  29046. */
  29047. defines: any;
  29048. /**
  29049. * Possible fallbacks for this effect to improve performance when needed.
  29050. */
  29051. fallbacks: Nullable<EffectFallbacks>;
  29052. /**
  29053. * Callback that will be called when the shader is compiled.
  29054. */
  29055. onCompiled: Nullable<(effect: Effect) => void>;
  29056. /**
  29057. * Callback that will be called if an error occurs during shader compilation.
  29058. */
  29059. onError: Nullable<(effect: Effect, errors: string) => void>;
  29060. /**
  29061. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  29062. */
  29063. indexParameters: any;
  29064. /**
  29065. * Max number of lights that can be used in the shader.
  29066. */
  29067. maxSimultaneousLights: number;
  29068. /**
  29069. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  29070. */
  29071. transformFeedbackVaryings: Nullable<string[]>;
  29072. }
  29073. /**
  29074. * Effect containing vertex and fragment shader that can be executed on an object.
  29075. */
  29076. export class Effect implements IDisposable {
  29077. /**
  29078. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  29079. */
  29080. static ShadersRepository: string;
  29081. /**
  29082. * Name of the effect.
  29083. */
  29084. name: any;
  29085. /**
  29086. * String container all the define statements that should be set on the shader.
  29087. */
  29088. defines: string;
  29089. /**
  29090. * Callback that will be called when the shader is compiled.
  29091. */
  29092. onCompiled: Nullable<(effect: Effect) => void>;
  29093. /**
  29094. * Callback that will be called if an error occurs during shader compilation.
  29095. */
  29096. onError: Nullable<(effect: Effect, errors: string) => void>;
  29097. /**
  29098. * Callback that will be called when effect is bound.
  29099. */
  29100. onBind: Nullable<(effect: Effect) => void>;
  29101. /**
  29102. * Unique ID of the effect.
  29103. */
  29104. uniqueId: number;
  29105. /**
  29106. * Observable that will be called when the shader is compiled.
  29107. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  29108. */
  29109. onCompileObservable: Observable<Effect>;
  29110. /**
  29111. * Observable that will be called if an error occurs during shader compilation.
  29112. */
  29113. onErrorObservable: Observable<Effect>;
  29114. /** @hidden */
  29115. _onBindObservable: Nullable<Observable<Effect>>;
  29116. /**
  29117. * Observable that will be called when effect is bound.
  29118. */
  29119. readonly onBindObservable: Observable<Effect>;
  29120. /** @hidden */
  29121. _bonesComputationForcedToCPU: boolean;
  29122. private static _uniqueIdSeed;
  29123. private _engine;
  29124. private _uniformBuffersNames;
  29125. private _uniformsNames;
  29126. private _samplerList;
  29127. private _samplers;
  29128. private _isReady;
  29129. private _compilationError;
  29130. private _attributesNames;
  29131. private _attributes;
  29132. private _uniforms;
  29133. /**
  29134. * Key for the effect.
  29135. * @hidden
  29136. */
  29137. _key: string;
  29138. private _indexParameters;
  29139. private _fallbacks;
  29140. private _vertexSourceCode;
  29141. private _fragmentSourceCode;
  29142. private _vertexSourceCodeOverride;
  29143. private _fragmentSourceCodeOverride;
  29144. private _transformFeedbackVaryings;
  29145. /**
  29146. * Compiled shader to webGL program.
  29147. * @hidden
  29148. */
  29149. _pipelineContext: Nullable<IPipelineContext>;
  29150. private _valueCache;
  29151. private static _baseCache;
  29152. /**
  29153. * Instantiates an effect.
  29154. * An effect can be used to create/manage/execute vertex and fragment shaders.
  29155. * @param baseName Name of the effect.
  29156. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  29157. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  29158. * @param samplers List of sampler variables that will be passed to the shader.
  29159. * @param engine Engine to be used to render the effect
  29160. * @param defines Define statements to be added to the shader.
  29161. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  29162. * @param onCompiled Callback that will be called when the shader is compiled.
  29163. * @param onError Callback that will be called if an error occurs during shader compilation.
  29164. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  29165. */
  29166. constructor(baseName: any, attributesNamesOrOptions: string[] | EffectCreationOptions, uniformsNamesOrEngine: string[] | Engine, samplers?: Nullable<string[]>, engine?: Engine, defines?: Nullable<string>, fallbacks?: Nullable<EffectFallbacks>, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any);
  29167. private _useFinalCode;
  29168. /**
  29169. * Unique key for this effect
  29170. */
  29171. readonly key: string;
  29172. /**
  29173. * If the effect has been compiled and prepared.
  29174. * @returns if the effect is compiled and prepared.
  29175. */
  29176. isReady(): boolean;
  29177. private _isReadyInternal;
  29178. /**
  29179. * The engine the effect was initialized with.
  29180. * @returns the engine.
  29181. */
  29182. getEngine(): Engine;
  29183. /**
  29184. * The pipeline context for this effect
  29185. * @returns the associated pipeline context
  29186. */
  29187. getPipelineContext(): Nullable<IPipelineContext>;
  29188. /**
  29189. * The set of names of attribute variables for the shader.
  29190. * @returns An array of attribute names.
  29191. */
  29192. getAttributesNames(): string[];
  29193. /**
  29194. * Returns the attribute at the given index.
  29195. * @param index The index of the attribute.
  29196. * @returns The location of the attribute.
  29197. */
  29198. getAttributeLocation(index: number): number;
  29199. /**
  29200. * Returns the attribute based on the name of the variable.
  29201. * @param name of the attribute to look up.
  29202. * @returns the attribute location.
  29203. */
  29204. getAttributeLocationByName(name: string): number;
  29205. /**
  29206. * The number of attributes.
  29207. * @returns the numnber of attributes.
  29208. */
  29209. getAttributesCount(): number;
  29210. /**
  29211. * Gets the index of a uniform variable.
  29212. * @param uniformName of the uniform to look up.
  29213. * @returns the index.
  29214. */
  29215. getUniformIndex(uniformName: string): number;
  29216. /**
  29217. * Returns the attribute based on the name of the variable.
  29218. * @param uniformName of the uniform to look up.
  29219. * @returns the location of the uniform.
  29220. */
  29221. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  29222. /**
  29223. * Returns an array of sampler variable names
  29224. * @returns The array of sampler variable neames.
  29225. */
  29226. getSamplers(): string[];
  29227. /**
  29228. * The error from the last compilation.
  29229. * @returns the error string.
  29230. */
  29231. getCompilationError(): string;
  29232. /**
  29233. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  29234. * @param func The callback to be used.
  29235. */
  29236. executeWhenCompiled(func: (effect: Effect) => void): void;
  29237. private _checkIsReady;
  29238. /** @hidden */
  29239. _loadVertexShader(vertex: any, callback: (data: any) => void): void;
  29240. /** @hidden */
  29241. _loadFragmentShader(fragment: any, callback: (data: any) => void): void;
  29242. /** @hidden */
  29243. _dumpShadersSource(vertexCode: string, fragmentCode: string, defines: string): void;
  29244. /**
  29245. * Recompiles the webGL program
  29246. * @param vertexSourceCode The source code for the vertex shader.
  29247. * @param fragmentSourceCode The source code for the fragment shader.
  29248. * @param onCompiled Callback called when completed.
  29249. * @param onError Callback called on error.
  29250. * @hidden
  29251. */
  29252. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  29253. /**
  29254. * Prepares the effect
  29255. * @hidden
  29256. */
  29257. _prepareEffect(): void;
  29258. private _processCompilationErrors;
  29259. /**
  29260. * Checks if the effect is supported. (Must be called after compilation)
  29261. */
  29262. readonly isSupported: boolean;
  29263. /**
  29264. * Binds a texture to the engine to be used as output of the shader.
  29265. * @param channel Name of the output variable.
  29266. * @param texture Texture to bind.
  29267. * @hidden
  29268. */
  29269. _bindTexture(channel: string, texture: InternalTexture): void;
  29270. /**
  29271. * Sets a texture on the engine to be used in the shader.
  29272. * @param channel Name of the sampler variable.
  29273. * @param texture Texture to set.
  29274. */
  29275. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  29276. /**
  29277. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  29278. * @param channel Name of the sampler variable.
  29279. * @param texture Texture to set.
  29280. */
  29281. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  29282. /**
  29283. * Sets an array of textures on the engine to be used in the shader.
  29284. * @param channel Name of the variable.
  29285. * @param textures Textures to set.
  29286. */
  29287. setTextureArray(channel: string, textures: BaseTexture[]): void;
  29288. /**
  29289. * Sets a texture to be the input of the specified post process. (To use the output, pass in the next post process in the pipeline)
  29290. * @param channel Name of the sampler variable.
  29291. * @param postProcess Post process to get the input texture from.
  29292. */
  29293. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  29294. /**
  29295. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  29296. * Sets the input texture of the passed in post process to be input of this effect. (To use the output of the passed in post process use setTextureFromPostProcessOutput)
  29297. * @param channel Name of the sampler variable.
  29298. * @param postProcess Post process to get the output texture from.
  29299. */
  29300. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  29301. /** @hidden */
  29302. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  29303. /** @hidden */
  29304. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  29305. /** @hidden */
  29306. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  29307. /** @hidden */
  29308. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  29309. /**
  29310. * Binds a buffer to a uniform.
  29311. * @param buffer Buffer to bind.
  29312. * @param name Name of the uniform variable to bind to.
  29313. */
  29314. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  29315. /**
  29316. * Binds block to a uniform.
  29317. * @param blockName Name of the block to bind.
  29318. * @param index Index to bind.
  29319. */
  29320. bindUniformBlock(blockName: string, index: number): void;
  29321. /**
  29322. * Sets an interger value on a uniform variable.
  29323. * @param uniformName Name of the variable.
  29324. * @param value Value to be set.
  29325. * @returns this effect.
  29326. */
  29327. setInt(uniformName: string, value: number): Effect;
  29328. /**
  29329. * Sets an int array on a uniform variable.
  29330. * @param uniformName Name of the variable.
  29331. * @param array array to be set.
  29332. * @returns this effect.
  29333. */
  29334. setIntArray(uniformName: string, array: Int32Array): Effect;
  29335. /**
  29336. * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  29337. * @param uniformName Name of the variable.
  29338. * @param array array to be set.
  29339. * @returns this effect.
  29340. */
  29341. setIntArray2(uniformName: string, array: Int32Array): Effect;
  29342. /**
  29343. * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  29344. * @param uniformName Name of the variable.
  29345. * @param array array to be set.
  29346. * @returns this effect.
  29347. */
  29348. setIntArray3(uniformName: string, array: Int32Array): Effect;
  29349. /**
  29350. * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  29351. * @param uniformName Name of the variable.
  29352. * @param array array to be set.
  29353. * @returns this effect.
  29354. */
  29355. setIntArray4(uniformName: string, array: Int32Array): Effect;
  29356. /**
  29357. * Sets an float array on a uniform variable.
  29358. * @param uniformName Name of the variable.
  29359. * @param array array to be set.
  29360. * @returns this effect.
  29361. */
  29362. setFloatArray(uniformName: string, array: Float32Array): Effect;
  29363. /**
  29364. * Sets an float array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  29365. * @param uniformName Name of the variable.
  29366. * @param array array to be set.
  29367. * @returns this effect.
  29368. */
  29369. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  29370. /**
  29371. * Sets an float array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  29372. * @param uniformName Name of the variable.
  29373. * @param array array to be set.
  29374. * @returns this effect.
  29375. */
  29376. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  29377. /**
  29378. * Sets an float array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  29379. * @param uniformName Name of the variable.
  29380. * @param array array to be set.
  29381. * @returns this effect.
  29382. */
  29383. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  29384. /**
  29385. * Sets an array on a uniform variable.
  29386. * @param uniformName Name of the variable.
  29387. * @param array array to be set.
  29388. * @returns this effect.
  29389. */
  29390. setArray(uniformName: string, array: number[]): Effect;
  29391. /**
  29392. * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  29393. * @param uniformName Name of the variable.
  29394. * @param array array to be set.
  29395. * @returns this effect.
  29396. */
  29397. setArray2(uniformName: string, array: number[]): Effect;
  29398. /**
  29399. * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  29400. * @param uniformName Name of the variable.
  29401. * @param array array to be set.
  29402. * @returns this effect.
  29403. */
  29404. setArray3(uniformName: string, array: number[]): Effect;
  29405. /**
  29406. * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  29407. * @param uniformName Name of the variable.
  29408. * @param array array to be set.
  29409. * @returns this effect.
  29410. */
  29411. setArray4(uniformName: string, array: number[]): Effect;
  29412. /**
  29413. * Sets matrices on a uniform variable.
  29414. * @param uniformName Name of the variable.
  29415. * @param matrices matrices to be set.
  29416. * @returns this effect.
  29417. */
  29418. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  29419. /**
  29420. * Sets matrix on a uniform variable.
  29421. * @param uniformName Name of the variable.
  29422. * @param matrix matrix to be set.
  29423. * @returns this effect.
  29424. */
  29425. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  29426. /**
  29427. * Sets a 3x3 matrix on a uniform variable. (Speicified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)
  29428. * @param uniformName Name of the variable.
  29429. * @param matrix matrix to be set.
  29430. * @returns this effect.
  29431. */
  29432. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  29433. /**
  29434. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  29435. * @param uniformName Name of the variable.
  29436. * @param matrix matrix to be set.
  29437. * @returns this effect.
  29438. */
  29439. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  29440. /**
  29441. * Sets a float on a uniform variable.
  29442. * @param uniformName Name of the variable.
  29443. * @param value value to be set.
  29444. * @returns this effect.
  29445. */
  29446. setFloat(uniformName: string, value: number): Effect;
  29447. /**
  29448. * Sets a boolean on a uniform variable.
  29449. * @param uniformName Name of the variable.
  29450. * @param bool value to be set.
  29451. * @returns this effect.
  29452. */
  29453. setBool(uniformName: string, bool: boolean): Effect;
  29454. /**
  29455. * Sets a Vector2 on a uniform variable.
  29456. * @param uniformName Name of the variable.
  29457. * @param vector2 vector2 to be set.
  29458. * @returns this effect.
  29459. */
  29460. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  29461. /**
  29462. * Sets a float2 on a uniform variable.
  29463. * @param uniformName Name of the variable.
  29464. * @param x First float in float2.
  29465. * @param y Second float in float2.
  29466. * @returns this effect.
  29467. */
  29468. setFloat2(uniformName: string, x: number, y: number): Effect;
  29469. /**
  29470. * Sets a Vector3 on a uniform variable.
  29471. * @param uniformName Name of the variable.
  29472. * @param vector3 Value to be set.
  29473. * @returns this effect.
  29474. */
  29475. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  29476. /**
  29477. * Sets a float3 on a uniform variable.
  29478. * @param uniformName Name of the variable.
  29479. * @param x First float in float3.
  29480. * @param y Second float in float3.
  29481. * @param z Third float in float3.
  29482. * @returns this effect.
  29483. */
  29484. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  29485. /**
  29486. * Sets a Vector4 on a uniform variable.
  29487. * @param uniformName Name of the variable.
  29488. * @param vector4 Value to be set.
  29489. * @returns this effect.
  29490. */
  29491. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  29492. /**
  29493. * Sets a float4 on a uniform variable.
  29494. * @param uniformName Name of the variable.
  29495. * @param x First float in float4.
  29496. * @param y Second float in float4.
  29497. * @param z Third float in float4.
  29498. * @param w Fourth float in float4.
  29499. * @returns this effect.
  29500. */
  29501. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  29502. /**
  29503. * Sets a Color3 on a uniform variable.
  29504. * @param uniformName Name of the variable.
  29505. * @param color3 Value to be set.
  29506. * @returns this effect.
  29507. */
  29508. setColor3(uniformName: string, color3: IColor3Like): Effect;
  29509. /**
  29510. * Sets a Color4 on a uniform variable.
  29511. * @param uniformName Name of the variable.
  29512. * @param color3 Value to be set.
  29513. * @param alpha Alpha value to be set.
  29514. * @returns this effect.
  29515. */
  29516. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  29517. /**
  29518. * Sets a Color4 on a uniform variable
  29519. * @param uniformName defines the name of the variable
  29520. * @param color4 defines the value to be set
  29521. * @returns this effect.
  29522. */
  29523. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  29524. /** Release all associated resources */
  29525. dispose(): void;
  29526. /**
  29527. * This function will add a new shader to the shader store
  29528. * @param name the name of the shader
  29529. * @param pixelShader optional pixel shader content
  29530. * @param vertexShader optional vertex shader content
  29531. */
  29532. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  29533. /**
  29534. * Store of each shader (The can be looked up using effect.key)
  29535. */
  29536. static ShadersStore: {
  29537. [key: string]: string;
  29538. };
  29539. /**
  29540. * Store of each included file for a shader (The can be looked up using effect.key)
  29541. */
  29542. static IncludesShadersStore: {
  29543. [key: string]: string;
  29544. };
  29545. /**
  29546. * Resets the cache of effects.
  29547. */
  29548. static ResetCache(): void;
  29549. }
  29550. }
  29551. declare module "babylonjs/Materials/uniformBuffer" {
  29552. import { Nullable, FloatArray } from "babylonjs/types";
  29553. import { Matrix, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  29554. import { Engine } from "babylonjs/Engines/engine";
  29555. import { Effect } from "babylonjs/Materials/effect";
  29556. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  29557. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  29558. import { Color3 } from "babylonjs/Maths/math.color";
  29559. /**
  29560. * Uniform buffer objects.
  29561. *
  29562. * Handles blocks of uniform on the GPU.
  29563. *
  29564. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  29565. *
  29566. * For more information, please refer to :
  29567. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  29568. */
  29569. export class UniformBuffer {
  29570. private _engine;
  29571. private _buffer;
  29572. private _data;
  29573. private _bufferData;
  29574. private _dynamic?;
  29575. private _uniformLocations;
  29576. private _uniformSizes;
  29577. private _uniformLocationPointer;
  29578. private _needSync;
  29579. private _noUBO;
  29580. private _currentEffect;
  29581. private static _MAX_UNIFORM_SIZE;
  29582. private static _tempBuffer;
  29583. /**
  29584. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  29585. * This is dynamic to allow compat with webgl 1 and 2.
  29586. * You will need to pass the name of the uniform as well as the value.
  29587. */
  29588. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  29589. /**
  29590. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  29591. * This is dynamic to allow compat with webgl 1 and 2.
  29592. * You will need to pass the name of the uniform as well as the value.
  29593. */
  29594. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  29595. /**
  29596. * Lambda to Update a single float in a uniform buffer.
  29597. * This is dynamic to allow compat with webgl 1 and 2.
  29598. * You will need to pass the name of the uniform as well as the value.
  29599. */
  29600. updateFloat: (name: string, x: number) => void;
  29601. /**
  29602. * Lambda to Update a vec2 of float in a uniform buffer.
  29603. * This is dynamic to allow compat with webgl 1 and 2.
  29604. * You will need to pass the name of the uniform as well as the value.
  29605. */
  29606. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  29607. /**
  29608. * Lambda to Update a vec3 of float in a uniform buffer.
  29609. * This is dynamic to allow compat with webgl 1 and 2.
  29610. * You will need to pass the name of the uniform as well as the value.
  29611. */
  29612. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  29613. /**
  29614. * Lambda to Update a vec4 of float in a uniform buffer.
  29615. * This is dynamic to allow compat with webgl 1 and 2.
  29616. * You will need to pass the name of the uniform as well as the value.
  29617. */
  29618. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  29619. /**
  29620. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  29621. * This is dynamic to allow compat with webgl 1 and 2.
  29622. * You will need to pass the name of the uniform as well as the value.
  29623. */
  29624. updateMatrix: (name: string, mat: Matrix) => void;
  29625. /**
  29626. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  29627. * This is dynamic to allow compat with webgl 1 and 2.
  29628. * You will need to pass the name of the uniform as well as the value.
  29629. */
  29630. updateVector3: (name: string, vector: Vector3) => void;
  29631. /**
  29632. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  29633. * This is dynamic to allow compat with webgl 1 and 2.
  29634. * You will need to pass the name of the uniform as well as the value.
  29635. */
  29636. updateVector4: (name: string, vector: Vector4) => void;
  29637. /**
  29638. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  29639. * This is dynamic to allow compat with webgl 1 and 2.
  29640. * You will need to pass the name of the uniform as well as the value.
  29641. */
  29642. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  29643. /**
  29644. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  29645. * This is dynamic to allow compat with webgl 1 and 2.
  29646. * You will need to pass the name of the uniform as well as the value.
  29647. */
  29648. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  29649. /**
  29650. * Instantiates a new Uniform buffer objects.
  29651. *
  29652. * Handles blocks of uniform on the GPU.
  29653. *
  29654. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  29655. *
  29656. * For more information, please refer to :
  29657. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  29658. * @param engine Define the engine the buffer is associated with
  29659. * @param data Define the data contained in the buffer
  29660. * @param dynamic Define if the buffer is updatable
  29661. */
  29662. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  29663. /**
  29664. * Indicates if the buffer is using the WebGL2 UBO implementation,
  29665. * or just falling back on setUniformXXX calls.
  29666. */
  29667. readonly useUbo: boolean;
  29668. /**
  29669. * Indicates if the WebGL underlying uniform buffer is in sync
  29670. * with the javascript cache data.
  29671. */
  29672. readonly isSync: boolean;
  29673. /**
  29674. * Indicates if the WebGL underlying uniform buffer is dynamic.
  29675. * Also, a dynamic UniformBuffer will disable cache verification and always
  29676. * update the underlying WebGL uniform buffer to the GPU.
  29677. * @returns if Dynamic, otherwise false
  29678. */
  29679. isDynamic(): boolean;
  29680. /**
  29681. * The data cache on JS side.
  29682. * @returns the underlying data as a float array
  29683. */
  29684. getData(): Float32Array;
  29685. /**
  29686. * The underlying WebGL Uniform buffer.
  29687. * @returns the webgl buffer
  29688. */
  29689. getBuffer(): Nullable<DataBuffer>;
  29690. /**
  29691. * std140 layout specifies how to align data within an UBO structure.
  29692. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  29693. * for specs.
  29694. */
  29695. private _fillAlignment;
  29696. /**
  29697. * Adds an uniform in the buffer.
  29698. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  29699. * for the layout to be correct !
  29700. * @param name Name of the uniform, as used in the uniform block in the shader.
  29701. * @param size Data size, or data directly.
  29702. */
  29703. addUniform(name: string, size: number | number[]): void;
  29704. /**
  29705. * Adds a Matrix 4x4 to the uniform buffer.
  29706. * @param name Name of the uniform, as used in the uniform block in the shader.
  29707. * @param mat A 4x4 matrix.
  29708. */
  29709. addMatrix(name: string, mat: Matrix): void;
  29710. /**
  29711. * Adds a vec2 to the uniform buffer.
  29712. * @param name Name of the uniform, as used in the uniform block in the shader.
  29713. * @param x Define the x component value of the vec2
  29714. * @param y Define the y component value of the vec2
  29715. */
  29716. addFloat2(name: string, x: number, y: number): void;
  29717. /**
  29718. * Adds a vec3 to the uniform buffer.
  29719. * @param name Name of the uniform, as used in the uniform block in the shader.
  29720. * @param x Define the x component value of the vec3
  29721. * @param y Define the y component value of the vec3
  29722. * @param z Define the z component value of the vec3
  29723. */
  29724. addFloat3(name: string, x: number, y: number, z: number): void;
  29725. /**
  29726. * Adds a vec3 to the uniform buffer.
  29727. * @param name Name of the uniform, as used in the uniform block in the shader.
  29728. * @param color Define the vec3 from a Color
  29729. */
  29730. addColor3(name: string, color: Color3): void;
  29731. /**
  29732. * Adds a vec4 to the uniform buffer.
  29733. * @param name Name of the uniform, as used in the uniform block in the shader.
  29734. * @param color Define the rgb components from a Color
  29735. * @param alpha Define the a component of the vec4
  29736. */
  29737. addColor4(name: string, color: Color3, alpha: number): void;
  29738. /**
  29739. * Adds a vec3 to the uniform buffer.
  29740. * @param name Name of the uniform, as used in the uniform block in the shader.
  29741. * @param vector Define the vec3 components from a Vector
  29742. */
  29743. addVector3(name: string, vector: Vector3): void;
  29744. /**
  29745. * Adds a Matrix 3x3 to the uniform buffer.
  29746. * @param name Name of the uniform, as used in the uniform block in the shader.
  29747. */
  29748. addMatrix3x3(name: string): void;
  29749. /**
  29750. * Adds a Matrix 2x2 to the uniform buffer.
  29751. * @param name Name of the uniform, as used in the uniform block in the shader.
  29752. */
  29753. addMatrix2x2(name: string): void;
  29754. /**
  29755. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  29756. */
  29757. create(): void;
  29758. /** @hidden */
  29759. _rebuild(): void;
  29760. /**
  29761. * Updates the WebGL Uniform Buffer on the GPU.
  29762. * If the `dynamic` flag is set to true, no cache comparison is done.
  29763. * Otherwise, the buffer will be updated only if the cache differs.
  29764. */
  29765. update(): void;
  29766. /**
  29767. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  29768. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  29769. * @param data Define the flattened data
  29770. * @param size Define the size of the data.
  29771. */
  29772. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  29773. private _valueCache;
  29774. private _cacheMatrix;
  29775. private _updateMatrix3x3ForUniform;
  29776. private _updateMatrix3x3ForEffect;
  29777. private _updateMatrix2x2ForEffect;
  29778. private _updateMatrix2x2ForUniform;
  29779. private _updateFloatForEffect;
  29780. private _updateFloatForUniform;
  29781. private _updateFloat2ForEffect;
  29782. private _updateFloat2ForUniform;
  29783. private _updateFloat3ForEffect;
  29784. private _updateFloat3ForUniform;
  29785. private _updateFloat4ForEffect;
  29786. private _updateFloat4ForUniform;
  29787. private _updateMatrixForEffect;
  29788. private _updateMatrixForUniform;
  29789. private _updateVector3ForEffect;
  29790. private _updateVector3ForUniform;
  29791. private _updateVector4ForEffect;
  29792. private _updateVector4ForUniform;
  29793. private _updateColor3ForEffect;
  29794. private _updateColor3ForUniform;
  29795. private _updateColor4ForEffect;
  29796. private _updateColor4ForUniform;
  29797. /**
  29798. * Sets a sampler uniform on the effect.
  29799. * @param name Define the name of the sampler.
  29800. * @param texture Define the texture to set in the sampler
  29801. */
  29802. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  29803. /**
  29804. * Directly updates the value of the uniform in the cache AND on the GPU.
  29805. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  29806. * @param data Define the flattened data
  29807. */
  29808. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  29809. /**
  29810. * Binds this uniform buffer to an effect.
  29811. * @param effect Define the effect to bind the buffer to
  29812. * @param name Name of the uniform block in the shader.
  29813. */
  29814. bindToEffect(effect: Effect, name: string): void;
  29815. /**
  29816. * Disposes the uniform buffer.
  29817. */
  29818. dispose(): void;
  29819. }
  29820. }
  29821. declare module "babylonjs/Audio/analyser" {
  29822. import { Scene } from "babylonjs/scene";
  29823. /**
  29824. * Class used to work with sound analyzer using fast fourier transform (FFT)
  29825. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29826. */
  29827. export class Analyser {
  29828. /**
  29829. * Gets or sets the smoothing
  29830. * @ignorenaming
  29831. */
  29832. SMOOTHING: number;
  29833. /**
  29834. * Gets or sets the FFT table size
  29835. * @ignorenaming
  29836. */
  29837. FFT_SIZE: number;
  29838. /**
  29839. * Gets or sets the bar graph amplitude
  29840. * @ignorenaming
  29841. */
  29842. BARGRAPHAMPLITUDE: number;
  29843. /**
  29844. * Gets or sets the position of the debug canvas
  29845. * @ignorenaming
  29846. */
  29847. DEBUGCANVASPOS: {
  29848. x: number;
  29849. y: number;
  29850. };
  29851. /**
  29852. * Gets or sets the debug canvas size
  29853. * @ignorenaming
  29854. */
  29855. DEBUGCANVASSIZE: {
  29856. width: number;
  29857. height: number;
  29858. };
  29859. private _byteFreqs;
  29860. private _byteTime;
  29861. private _floatFreqs;
  29862. private _webAudioAnalyser;
  29863. private _debugCanvas;
  29864. private _debugCanvasContext;
  29865. private _scene;
  29866. private _registerFunc;
  29867. private _audioEngine;
  29868. /**
  29869. * Creates a new analyser
  29870. * @param scene defines hosting scene
  29871. */
  29872. constructor(scene: Scene);
  29873. /**
  29874. * Get the number of data values you will have to play with for the visualization
  29875. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  29876. * @returns a number
  29877. */
  29878. getFrequencyBinCount(): number;
  29879. /**
  29880. * Gets the current frequency data as a byte array
  29881. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  29882. * @returns a Uint8Array
  29883. */
  29884. getByteFrequencyData(): Uint8Array;
  29885. /**
  29886. * Gets the current waveform as a byte array
  29887. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  29888. * @returns a Uint8Array
  29889. */
  29890. getByteTimeDomainData(): Uint8Array;
  29891. /**
  29892. * Gets the current frequency data as a float array
  29893. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  29894. * @returns a Float32Array
  29895. */
  29896. getFloatFrequencyData(): Float32Array;
  29897. /**
  29898. * Renders the debug canvas
  29899. */
  29900. drawDebugCanvas(): void;
  29901. /**
  29902. * Stops rendering the debug canvas and removes it
  29903. */
  29904. stopDebugCanvas(): void;
  29905. /**
  29906. * Connects two audio nodes
  29907. * @param inputAudioNode defines first node to connect
  29908. * @param outputAudioNode defines second node to connect
  29909. */
  29910. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  29911. /**
  29912. * Releases all associated resources
  29913. */
  29914. dispose(): void;
  29915. }
  29916. }
  29917. declare module "babylonjs/Audio/audioEngine" {
  29918. import { IDisposable } from "babylonjs/scene";
  29919. import { Analyser } from "babylonjs/Audio/analyser";
  29920. import { Nullable } from "babylonjs/types";
  29921. import { Observable } from "babylonjs/Misc/observable";
  29922. /**
  29923. * This represents an audio engine and it is responsible
  29924. * to play, synchronize and analyse sounds throughout the application.
  29925. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29926. */
  29927. export interface IAudioEngine extends IDisposable {
  29928. /**
  29929. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  29930. */
  29931. readonly canUseWebAudio: boolean;
  29932. /**
  29933. * Gets the current AudioContext if available.
  29934. */
  29935. readonly audioContext: Nullable<AudioContext>;
  29936. /**
  29937. * The master gain node defines the global audio volume of your audio engine.
  29938. */
  29939. readonly masterGain: GainNode;
  29940. /**
  29941. * Gets whether or not mp3 are supported by your browser.
  29942. */
  29943. readonly isMP3supported: boolean;
  29944. /**
  29945. * Gets whether or not ogg are supported by your browser.
  29946. */
  29947. readonly isOGGsupported: boolean;
  29948. /**
  29949. * Defines if Babylon should emit a warning if WebAudio is not supported.
  29950. * @ignoreNaming
  29951. */
  29952. WarnedWebAudioUnsupported: boolean;
  29953. /**
  29954. * Defines if the audio engine relies on a custom unlocked button.
  29955. * In this case, the embedded button will not be displayed.
  29956. */
  29957. useCustomUnlockedButton: boolean;
  29958. /**
  29959. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  29960. */
  29961. readonly unlocked: boolean;
  29962. /**
  29963. * Event raised when audio has been unlocked on the browser.
  29964. */
  29965. onAudioUnlockedObservable: Observable<AudioEngine>;
  29966. /**
  29967. * Event raised when audio has been locked on the browser.
  29968. */
  29969. onAudioLockedObservable: Observable<AudioEngine>;
  29970. /**
  29971. * Flags the audio engine in Locked state.
  29972. * This happens due to new browser policies preventing audio to autoplay.
  29973. */
  29974. lock(): void;
  29975. /**
  29976. * Unlocks the audio engine once a user action has been done on the dom.
  29977. * This is helpful to resume play once browser policies have been satisfied.
  29978. */
  29979. unlock(): void;
  29980. }
  29981. /**
  29982. * This represents the default audio engine used in babylon.
  29983. * It is responsible to play, synchronize and analyse sounds throughout the application.
  29984. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29985. */
  29986. export class AudioEngine implements IAudioEngine {
  29987. private _audioContext;
  29988. private _audioContextInitialized;
  29989. private _muteButton;
  29990. private _hostElement;
  29991. /**
  29992. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  29993. */
  29994. canUseWebAudio: boolean;
  29995. /**
  29996. * The master gain node defines the global audio volume of your audio engine.
  29997. */
  29998. masterGain: GainNode;
  29999. /**
  30000. * Defines if Babylon should emit a warning if WebAudio is not supported.
  30001. * @ignoreNaming
  30002. */
  30003. WarnedWebAudioUnsupported: boolean;
  30004. /**
  30005. * Gets whether or not mp3 are supported by your browser.
  30006. */
  30007. isMP3supported: boolean;
  30008. /**
  30009. * Gets whether or not ogg are supported by your browser.
  30010. */
  30011. isOGGsupported: boolean;
  30012. /**
  30013. * Gets whether audio has been unlocked on the device.
  30014. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  30015. * a user interaction has happened.
  30016. */
  30017. unlocked: boolean;
  30018. /**
  30019. * Defines if the audio engine relies on a custom unlocked button.
  30020. * In this case, the embedded button will not be displayed.
  30021. */
  30022. useCustomUnlockedButton: boolean;
  30023. /**
  30024. * Event raised when audio has been unlocked on the browser.
  30025. */
  30026. onAudioUnlockedObservable: Observable<AudioEngine>;
  30027. /**
  30028. * Event raised when audio has been locked on the browser.
  30029. */
  30030. onAudioLockedObservable: Observable<AudioEngine>;
  30031. /**
  30032. * Gets the current AudioContext if available.
  30033. */
  30034. readonly audioContext: Nullable<AudioContext>;
  30035. private _connectedAnalyser;
  30036. /**
  30037. * Instantiates a new audio engine.
  30038. *
  30039. * There should be only one per page as some browsers restrict the number
  30040. * of audio contexts you can create.
  30041. * @param hostElement defines the host element where to display the mute icon if necessary
  30042. */
  30043. constructor(hostElement?: Nullable<HTMLElement>);
  30044. /**
  30045. * Flags the audio engine in Locked state.
  30046. * This happens due to new browser policies preventing audio to autoplay.
  30047. */
  30048. lock(): void;
  30049. /**
  30050. * Unlocks the audio engine once a user action has been done on the dom.
  30051. * This is helpful to resume play once browser policies have been satisfied.
  30052. */
  30053. unlock(): void;
  30054. private _resumeAudioContext;
  30055. private _initializeAudioContext;
  30056. private _tryToRun;
  30057. private _triggerRunningState;
  30058. private _triggerSuspendedState;
  30059. private _displayMuteButton;
  30060. private _moveButtonToTopLeft;
  30061. private _onResize;
  30062. private _hideMuteButton;
  30063. /**
  30064. * Destroy and release the resources associated with the audio ccontext.
  30065. */
  30066. dispose(): void;
  30067. /**
  30068. * Gets the global volume sets on the master gain.
  30069. * @returns the global volume if set or -1 otherwise
  30070. */
  30071. getGlobalVolume(): number;
  30072. /**
  30073. * Sets the global volume of your experience (sets on the master gain).
  30074. * @param newVolume Defines the new global volume of the application
  30075. */
  30076. setGlobalVolume(newVolume: number): void;
  30077. /**
  30078. * Connect the audio engine to an audio analyser allowing some amazing
  30079. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  30080. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  30081. * @param analyser The analyser to connect to the engine
  30082. */
  30083. connectToAnalyser(analyser: Analyser): void;
  30084. }
  30085. }
  30086. declare module "babylonjs/Loading/loadingScreen" {
  30087. /**
  30088. * Interface used to present a loading screen while loading a scene
  30089. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  30090. */
  30091. export interface ILoadingScreen {
  30092. /**
  30093. * Function called to display the loading screen
  30094. */
  30095. displayLoadingUI: () => void;
  30096. /**
  30097. * Function called to hide the loading screen
  30098. */
  30099. hideLoadingUI: () => void;
  30100. /**
  30101. * Gets or sets the color to use for the background
  30102. */
  30103. loadingUIBackgroundColor: string;
  30104. /**
  30105. * Gets or sets the text to display while loading
  30106. */
  30107. loadingUIText: string;
  30108. }
  30109. /**
  30110. * Class used for the default loading screen
  30111. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  30112. */
  30113. export class DefaultLoadingScreen implements ILoadingScreen {
  30114. private _renderingCanvas;
  30115. private _loadingText;
  30116. private _loadingDivBackgroundColor;
  30117. private _loadingDiv;
  30118. private _loadingTextDiv;
  30119. /** Gets or sets the logo url to use for the default loading screen */
  30120. static DefaultLogoUrl: string;
  30121. /** Gets or sets the spinner url to use for the default loading screen */
  30122. static DefaultSpinnerUrl: string;
  30123. /**
  30124. * Creates a new default loading screen
  30125. * @param _renderingCanvas defines the canvas used to render the scene
  30126. * @param _loadingText defines the default text to display
  30127. * @param _loadingDivBackgroundColor defines the default background color
  30128. */
  30129. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  30130. /**
  30131. * Function called to display the loading screen
  30132. */
  30133. displayLoadingUI(): void;
  30134. /**
  30135. * Function called to hide the loading screen
  30136. */
  30137. hideLoadingUI(): void;
  30138. /**
  30139. * Gets or sets the text to display while loading
  30140. */
  30141. loadingUIText: string;
  30142. /**
  30143. * Gets or sets the color to use for the background
  30144. */
  30145. loadingUIBackgroundColor: string;
  30146. private _resizeLoadingUI;
  30147. }
  30148. }
  30149. declare module "babylonjs/Engines/WebGL/webGLPipelineContext" {
  30150. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  30151. import { Engine } from "babylonjs/Engines/engine";
  30152. import { Nullable } from "babylonjs/types";
  30153. /** @hidden */
  30154. export class WebGLPipelineContext implements IPipelineContext {
  30155. engine: Engine;
  30156. program: Nullable<WebGLProgram>;
  30157. context?: WebGLRenderingContext;
  30158. vertexShader?: WebGLShader;
  30159. fragmentShader?: WebGLShader;
  30160. isParallelCompiled: boolean;
  30161. onCompiled?: () => void;
  30162. transformFeedback?: WebGLTransformFeedback | null;
  30163. readonly isAsync: boolean;
  30164. readonly isReady: boolean;
  30165. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  30166. }
  30167. }
  30168. declare module "babylonjs/Meshes/WebGL/webGLDataBuffer" {
  30169. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  30170. /** @hidden */
  30171. export class WebGLDataBuffer extends DataBuffer {
  30172. private _buffer;
  30173. constructor(resource: WebGLBuffer);
  30174. readonly underlyingResource: any;
  30175. }
  30176. }
  30177. declare module "babylonjs/Engines/WebGL/webGL2ShaderProcessors" {
  30178. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  30179. /** @hidden */
  30180. export class WebGL2ShaderProcessor implements IShaderProcessor {
  30181. attributeProcessor(attribute: string): string;
  30182. varyingProcessor(varying: string, isFragment: boolean): string;
  30183. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  30184. }
  30185. }
  30186. declare module "babylonjs/Misc/perfCounter" {
  30187. /**
  30188. * This class is used to track a performance counter which is number based.
  30189. * The user has access to many properties which give statistics of different nature.
  30190. *
  30191. * The implementer can track two kinds of Performance Counter: time and count.
  30192. * For time you can optionally call fetchNewFrame() to notify the start of a new frame to monitor, then call beginMonitoring() to start and endMonitoring() to record the lapsed time. endMonitoring takes a newFrame parameter for you to specify if the monitored time should be set for a new frame or accumulated to the current frame being monitored.
  30193. * For count you first have to call fetchNewFrame() to notify the start of a new frame to monitor, then call addCount() how many time required to increment the count value you monitor.
  30194. */
  30195. export class PerfCounter {
  30196. /**
  30197. * Gets or sets a global boolean to turn on and off all the counters
  30198. */
  30199. static Enabled: boolean;
  30200. /**
  30201. * Returns the smallest value ever
  30202. */
  30203. readonly min: number;
  30204. /**
  30205. * Returns the biggest value ever
  30206. */
  30207. readonly max: number;
  30208. /**
  30209. * Returns the average value since the performance counter is running
  30210. */
  30211. readonly average: number;
  30212. /**
  30213. * Returns the average value of the last second the counter was monitored
  30214. */
  30215. readonly lastSecAverage: number;
  30216. /**
  30217. * Returns the current value
  30218. */
  30219. readonly current: number;
  30220. /**
  30221. * Gets the accumulated total
  30222. */
  30223. readonly total: number;
  30224. /**
  30225. * Gets the total value count
  30226. */
  30227. readonly count: number;
  30228. /**
  30229. * Creates a new counter
  30230. */
  30231. constructor();
  30232. /**
  30233. * Call this method to start monitoring a new frame.
  30234. * This scenario is typically used when you accumulate monitoring time many times for a single frame, you call this method at the start of the frame, then beginMonitoring to start recording and endMonitoring(false) to accumulated the recorded time to the PerfCounter or addCount() to accumulate a monitored count.
  30235. */
  30236. fetchNewFrame(): void;
  30237. /**
  30238. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  30239. * @param newCount the count value to add to the monitored count
  30240. * @param fetchResult true when it's the last time in the frame you add to the counter and you wish to update the statistics properties (min/max/average), false if you only want to update statistics.
  30241. */
  30242. addCount(newCount: number, fetchResult: boolean): void;
  30243. /**
  30244. * Start monitoring this performance counter
  30245. */
  30246. beginMonitoring(): void;
  30247. /**
  30248. * Compute the time lapsed since the previous beginMonitoring() call.
  30249. * @param newFrame true by default to fetch the result and monitor a new frame, if false the time monitored will be added to the current frame counter
  30250. */
  30251. endMonitoring(newFrame?: boolean): void;
  30252. private _fetchResult;
  30253. private _startMonitoringTime;
  30254. private _min;
  30255. private _max;
  30256. private _average;
  30257. private _current;
  30258. private _totalValueCount;
  30259. private _totalAccumulated;
  30260. private _lastSecAverage;
  30261. private _lastSecAccumulated;
  30262. private _lastSecTime;
  30263. private _lastSecValueCount;
  30264. }
  30265. }
  30266. declare module "babylonjs/Misc/customAnimationFrameRequester" {
  30267. /**
  30268. * Interface for any object that can request an animation frame
  30269. */
  30270. export interface ICustomAnimationFrameRequester {
  30271. /**
  30272. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  30273. */
  30274. renderFunction?: Function;
  30275. /**
  30276. * Called to request the next frame to render to
  30277. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  30278. */
  30279. requestAnimationFrame: Function;
  30280. /**
  30281. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  30282. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  30283. */
  30284. requestID?: number;
  30285. }
  30286. }
  30287. declare module "babylonjs/Materials/Textures/videoTexture" {
  30288. import { Observable } from "babylonjs/Misc/observable";
  30289. import { Nullable } from "babylonjs/types";
  30290. import { Scene } from "babylonjs/scene";
  30291. import { Texture } from "babylonjs/Materials/Textures/texture";
  30292. /**
  30293. * Settings for finer control over video usage
  30294. */
  30295. export interface VideoTextureSettings {
  30296. /**
  30297. * Applies `autoplay` to video, if specified
  30298. */
  30299. autoPlay?: boolean;
  30300. /**
  30301. * Applies `loop` to video, if specified
  30302. */
  30303. loop?: boolean;
  30304. /**
  30305. * Automatically updates internal texture from video at every frame in the render loop
  30306. */
  30307. autoUpdateTexture: boolean;
  30308. /**
  30309. * Image src displayed during the video loading or until the user interacts with the video.
  30310. */
  30311. poster?: string;
  30312. }
  30313. /**
  30314. * If you want to display a video in your scene, this is the special texture for that.
  30315. * This special texture works similar to other textures, with the exception of a few parameters.
  30316. * @see https://doc.babylonjs.com/how_to/video_texture
  30317. */
  30318. export class VideoTexture extends Texture {
  30319. /**
  30320. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  30321. */
  30322. readonly autoUpdateTexture: boolean;
  30323. /**
  30324. * The video instance used by the texture internally
  30325. */
  30326. readonly video: HTMLVideoElement;
  30327. private _onUserActionRequestedObservable;
  30328. /**
  30329. * Event triggerd when a dom action is required by the user to play the video.
  30330. * This happens due to recent changes in browser policies preventing video to auto start.
  30331. */
  30332. readonly onUserActionRequestedObservable: Observable<Texture>;
  30333. private _generateMipMaps;
  30334. private _engine;
  30335. private _stillImageCaptured;
  30336. private _displayingPosterTexture;
  30337. private _settings;
  30338. private _createInternalTextureOnEvent;
  30339. private _frameId;
  30340. /**
  30341. * Creates a video texture.
  30342. * If you want to display a video in your scene, this is the special texture for that.
  30343. * This special texture works similar to other textures, with the exception of a few parameters.
  30344. * @see https://doc.babylonjs.com/how_to/video_texture
  30345. * @param name optional name, will detect from video source, if not defined
  30346. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  30347. * @param scene is obviously the current scene.
  30348. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  30349. * @param invertY is false by default but can be used to invert video on Y axis
  30350. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  30351. * @param settings allows finer control over video usage
  30352. */
  30353. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  30354. private _getName;
  30355. private _getVideo;
  30356. private _createInternalTexture;
  30357. private reset;
  30358. /**
  30359. * @hidden Internal method to initiate `update`.
  30360. */
  30361. _rebuild(): void;
  30362. /**
  30363. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  30364. */
  30365. update(): void;
  30366. /**
  30367. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  30368. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  30369. */
  30370. updateTexture(isVisible: boolean): void;
  30371. protected _updateInternalTexture: () => void;
  30372. /**
  30373. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  30374. * @param url New url.
  30375. */
  30376. updateURL(url: string): void;
  30377. /**
  30378. * Dispose the texture and release its associated resources.
  30379. */
  30380. dispose(): void;
  30381. /**
  30382. * Creates a video texture straight from a stream.
  30383. * @param scene Define the scene the texture should be created in
  30384. * @param stream Define the stream the texture should be created from
  30385. * @returns The created video texture as a promise
  30386. */
  30387. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  30388. /**
  30389. * Creates a video texture straight from your WebCam video feed.
  30390. * @param scene Define the scene the texture should be created in
  30391. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  30392. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  30393. * @returns The created video texture as a promise
  30394. */
  30395. static CreateFromWebCamAsync(scene: Scene, constraints: {
  30396. minWidth: number;
  30397. maxWidth: number;
  30398. minHeight: number;
  30399. maxHeight: number;
  30400. deviceId: string;
  30401. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  30402. /**
  30403. * Creates a video texture straight from your WebCam video feed.
  30404. * @param scene Define the scene the texture should be created in
  30405. * @param onReady Define a callback to triggered once the texture will be ready
  30406. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  30407. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  30408. */
  30409. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  30410. minWidth: number;
  30411. maxWidth: number;
  30412. minHeight: number;
  30413. maxHeight: number;
  30414. deviceId: string;
  30415. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  30416. }
  30417. }
  30418. declare module "babylonjs/Engines/engine" {
  30419. import { Observable } from "babylonjs/Misc/observable";
  30420. import { PerformanceMonitor } from "babylonjs/Misc/performanceMonitor";
  30421. import { Nullable, FloatArray, DataArray, IndicesArray } from "babylonjs/types";
  30422. import { Scene } from "babylonjs/scene";
  30423. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  30424. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  30425. import { Effect, EffectCreationOptions, EffectFallbacks } from "babylonjs/Materials/effect";
  30426. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  30427. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  30428. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  30429. import { IAudioEngine } from "babylonjs/Audio/audioEngine";
  30430. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  30431. import { ILoadingScreen } from "babylonjs/Loading/loadingScreen";
  30432. import { _DepthCullingState, _StencilState, _AlphaState } from "babylonjs/States/index";
  30433. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  30434. import { WebRequest } from "babylonjs/Misc/webRequest";
  30435. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  30436. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  30437. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  30438. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  30439. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  30440. import { ICustomAnimationFrameRequester } from "babylonjs/Misc/customAnimationFrameRequester";
  30441. import { IViewportLike, IColor4Like } from "babylonjs/Maths/math.like";
  30442. import { Material } from "babylonjs/Materials/material";
  30443. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  30444. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  30445. /**
  30446. * Defines the interface used by objects containing a viewport (like a camera)
  30447. */
  30448. interface IViewportOwnerLike {
  30449. /**
  30450. * Gets or sets the viewport
  30451. */
  30452. viewport: IViewportLike;
  30453. }
  30454. /**
  30455. * Interface for attribute information associated with buffer instanciation
  30456. */
  30457. export class InstancingAttributeInfo {
  30458. /**
  30459. * Index/offset of the attribute in the vertex shader
  30460. */
  30461. index: number;
  30462. /**
  30463. * size of the attribute, 1, 2, 3 or 4
  30464. */
  30465. attributeSize: number;
  30466. /**
  30467. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  30468. * default is FLOAT
  30469. */
  30470. attribyteType: number;
  30471. /**
  30472. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  30473. */
  30474. normalized: boolean;
  30475. /**
  30476. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  30477. */
  30478. offset: number;
  30479. /**
  30480. * Name of the GLSL attribute, for debugging purpose only
  30481. */
  30482. attributeName: string;
  30483. }
  30484. /**
  30485. * Define options used to create a depth texture
  30486. */
  30487. export class DepthTextureCreationOptions {
  30488. /** Specifies whether or not a stencil should be allocated in the texture */
  30489. generateStencil?: boolean;
  30490. /** Specifies whether or not bilinear filtering is enable on the texture */
  30491. bilinearFiltering?: boolean;
  30492. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  30493. comparisonFunction?: number;
  30494. /** Specifies if the created texture is a cube texture */
  30495. isCube?: boolean;
  30496. }
  30497. /**
  30498. * Class used to describe the capabilities of the engine relatively to the current browser
  30499. */
  30500. export class EngineCapabilities {
  30501. /** Maximum textures units per fragment shader */
  30502. maxTexturesImageUnits: number;
  30503. /** Maximum texture units per vertex shader */
  30504. maxVertexTextureImageUnits: number;
  30505. /** Maximum textures units in the entire pipeline */
  30506. maxCombinedTexturesImageUnits: number;
  30507. /** Maximum texture size */
  30508. maxTextureSize: number;
  30509. /** Maximum cube texture size */
  30510. maxCubemapTextureSize: number;
  30511. /** Maximum render texture size */
  30512. maxRenderTextureSize: number;
  30513. /** Maximum number of vertex attributes */
  30514. maxVertexAttribs: number;
  30515. /** Maximum number of varyings */
  30516. maxVaryingVectors: number;
  30517. /** Maximum number of uniforms per vertex shader */
  30518. maxVertexUniformVectors: number;
  30519. /** Maximum number of uniforms per fragment shader */
  30520. maxFragmentUniformVectors: number;
  30521. /** Defines if standard derivates (dx/dy) are supported */
  30522. standardDerivatives: boolean;
  30523. /** Defines if s3tc texture compression is supported */
  30524. s3tc: Nullable<WEBGL_compressed_texture_s3tc>;
  30525. /** Defines if pvrtc texture compression is supported */
  30526. pvrtc: any;
  30527. /** Defines if etc1 texture compression is supported */
  30528. etc1: any;
  30529. /** Defines if etc2 texture compression is supported */
  30530. etc2: any;
  30531. /** Defines if astc texture compression is supported */
  30532. astc: any;
  30533. /** Defines if float textures are supported */
  30534. textureFloat: boolean;
  30535. /** Defines if vertex array objects are supported */
  30536. vertexArrayObject: boolean;
  30537. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  30538. textureAnisotropicFilterExtension: Nullable<EXT_texture_filter_anisotropic>;
  30539. /** Gets the maximum level of anisotropy supported */
  30540. maxAnisotropy: number;
  30541. /** Defines if instancing is supported */
  30542. instancedArrays: boolean;
  30543. /** Defines if 32 bits indices are supported */
  30544. uintIndices: boolean;
  30545. /** Defines if high precision shaders are supported */
  30546. highPrecisionShaderSupported: boolean;
  30547. /** Defines if depth reading in the fragment shader is supported */
  30548. fragmentDepthSupported: boolean;
  30549. /** Defines if float texture linear filtering is supported*/
  30550. textureFloatLinearFiltering: boolean;
  30551. /** Defines if rendering to float textures is supported */
  30552. textureFloatRender: boolean;
  30553. /** Defines if half float textures are supported*/
  30554. textureHalfFloat: boolean;
  30555. /** Defines if half float texture linear filtering is supported*/
  30556. textureHalfFloatLinearFiltering: boolean;
  30557. /** Defines if rendering to half float textures is supported */
  30558. textureHalfFloatRender: boolean;
  30559. /** Defines if textureLOD shader command is supported */
  30560. textureLOD: boolean;
  30561. /** Defines if draw buffers extension is supported */
  30562. drawBuffersExtension: boolean;
  30563. /** Defines if depth textures are supported */
  30564. depthTextureExtension: boolean;
  30565. /** Defines if float color buffer are supported */
  30566. colorBufferFloat: boolean;
  30567. /** Gets disjoint timer query extension (null if not supported) */
  30568. timerQuery: EXT_disjoint_timer_query;
  30569. /** Defines if timestamp can be used with timer query */
  30570. canUseTimestampForTimerQuery: boolean;
  30571. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  30572. multiview: any;
  30573. /** Function used to let the system compiles shaders in background */
  30574. parallelShaderCompile: {
  30575. COMPLETION_STATUS_KHR: number;
  30576. };
  30577. /** Max number of texture samples for MSAA */
  30578. maxMSAASamples: number;
  30579. }
  30580. /** Interface defining initialization parameters for Engine class */
  30581. export interface EngineOptions extends WebGLContextAttributes {
  30582. /**
  30583. * Defines if the engine should no exceed a specified device ratio
  30584. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  30585. */
  30586. limitDeviceRatio?: number;
  30587. /**
  30588. * Defines if webvr should be enabled automatically
  30589. * @see http://doc.babylonjs.com/how_to/webvr_camera
  30590. */
  30591. autoEnableWebVR?: boolean;
  30592. /**
  30593. * Defines if webgl2 should be turned off even if supported
  30594. * @see http://doc.babylonjs.com/features/webgl2
  30595. */
  30596. disableWebGL2Support?: boolean;
  30597. /**
  30598. * Defines if webaudio should be initialized as well
  30599. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  30600. */
  30601. audioEngine?: boolean;
  30602. /**
  30603. * Defines if animations should run using a deterministic lock step
  30604. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30605. */
  30606. deterministicLockstep?: boolean;
  30607. /** Defines the maximum steps to use with deterministic lock step mode */
  30608. lockstepMaxSteps?: number;
  30609. /**
  30610. * Defines that engine should ignore context lost events
  30611. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  30612. */
  30613. doNotHandleContextLost?: boolean;
  30614. /**
  30615. * Defines that engine should ignore modifying touch action attribute and style
  30616. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  30617. */
  30618. doNotHandleTouchAction?: boolean;
  30619. /**
  30620. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  30621. */
  30622. useHighPrecisionFloats?: boolean;
  30623. }
  30624. /**
  30625. * Defines the interface used by display changed events
  30626. */
  30627. export interface IDisplayChangedEventArgs {
  30628. /** Gets the vrDisplay object (if any) */
  30629. vrDisplay: Nullable<any>;
  30630. /** Gets a boolean indicating if webVR is supported */
  30631. vrSupported: boolean;
  30632. }
  30633. /**
  30634. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  30635. */
  30636. export class Engine {
  30637. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  30638. static ExceptionList: ({
  30639. key: string;
  30640. capture: string;
  30641. captureConstraint: number;
  30642. targets: string[];
  30643. } | {
  30644. key: string;
  30645. capture: null;
  30646. captureConstraint: null;
  30647. targets: string[];
  30648. })[];
  30649. /** Gets the list of created engines */
  30650. static readonly Instances: Engine[];
  30651. /**
  30652. * Gets the latest created engine
  30653. */
  30654. static readonly LastCreatedEngine: Nullable<Engine>;
  30655. /**
  30656. * Gets the latest created scene
  30657. */
  30658. static readonly LastCreatedScene: Nullable<Scene>;
  30659. /**
  30660. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  30661. * @param flag defines which part of the materials must be marked as dirty
  30662. * @param predicate defines a predicate used to filter which materials should be affected
  30663. */
  30664. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  30665. /** @hidden */
  30666. static _TextureLoaders: IInternalTextureLoader[];
  30667. /** Defines that alpha blending is disabled */
  30668. static readonly ALPHA_DISABLE: number;
  30669. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  30670. static readonly ALPHA_ADD: number;
  30671. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  30672. static readonly ALPHA_COMBINE: number;
  30673. /** Defines that alpha blending to DEST - SRC * DEST */
  30674. static readonly ALPHA_SUBTRACT: number;
  30675. /** Defines that alpha blending to SRC * DEST */
  30676. static readonly ALPHA_MULTIPLY: number;
  30677. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  30678. static readonly ALPHA_MAXIMIZED: number;
  30679. /** Defines that alpha blending to SRC + DEST */
  30680. static readonly ALPHA_ONEONE: number;
  30681. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  30682. static readonly ALPHA_PREMULTIPLIED: number;
  30683. /**
  30684. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  30685. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  30686. */
  30687. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  30688. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  30689. static readonly ALPHA_INTERPOLATE: number;
  30690. /**
  30691. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  30692. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  30693. */
  30694. static readonly ALPHA_SCREENMODE: number;
  30695. /** Defines that the ressource is not delayed*/
  30696. static readonly DELAYLOADSTATE_NONE: number;
  30697. /** Defines that the ressource was successfully delay loaded */
  30698. static readonly DELAYLOADSTATE_LOADED: number;
  30699. /** Defines that the ressource is currently delay loading */
  30700. static readonly DELAYLOADSTATE_LOADING: number;
  30701. /** Defines that the ressource is delayed and has not started loading */
  30702. static readonly DELAYLOADSTATE_NOTLOADED: number;
  30703. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  30704. static readonly NEVER: number;
  30705. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  30706. static readonly ALWAYS: number;
  30707. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  30708. static readonly LESS: number;
  30709. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  30710. static readonly EQUAL: number;
  30711. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value */
  30712. static readonly LEQUAL: number;
  30713. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  30714. static readonly GREATER: number;
  30715. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value */
  30716. static readonly GEQUAL: number;
  30717. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value */
  30718. static readonly NOTEQUAL: number;
  30719. /** Passed to stencilOperation to specify that stencil value must be kept */
  30720. static readonly KEEP: number;
  30721. /** Passed to stencilOperation to specify that stencil value must be replaced */
  30722. static readonly REPLACE: number;
  30723. /** Passed to stencilOperation to specify that stencil value must be incremented */
  30724. static readonly INCR: number;
  30725. /** Passed to stencilOperation to specify that stencil value must be decremented */
  30726. static readonly DECR: number;
  30727. /** Passed to stencilOperation to specify that stencil value must be inverted */
  30728. static readonly INVERT: number;
  30729. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  30730. static readonly INCR_WRAP: number;
  30731. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  30732. static readonly DECR_WRAP: number;
  30733. /** Texture is not repeating outside of 0..1 UVs */
  30734. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  30735. /** Texture is repeating outside of 0..1 UVs */
  30736. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  30737. /** Texture is repeating and mirrored */
  30738. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  30739. /** ALPHA */
  30740. static readonly TEXTUREFORMAT_ALPHA: number;
  30741. /** LUMINANCE */
  30742. static readonly TEXTUREFORMAT_LUMINANCE: number;
  30743. /** LUMINANCE_ALPHA */
  30744. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  30745. /** RGB */
  30746. static readonly TEXTUREFORMAT_RGB: number;
  30747. /** RGBA */
  30748. static readonly TEXTUREFORMAT_RGBA: number;
  30749. /** RED */
  30750. static readonly TEXTUREFORMAT_RED: number;
  30751. /** RED (2nd reference) */
  30752. static readonly TEXTUREFORMAT_R: number;
  30753. /** RG */
  30754. static readonly TEXTUREFORMAT_RG: number;
  30755. /** RED_INTEGER */
  30756. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  30757. /** RED_INTEGER (2nd reference) */
  30758. static readonly TEXTUREFORMAT_R_INTEGER: number;
  30759. /** RG_INTEGER */
  30760. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  30761. /** RGB_INTEGER */
  30762. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  30763. /** RGBA_INTEGER */
  30764. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  30765. /** UNSIGNED_BYTE */
  30766. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  30767. /** UNSIGNED_BYTE (2nd reference) */
  30768. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  30769. /** FLOAT */
  30770. static readonly TEXTURETYPE_FLOAT: number;
  30771. /** HALF_FLOAT */
  30772. static readonly TEXTURETYPE_HALF_FLOAT: number;
  30773. /** BYTE */
  30774. static readonly TEXTURETYPE_BYTE: number;
  30775. /** SHORT */
  30776. static readonly TEXTURETYPE_SHORT: number;
  30777. /** UNSIGNED_SHORT */
  30778. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  30779. /** INT */
  30780. static readonly TEXTURETYPE_INT: number;
  30781. /** UNSIGNED_INT */
  30782. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  30783. /** UNSIGNED_SHORT_4_4_4_4 */
  30784. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  30785. /** UNSIGNED_SHORT_5_5_5_1 */
  30786. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  30787. /** UNSIGNED_SHORT_5_6_5 */
  30788. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  30789. /** UNSIGNED_INT_2_10_10_10_REV */
  30790. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  30791. /** UNSIGNED_INT_24_8 */
  30792. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  30793. /** UNSIGNED_INT_10F_11F_11F_REV */
  30794. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  30795. /** UNSIGNED_INT_5_9_9_9_REV */
  30796. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  30797. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  30798. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  30799. /** nearest is mag = nearest and min = nearest and mip = linear */
  30800. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  30801. /** Bilinear is mag = linear and min = linear and mip = nearest */
  30802. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  30803. /** Trilinear is mag = linear and min = linear and mip = linear */
  30804. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  30805. /** nearest is mag = nearest and min = nearest and mip = linear */
  30806. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  30807. /** Bilinear is mag = linear and min = linear and mip = nearest */
  30808. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  30809. /** Trilinear is mag = linear and min = linear and mip = linear */
  30810. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  30811. /** mag = nearest and min = nearest and mip = nearest */
  30812. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  30813. /** mag = nearest and min = linear and mip = nearest */
  30814. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  30815. /** mag = nearest and min = linear and mip = linear */
  30816. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  30817. /** mag = nearest and min = linear and mip = none */
  30818. static readonly TEXTURE_NEAREST_LINEAR: number;
  30819. /** mag = nearest and min = nearest and mip = none */
  30820. static readonly TEXTURE_NEAREST_NEAREST: number;
  30821. /** mag = linear and min = nearest and mip = nearest */
  30822. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  30823. /** mag = linear and min = nearest and mip = linear */
  30824. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  30825. /** mag = linear and min = linear and mip = none */
  30826. static readonly TEXTURE_LINEAR_LINEAR: number;
  30827. /** mag = linear and min = nearest and mip = none */
  30828. static readonly TEXTURE_LINEAR_NEAREST: number;
  30829. /** Explicit coordinates mode */
  30830. static readonly TEXTURE_EXPLICIT_MODE: number;
  30831. /** Spherical coordinates mode */
  30832. static readonly TEXTURE_SPHERICAL_MODE: number;
  30833. /** Planar coordinates mode */
  30834. static readonly TEXTURE_PLANAR_MODE: number;
  30835. /** Cubic coordinates mode */
  30836. static readonly TEXTURE_CUBIC_MODE: number;
  30837. /** Projection coordinates mode */
  30838. static readonly TEXTURE_PROJECTION_MODE: number;
  30839. /** Skybox coordinates mode */
  30840. static readonly TEXTURE_SKYBOX_MODE: number;
  30841. /** Inverse Cubic coordinates mode */
  30842. static readonly TEXTURE_INVCUBIC_MODE: number;
  30843. /** Equirectangular coordinates mode */
  30844. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  30845. /** Equirectangular Fixed coordinates mode */
  30846. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  30847. /** Equirectangular Fixed Mirrored coordinates mode */
  30848. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  30849. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  30850. static readonly SCALEMODE_FLOOR: number;
  30851. /** Defines that texture rescaling will look for the nearest power of 2 size */
  30852. static readonly SCALEMODE_NEAREST: number;
  30853. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  30854. static readonly SCALEMODE_CEILING: number;
  30855. /**
  30856. * Returns the current npm package of the sdk
  30857. */
  30858. static readonly NpmPackage: string;
  30859. /**
  30860. * Returns the current version of the framework
  30861. */
  30862. static readonly Version: string;
  30863. /**
  30864. * Returns a string describing the current engine
  30865. */
  30866. readonly description: string;
  30867. /**
  30868. * Gets or sets the epsilon value used by collision engine
  30869. */
  30870. static CollisionsEpsilon: number;
  30871. /**
  30872. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  30873. */
  30874. static ShadersRepository: string;
  30875. /**
  30876. * Method called to create the default loading screen.
  30877. * This can be overriden in your own app.
  30878. * @param canvas The rendering canvas element
  30879. * @returns The loading screen
  30880. */
  30881. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  30882. /**
  30883. * Method called to create the default rescale post process on each engine.
  30884. */
  30885. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  30886. /** @hidden */
  30887. _shaderProcessor: IShaderProcessor;
  30888. /**
  30889. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  30890. */
  30891. forcePOTTextures: boolean;
  30892. /**
  30893. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  30894. */
  30895. isFullscreen: boolean;
  30896. /**
  30897. * Gets a boolean indicating if the pointer is currently locked
  30898. */
  30899. isPointerLock: boolean;
  30900. /**
  30901. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  30902. */
  30903. cullBackFaces: boolean;
  30904. /**
  30905. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  30906. */
  30907. renderEvenInBackground: boolean;
  30908. /**
  30909. * Gets or sets a boolean indicating that cache can be kept between frames
  30910. */
  30911. preventCacheWipeBetweenFrames: boolean;
  30912. /**
  30913. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  30914. **/
  30915. enableOfflineSupport: boolean;
  30916. /**
  30917. * Gets or sets a boolean to enable/disable checking manifest if IndexedDB support is enabled (js will always consider the database is up to date)
  30918. **/
  30919. disableManifestCheck: boolean;
  30920. /**
  30921. * Gets the list of created scenes
  30922. */
  30923. scenes: Scene[];
  30924. /**
  30925. * Event raised when a new scene is created
  30926. */
  30927. onNewSceneAddedObservable: Observable<Scene>;
  30928. /**
  30929. * Gets the list of created postprocesses
  30930. */
  30931. postProcesses: import("babylonjs/PostProcesses/postProcess").PostProcess[];
  30932. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  30933. validateShaderPrograms: boolean;
  30934. /**
  30935. * Observable event triggered each time the rendering canvas is resized
  30936. */
  30937. onResizeObservable: Observable<Engine>;
  30938. /**
  30939. * Observable event triggered each time the canvas loses focus
  30940. */
  30941. onCanvasBlurObservable: Observable<Engine>;
  30942. /**
  30943. * Observable event triggered each time the canvas gains focus
  30944. */
  30945. onCanvasFocusObservable: Observable<Engine>;
  30946. /**
  30947. * Observable event triggered each time the canvas receives pointerout event
  30948. */
  30949. onCanvasPointerOutObservable: Observable<PointerEvent>;
  30950. /**
  30951. * Observable event triggered before each texture is initialized
  30952. */
  30953. onBeforeTextureInitObservable: Observable<import("babylonjs/Materials/Textures/texture").Texture>;
  30954. /**
  30955. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  30956. */
  30957. disableUniformBuffers: boolean;
  30958. /** @hidden */
  30959. _uniformBuffers: UniformBuffer[];
  30960. /**
  30961. * Gets a boolean indicating that the engine supports uniform buffers
  30962. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  30963. */
  30964. readonly supportsUniformBuffers: boolean;
  30965. /**
  30966. * Observable raised when the engine begins a new frame
  30967. */
  30968. onBeginFrameObservable: Observable<Engine>;
  30969. /**
  30970. * If set, will be used to request the next animation frame for the render loop
  30971. */
  30972. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  30973. /**
  30974. * Observable raised when the engine ends the current frame
  30975. */
  30976. onEndFrameObservable: Observable<Engine>;
  30977. /**
  30978. * Observable raised when the engine is about to compile a shader
  30979. */
  30980. onBeforeShaderCompilationObservable: Observable<Engine>;
  30981. /**
  30982. * Observable raised when the engine has jsut compiled a shader
  30983. */
  30984. onAfterShaderCompilationObservable: Observable<Engine>;
  30985. /** @hidden */
  30986. _gl: WebGLRenderingContext;
  30987. private _renderingCanvas;
  30988. private _windowIsBackground;
  30989. protected _webGLVersion: number;
  30990. protected _highPrecisionShadersAllowed: boolean;
  30991. /** @hidden */
  30992. readonly _shouldUseHighPrecisionShader: boolean;
  30993. /**
  30994. * Gets a boolean indicating that only power of 2 textures are supported
  30995. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  30996. */
  30997. readonly needPOTTextures: boolean;
  30998. /** @hidden */
  30999. _badOS: boolean;
  31000. /** @hidden */
  31001. _badDesktopOS: boolean;
  31002. /**
  31003. * Gets the audio engine
  31004. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  31005. * @ignorenaming
  31006. */
  31007. static audioEngine: IAudioEngine;
  31008. /**
  31009. * Default AudioEngine factory responsible of creating the Audio Engine.
  31010. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  31011. */
  31012. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  31013. /**
  31014. * Default offline support factory responsible of creating a tool used to store data locally.
  31015. * By default, this will create a Database object if the workload has been embedded.
  31016. */
  31017. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  31018. private _onFocus;
  31019. private _onBlur;
  31020. private _onCanvasPointerOut;
  31021. private _onCanvasBlur;
  31022. private _onCanvasFocus;
  31023. private _onFullscreenChange;
  31024. private _onPointerLockChange;
  31025. private _hardwareScalingLevel;
  31026. /** @hidden */
  31027. _caps: EngineCapabilities;
  31028. private _pointerLockRequested;
  31029. private _isStencilEnable;
  31030. protected _colorWrite: boolean;
  31031. private _loadingScreen;
  31032. /** @hidden */
  31033. _drawCalls: PerfCounter;
  31034. private _glVersion;
  31035. private _glRenderer;
  31036. private _glVendor;
  31037. private _videoTextureSupported;
  31038. private _renderingQueueLaunched;
  31039. private _activeRenderLoops;
  31040. private _deterministicLockstep;
  31041. private _lockstepMaxSteps;
  31042. /**
  31043. * Observable signaled when a context lost event is raised
  31044. */
  31045. onContextLostObservable: Observable<Engine>;
  31046. /**
  31047. * Observable signaled when a context restored event is raised
  31048. */
  31049. onContextRestoredObservable: Observable<Engine>;
  31050. private _onContextLost;
  31051. private _onContextRestored;
  31052. private _contextWasLost;
  31053. /** @hidden */
  31054. _doNotHandleContextLost: boolean;
  31055. /**
  31056. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  31057. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  31058. */
  31059. doNotHandleContextLost: boolean;
  31060. private _performanceMonitor;
  31061. private _fps;
  31062. private _deltaTime;
  31063. /**
  31064. * Turn this value on if you want to pause FPS computation when in background
  31065. */
  31066. disablePerformanceMonitorInBackground: boolean;
  31067. /**
  31068. * Gets the performance monitor attached to this engine
  31069. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  31070. */
  31071. readonly performanceMonitor: PerformanceMonitor;
  31072. /**
  31073. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  31074. */
  31075. disableVertexArrayObjects: boolean;
  31076. /** @hidden */
  31077. protected _depthCullingState: _DepthCullingState;
  31078. /** @hidden */
  31079. protected _stencilState: _StencilState;
  31080. /** @hidden */
  31081. protected _alphaState: _AlphaState;
  31082. /** @hidden */
  31083. protected _alphaMode: number;
  31084. /** @hidden */
  31085. _internalTexturesCache: InternalTexture[];
  31086. /** @hidden */
  31087. protected _activeChannel: number;
  31088. private _currentTextureChannel;
  31089. /** @hidden */
  31090. protected _boundTexturesCache: {
  31091. [key: string]: Nullable<InternalTexture>;
  31092. };
  31093. /** @hidden */
  31094. protected _currentEffect: Nullable<Effect>;
  31095. /** @hidden */
  31096. protected _currentProgram: Nullable<WebGLProgram>;
  31097. private _compiledEffects;
  31098. private _vertexAttribArraysEnabled;
  31099. /** @hidden */
  31100. protected _cachedViewport: Nullable<IViewportLike>;
  31101. private _cachedVertexArrayObject;
  31102. /** @hidden */
  31103. protected _cachedVertexBuffers: any;
  31104. /** @hidden */
  31105. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  31106. /** @hidden */
  31107. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  31108. /** @hidden */
  31109. _currentRenderTarget: Nullable<InternalTexture>;
  31110. private _uintIndicesCurrentlySet;
  31111. private _currentBoundBuffer;
  31112. /** @hidden */
  31113. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  31114. private _currentBufferPointers;
  31115. private _currentInstanceLocations;
  31116. private _currentInstanceBuffers;
  31117. private _textureUnits;
  31118. /** @hidden */
  31119. _workingCanvas: Nullable<HTMLCanvasElement>;
  31120. /** @hidden */
  31121. _workingContext: Nullable<CanvasRenderingContext2D>;
  31122. private _rescalePostProcess;
  31123. private _dummyFramebuffer;
  31124. private _externalData;
  31125. /** @hidden */
  31126. _bindedRenderFunction: any;
  31127. private _vaoRecordInProgress;
  31128. private _mustWipeVertexAttributes;
  31129. private _emptyTexture;
  31130. private _emptyCubeTexture;
  31131. private _emptyTexture3D;
  31132. /** @hidden */
  31133. _frameHandler: number;
  31134. private _nextFreeTextureSlots;
  31135. private _maxSimultaneousTextures;
  31136. private _activeRequests;
  31137. private _texturesSupported;
  31138. /** @hidden */
  31139. _textureFormatInUse: Nullable<string>;
  31140. /**
  31141. * Gets the list of texture formats supported
  31142. */
  31143. readonly texturesSupported: Array<string>;
  31144. /**
  31145. * Gets the list of texture formats in use
  31146. */
  31147. readonly textureFormatInUse: Nullable<string>;
  31148. /**
  31149. * Gets the current viewport
  31150. */
  31151. readonly currentViewport: Nullable<IViewportLike>;
  31152. /**
  31153. * Gets the default empty texture
  31154. */
  31155. readonly emptyTexture: InternalTexture;
  31156. /**
  31157. * Gets the default empty 3D texture
  31158. */
  31159. readonly emptyTexture3D: InternalTexture;
  31160. /**
  31161. * Gets the default empty cube texture
  31162. */
  31163. readonly emptyCubeTexture: InternalTexture;
  31164. /**
  31165. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  31166. */
  31167. readonly premultipliedAlpha: boolean;
  31168. /**
  31169. * Creates a new engine
  31170. * @param canvasOrContext defines the canvas or WebGL context to use for rendering. If you provide a WebGL context, Babylon.js will not hook events on the canvas (like pointers, keyboards, etc...) so no event observables will be available. This is mostly used when Babylon.js is used as a plugin on a system which alreay used the WebGL context
  31171. * @param antialias defines enable antialiasing (default: false)
  31172. * @param options defines further options to be sent to the getContext() function
  31173. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  31174. */
  31175. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  31176. /**
  31177. * Initializes a webVR display and starts listening to display change events
  31178. * The onVRDisplayChangedObservable will be notified upon these changes
  31179. * @returns The onVRDisplayChangedObservable
  31180. */
  31181. initWebVR(): Observable<IDisplayChangedEventArgs>;
  31182. /** @hidden */
  31183. _prepareVRComponent(): void;
  31184. /** @hidden */
  31185. _connectVREvents(canvas: HTMLCanvasElement, document: any): void;
  31186. /** @hidden */
  31187. _submitVRFrame(): void;
  31188. /**
  31189. * Call this function to leave webVR mode
  31190. * Will do nothing if webVR is not supported or if there is no webVR device
  31191. * @see http://doc.babylonjs.com/how_to/webvr_camera
  31192. */
  31193. disableVR(): void;
  31194. /**
  31195. * Gets a boolean indicating that the system is in VR mode and is presenting
  31196. * @returns true if VR mode is engaged
  31197. */
  31198. isVRPresenting(): boolean;
  31199. /** @hidden */
  31200. _requestVRFrame(): void;
  31201. private _disableTouchAction;
  31202. private _rebuildInternalTextures;
  31203. private _rebuildEffects;
  31204. /**
  31205. * Gets a boolean indicating if all created effects are ready
  31206. * @returns true if all effects are ready
  31207. */
  31208. areAllEffectsReady(): boolean;
  31209. private _rebuildBuffers;
  31210. private _initGLContext;
  31211. /**
  31212. * Gets version of the current webGL context
  31213. */
  31214. readonly webGLVersion: number;
  31215. /**
  31216. * Gets a string idenfifying the name of the class
  31217. * @returns "Engine" string
  31218. */
  31219. getClassName(): string;
  31220. /**
  31221. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  31222. */
  31223. readonly isStencilEnable: boolean;
  31224. /** @hidden */
  31225. _prepareWorkingCanvas(): void;
  31226. /**
  31227. * Reset the texture cache to empty state
  31228. */
  31229. resetTextureCache(): void;
  31230. /**
  31231. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  31232. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  31233. * @returns true if engine is in deterministic lock step mode
  31234. */
  31235. isDeterministicLockStep(): boolean;
  31236. /**
  31237. * Gets the max steps when engine is running in deterministic lock step
  31238. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  31239. * @returns the max steps
  31240. */
  31241. getLockstepMaxSteps(): number;
  31242. /**
  31243. * Gets an object containing information about the current webGL context
  31244. * @returns an object containing the vender, the renderer and the version of the current webGL context
  31245. */
  31246. getGlInfo(): {
  31247. vendor: string;
  31248. renderer: string;
  31249. version: string;
  31250. };
  31251. /**
  31252. * Gets current aspect ratio
  31253. * @param viewportOwner defines the camera to use to get the aspect ratio
  31254. * @param useScreen defines if screen size must be used (or the current render target if any)
  31255. * @returns a number defining the aspect ratio
  31256. */
  31257. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  31258. /**
  31259. * Gets current screen aspect ratio
  31260. * @returns a number defining the aspect ratio
  31261. */
  31262. getScreenAspectRatio(): number;
  31263. /**
  31264. * Gets the current render width
  31265. * @param useScreen defines if screen size must be used (or the current render target if any)
  31266. * @returns a number defining the current render width
  31267. */
  31268. getRenderWidth(useScreen?: boolean): number;
  31269. /**
  31270. * Gets the current render height
  31271. * @param useScreen defines if screen size must be used (or the current render target if any)
  31272. * @returns a number defining the current render height
  31273. */
  31274. getRenderHeight(useScreen?: boolean): number;
  31275. /**
  31276. * Gets the HTML canvas attached with the current webGL context
  31277. * @returns a HTML canvas
  31278. */
  31279. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  31280. /**
  31281. * Gets host window
  31282. * @returns the host window object
  31283. */
  31284. getHostWindow(): Window;
  31285. /**
  31286. * Gets host document
  31287. * @returns the host document object
  31288. */
  31289. getHostDocument(): Document;
  31290. /**
  31291. * Gets the client rect of the HTML canvas attached with the current webGL context
  31292. * @returns a client rectanglee
  31293. */
  31294. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  31295. /**
  31296. * Defines the hardware scaling level.
  31297. * By default the hardware scaling level is computed from the window device ratio.
  31298. * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
  31299. * @param level defines the level to use
  31300. */
  31301. setHardwareScalingLevel(level: number): void;
  31302. /**
  31303. * Gets the current hardware scaling level.
  31304. * By default the hardware scaling level is computed from the window device ratio.
  31305. * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
  31306. * @returns a number indicating the current hardware scaling level
  31307. */
  31308. getHardwareScalingLevel(): number;
  31309. /**
  31310. * Gets the list of loaded textures
  31311. * @returns an array containing all loaded textures
  31312. */
  31313. getLoadedTexturesCache(): InternalTexture[];
  31314. /**
  31315. * Gets the object containing all engine capabilities
  31316. * @returns the EngineCapabilities object
  31317. */
  31318. getCaps(): EngineCapabilities;
  31319. /**
  31320. * Gets the current depth function
  31321. * @returns a number defining the depth function
  31322. */
  31323. getDepthFunction(): Nullable<number>;
  31324. /**
  31325. * Sets the current depth function
  31326. * @param depthFunc defines the function to use
  31327. */
  31328. setDepthFunction(depthFunc: number): void;
  31329. /**
  31330. * Sets the current depth function to GREATER
  31331. */
  31332. setDepthFunctionToGreater(): void;
  31333. /**
  31334. * Sets the current depth function to GEQUAL
  31335. */
  31336. setDepthFunctionToGreaterOrEqual(): void;
  31337. /**
  31338. * Sets the current depth function to LESS
  31339. */
  31340. setDepthFunctionToLess(): void;
  31341. private _cachedStencilBuffer;
  31342. private _cachedStencilFunction;
  31343. private _cachedStencilMask;
  31344. private _cachedStencilOperationPass;
  31345. private _cachedStencilOperationFail;
  31346. private _cachedStencilOperationDepthFail;
  31347. private _cachedStencilReference;
  31348. /**
  31349. * Caches the the state of the stencil buffer
  31350. */
  31351. cacheStencilState(): void;
  31352. /**
  31353. * Restores the state of the stencil buffer
  31354. */
  31355. restoreStencilState(): void;
  31356. /**
  31357. * Sets the current depth function to LEQUAL
  31358. */
  31359. setDepthFunctionToLessOrEqual(): void;
  31360. /**
  31361. * Gets a boolean indicating if stencil buffer is enabled
  31362. * @returns the current stencil buffer state
  31363. */
  31364. getStencilBuffer(): boolean;
  31365. /**
  31366. * Enable or disable the stencil buffer
  31367. * @param enable defines if the stencil buffer must be enabled or disabled
  31368. */
  31369. setStencilBuffer(enable: boolean): void;
  31370. /**
  31371. * Gets the current stencil mask
  31372. * @returns a number defining the new stencil mask to use
  31373. */
  31374. getStencilMask(): number;
  31375. /**
  31376. * Sets the current stencil mask
  31377. * @param mask defines the new stencil mask to use
  31378. */
  31379. setStencilMask(mask: number): void;
  31380. /**
  31381. * Gets the current stencil function
  31382. * @returns a number defining the stencil function to use
  31383. */
  31384. getStencilFunction(): number;
  31385. /**
  31386. * Gets the current stencil reference value
  31387. * @returns a number defining the stencil reference value to use
  31388. */
  31389. getStencilFunctionReference(): number;
  31390. /**
  31391. * Gets the current stencil mask
  31392. * @returns a number defining the stencil mask to use
  31393. */
  31394. getStencilFunctionMask(): number;
  31395. /**
  31396. * Sets the current stencil function
  31397. * @param stencilFunc defines the new stencil function to use
  31398. */
  31399. setStencilFunction(stencilFunc: number): void;
  31400. /**
  31401. * Sets the current stencil reference
  31402. * @param reference defines the new stencil reference to use
  31403. */
  31404. setStencilFunctionReference(reference: number): void;
  31405. /**
  31406. * Sets the current stencil mask
  31407. * @param mask defines the new stencil mask to use
  31408. */
  31409. setStencilFunctionMask(mask: number): void;
  31410. /**
  31411. * Gets the current stencil operation when stencil fails
  31412. * @returns a number defining stencil operation to use when stencil fails
  31413. */
  31414. getStencilOperationFail(): number;
  31415. /**
  31416. * Gets the current stencil operation when depth fails
  31417. * @returns a number defining stencil operation to use when depth fails
  31418. */
  31419. getStencilOperationDepthFail(): number;
  31420. /**
  31421. * Gets the current stencil operation when stencil passes
  31422. * @returns a number defining stencil operation to use when stencil passes
  31423. */
  31424. getStencilOperationPass(): number;
  31425. /**
  31426. * Sets the stencil operation to use when stencil fails
  31427. * @param operation defines the stencil operation to use when stencil fails
  31428. */
  31429. setStencilOperationFail(operation: number): void;
  31430. /**
  31431. * Sets the stencil operation to use when depth fails
  31432. * @param operation defines the stencil operation to use when depth fails
  31433. */
  31434. setStencilOperationDepthFail(operation: number): void;
  31435. /**
  31436. * Sets the stencil operation to use when stencil passes
  31437. * @param operation defines the stencil operation to use when stencil passes
  31438. */
  31439. setStencilOperationPass(operation: number): void;
  31440. /**
  31441. * Sets a boolean indicating if the dithering state is enabled or disabled
  31442. * @param value defines the dithering state
  31443. */
  31444. setDitheringState(value: boolean): void;
  31445. /**
  31446. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  31447. * @param value defines the rasterizer state
  31448. */
  31449. setRasterizerState(value: boolean): void;
  31450. /**
  31451. * stop executing a render loop function and remove it from the execution array
  31452. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  31453. */
  31454. stopRenderLoop(renderFunction?: () => void): void;
  31455. /** @hidden */
  31456. _renderLoop(): void;
  31457. /**
  31458. * Can be used to override the current requestAnimationFrame requester.
  31459. * @hidden
  31460. */
  31461. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  31462. /**
  31463. * Register and execute a render loop. The engine can have more than one render function
  31464. * @param renderFunction defines the function to continuously execute
  31465. */
  31466. runRenderLoop(renderFunction: () => void): void;
  31467. /**
  31468. * Toggle full screen mode
  31469. * @param requestPointerLock defines if a pointer lock should be requested from the user
  31470. */
  31471. switchFullscreen(requestPointerLock: boolean): void;
  31472. /**
  31473. * Enters full screen mode
  31474. * @param requestPointerLock defines if a pointer lock should be requested from the user
  31475. */
  31476. enterFullscreen(requestPointerLock: boolean): void;
  31477. /**
  31478. * Exits full screen mode
  31479. */
  31480. exitFullscreen(): void;
  31481. /**
  31482. * Enters Pointerlock mode
  31483. */
  31484. enterPointerlock(): void;
  31485. /**
  31486. * Exits Pointerlock mode
  31487. */
  31488. exitPointerlock(): void;
  31489. /**
  31490. * Clear the current render buffer or the current render target (if any is set up)
  31491. * @param color defines the color to use
  31492. * @param backBuffer defines if the back buffer must be cleared
  31493. * @param depth defines if the depth buffer must be cleared
  31494. * @param stencil defines if the stencil buffer must be cleared
  31495. */
  31496. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  31497. /**
  31498. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  31499. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  31500. * @param y defines the y-coordinate of the corner of the clear rectangle
  31501. * @param width defines the width of the clear rectangle
  31502. * @param height defines the height of the clear rectangle
  31503. * @param clearColor defines the clear color
  31504. */
  31505. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  31506. /**
  31507. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  31508. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  31509. * @param y defines the y-coordinate of the corner of the clear rectangle
  31510. * @param width defines the width of the clear rectangle
  31511. * @param height defines the height of the clear rectangle
  31512. */
  31513. enableScissor(x: number, y: number, width: number, height: number): void;
  31514. /**
  31515. * Disable previously set scissor test rectangle
  31516. */
  31517. disableScissor(): void;
  31518. private _viewportCached;
  31519. /** @hidden */
  31520. _viewport(x: number, y: number, width: number, height: number): void;
  31521. /**
  31522. * Set the WebGL's viewport
  31523. * @param viewport defines the viewport element to be used
  31524. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  31525. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  31526. */
  31527. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  31528. /**
  31529. * Directly set the WebGL Viewport
  31530. * @param x defines the x coordinate of the viewport (in screen space)
  31531. * @param y defines the y coordinate of the viewport (in screen space)
  31532. * @param width defines the width of the viewport (in screen space)
  31533. * @param height defines the height of the viewport (in screen space)
  31534. * @return the current viewport Object (if any) that is being replaced by this call. You can restore this viewport later on to go back to the original state
  31535. */
  31536. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  31537. /**
  31538. * Begin a new frame
  31539. */
  31540. beginFrame(): void;
  31541. /**
  31542. * Enf the current frame
  31543. */
  31544. endFrame(): void;
  31545. /**
  31546. * Resize the view according to the canvas' size
  31547. */
  31548. resize(): void;
  31549. /**
  31550. * Force a specific size of the canvas
  31551. * @param width defines the new canvas' width
  31552. * @param height defines the new canvas' height
  31553. */
  31554. setSize(width: number, height: number): void;
  31555. /**
  31556. * Binds the frame buffer to the specified texture.
  31557. * @param texture The texture to render to or null for the default canvas
  31558. * @param faceIndex The face of the texture to render to in case of cube texture
  31559. * @param requiredWidth The width of the target to render to
  31560. * @param requiredHeight The height of the target to render to
  31561. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  31562. * @param depthStencilTexture The depth stencil texture to use to render
  31563. * @param lodLevel defines le lod level to bind to the frame buffer
  31564. */
  31565. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  31566. /** @hidden */
  31567. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  31568. /**
  31569. * Unbind the current render target texture from the webGL context
  31570. * @param texture defines the render target texture to unbind
  31571. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  31572. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  31573. */
  31574. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  31575. /**
  31576. * Force the mipmap generation for the given render target texture
  31577. * @param texture defines the render target texture to use
  31578. */
  31579. generateMipMapsForCubemap(texture: InternalTexture): void;
  31580. /**
  31581. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  31582. */
  31583. flushFramebuffer(): void;
  31584. /**
  31585. * Unbind the current render target and bind the default framebuffer
  31586. */
  31587. restoreDefaultFramebuffer(): void;
  31588. /**
  31589. * Create an uniform buffer
  31590. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31591. * @param elements defines the content of the uniform buffer
  31592. * @returns the webGL uniform buffer
  31593. */
  31594. createUniformBuffer(elements: FloatArray): DataBuffer;
  31595. /**
  31596. * Create a dynamic uniform buffer
  31597. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31598. * @param elements defines the content of the uniform buffer
  31599. * @returns the webGL uniform buffer
  31600. */
  31601. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  31602. /**
  31603. * Update an existing uniform buffer
  31604. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31605. * @param uniformBuffer defines the target uniform buffer
  31606. * @param elements defines the content to update
  31607. * @param offset defines the offset in the uniform buffer where update should start
  31608. * @param count defines the size of the data to update
  31609. */
  31610. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  31611. private _resetVertexBufferBinding;
  31612. /**
  31613. * Creates a vertex buffer
  31614. * @param data the data for the vertex buffer
  31615. * @returns the new WebGL static buffer
  31616. */
  31617. createVertexBuffer(data: DataArray): DataBuffer;
  31618. /**
  31619. * Creates a dynamic vertex buffer
  31620. * @param data the data for the dynamic vertex buffer
  31621. * @returns the new WebGL dynamic buffer
  31622. */
  31623. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  31624. /**
  31625. * Update a dynamic index buffer
  31626. * @param indexBuffer defines the target index buffer
  31627. * @param indices defines the data to update
  31628. * @param offset defines the offset in the target index buffer where update should start
  31629. */
  31630. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  31631. /**
  31632. * Updates a dynamic vertex buffer.
  31633. * @param vertexBuffer the vertex buffer to update
  31634. * @param data the data used to update the vertex buffer
  31635. * @param byteOffset the byte offset of the data
  31636. * @param byteLength the byte length of the data
  31637. */
  31638. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  31639. private _resetIndexBufferBinding;
  31640. /**
  31641. * Creates a new index buffer
  31642. * @param indices defines the content of the index buffer
  31643. * @param updatable defines if the index buffer must be updatable
  31644. * @returns a new webGL buffer
  31645. */
  31646. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  31647. protected _normalizeIndexData(indices: IndicesArray): Uint16Array | Uint32Array;
  31648. /**
  31649. * Bind a webGL buffer to the webGL context
  31650. * @param buffer defines the buffer to bind
  31651. */
  31652. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  31653. /**
  31654. * Bind an uniform buffer to the current webGL context
  31655. * @param buffer defines the buffer to bind
  31656. */
  31657. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  31658. /**
  31659. * Bind a buffer to the current webGL context at a given location
  31660. * @param buffer defines the buffer to bind
  31661. * @param location defines the index where to bind the buffer
  31662. */
  31663. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  31664. /**
  31665. * Bind a specific block at a given index in a specific shader program
  31666. * @param pipelineContext defines the pipeline context to use
  31667. * @param blockName defines the block name
  31668. * @param index defines the index where to bind the block
  31669. */
  31670. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  31671. private bindIndexBuffer;
  31672. private bindBuffer;
  31673. /**
  31674. * update the bound buffer with the given data
  31675. * @param data defines the data to update
  31676. */
  31677. updateArrayBuffer(data: Float32Array): void;
  31678. private _vertexAttribPointer;
  31679. private _bindIndexBufferWithCache;
  31680. private _bindVertexBuffersAttributes;
  31681. /**
  31682. * Records a vertex array object
  31683. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  31684. * @param vertexBuffers defines the list of vertex buffers to store
  31685. * @param indexBuffer defines the index buffer to store
  31686. * @param effect defines the effect to store
  31687. * @returns the new vertex array object
  31688. */
  31689. recordVertexArrayObject(vertexBuffers: {
  31690. [key: string]: VertexBuffer;
  31691. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  31692. /**
  31693. * Bind a specific vertex array object
  31694. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  31695. * @param vertexArrayObject defines the vertex array object to bind
  31696. * @param indexBuffer defines the index buffer to bind
  31697. */
  31698. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  31699. /**
  31700. * Bind webGl buffers directly to the webGL context
  31701. * @param vertexBuffer defines the vertex buffer to bind
  31702. * @param indexBuffer defines the index buffer to bind
  31703. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  31704. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  31705. * @param effect defines the effect associated with the vertex buffer
  31706. */
  31707. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  31708. private _unbindVertexArrayObject;
  31709. /**
  31710. * Bind a list of vertex buffers to the webGL context
  31711. * @param vertexBuffers defines the list of vertex buffers to bind
  31712. * @param indexBuffer defines the index buffer to bind
  31713. * @param effect defines the effect associated with the vertex buffers
  31714. */
  31715. bindBuffers(vertexBuffers: {
  31716. [key: string]: Nullable<VertexBuffer>;
  31717. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  31718. /**
  31719. * Unbind all instance attributes
  31720. */
  31721. unbindInstanceAttributes(): void;
  31722. /**
  31723. * Release and free the memory of a vertex array object
  31724. * @param vao defines the vertex array object to delete
  31725. */
  31726. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  31727. /** @hidden */
  31728. _releaseBuffer(buffer: DataBuffer): boolean;
  31729. protected _deleteBuffer(buffer: DataBuffer): void;
  31730. /**
  31731. * Creates a webGL buffer to use with instanciation
  31732. * @param capacity defines the size of the buffer
  31733. * @returns the webGL buffer
  31734. */
  31735. createInstancesBuffer(capacity: number): DataBuffer;
  31736. /**
  31737. * Delete a webGL buffer used with instanciation
  31738. * @param buffer defines the webGL buffer to delete
  31739. */
  31740. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  31741. /**
  31742. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  31743. * @param instancesBuffer defines the webGL buffer to update and bind
  31744. * @param data defines the data to store in the buffer
  31745. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  31746. */
  31747. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  31748. /**
  31749. * Apply all cached states (depth, culling, stencil and alpha)
  31750. */
  31751. applyStates(): void;
  31752. /**
  31753. * Send a draw order
  31754. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  31755. * @param indexStart defines the starting index
  31756. * @param indexCount defines the number of index to draw
  31757. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31758. */
  31759. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  31760. /**
  31761. * Draw a list of points
  31762. * @param verticesStart defines the index of first vertex to draw
  31763. * @param verticesCount defines the count of vertices to draw
  31764. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31765. */
  31766. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31767. /**
  31768. * Draw a list of unindexed primitives
  31769. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  31770. * @param verticesStart defines the index of first vertex to draw
  31771. * @param verticesCount defines the count of vertices to draw
  31772. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31773. */
  31774. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31775. /**
  31776. * Draw a list of indexed primitives
  31777. * @param fillMode defines the primitive to use
  31778. * @param indexStart defines the starting index
  31779. * @param indexCount defines the number of index to draw
  31780. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31781. */
  31782. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  31783. /**
  31784. * Draw a list of unindexed primitives
  31785. * @param fillMode defines the primitive to use
  31786. * @param verticesStart defines the index of first vertex to draw
  31787. * @param verticesCount defines the count of vertices to draw
  31788. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31789. */
  31790. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31791. private _drawMode;
  31792. /** @hidden */
  31793. _releaseEffect(effect: Effect): void;
  31794. /** @hidden */
  31795. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  31796. /**
  31797. * Create a new effect (used to store vertex/fragment shaders)
  31798. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  31799. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  31800. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  31801. * @param samplers defines an array of string used to represent textures
  31802. * @param defines defines the string containing the defines to use to compile the shaders
  31803. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  31804. * @param onCompiled defines a function to call when the effect creation is successful
  31805. * @param onError defines a function to call when the effect creation has failed
  31806. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  31807. * @returns the new Effect
  31808. */
  31809. createEffect(baseName: any, attributesNamesOrOptions: string[] | EffectCreationOptions, uniformsNamesOrEngine: string[] | Engine, samplers?: string[], defines?: string, fallbacks?: EffectFallbacks, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any): Effect;
  31810. protected static _concatenateShader(source: string, defines: Nullable<string>, shaderVersion?: string): string;
  31811. private _compileShader;
  31812. private _compileRawShader;
  31813. /**
  31814. * Directly creates a webGL program
  31815. * @param pipelineContext defines the pipeline context to attach to
  31816. * @param vertexCode defines the vertex shader code to use
  31817. * @param fragmentCode defines the fragment shader code to use
  31818. * @param context defines the webGL context to use (if not set, the current one will be used)
  31819. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  31820. * @returns the new webGL program
  31821. */
  31822. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  31823. /**
  31824. * Creates a webGL program
  31825. * @param pipelineContext defines the pipeline context to attach to
  31826. * @param vertexCode defines the vertex shader code to use
  31827. * @param fragmentCode defines the fragment shader code to use
  31828. * @param defines defines the string containing the defines to use to compile the shaders
  31829. * @param context defines the webGL context to use (if not set, the current one will be used)
  31830. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  31831. * @returns the new webGL program
  31832. */
  31833. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  31834. /**
  31835. * Creates a new pipeline context
  31836. * @returns the new pipeline
  31837. */
  31838. createPipelineContext(): IPipelineContext;
  31839. private _createShaderProgram;
  31840. private _finalizePipelineContext;
  31841. /** @hidden */
  31842. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  31843. /** @hidden */
  31844. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  31845. /** @hidden */
  31846. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  31847. /**
  31848. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  31849. * @param pipelineContext defines the pipeline context to use
  31850. * @param uniformsNames defines the list of uniform names
  31851. * @returns an array of webGL uniform locations
  31852. */
  31853. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  31854. /**
  31855. * Gets the lsit of active attributes for a given webGL program
  31856. * @param pipelineContext defines the pipeline context to use
  31857. * @param attributesNames defines the list of attribute names to get
  31858. * @returns an array of indices indicating the offset of each attribute
  31859. */
  31860. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  31861. /**
  31862. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  31863. * @param effect defines the effect to activate
  31864. */
  31865. enableEffect(effect: Nullable<Effect>): void;
  31866. /**
  31867. * Set the value of an uniform to an array of int32
  31868. * @param uniform defines the webGL uniform location where to store the value
  31869. * @param array defines the array of int32 to store
  31870. */
  31871. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31872. /**
  31873. * Set the value of an uniform to an array of int32 (stored as vec2)
  31874. * @param uniform defines the webGL uniform location where to store the value
  31875. * @param array defines the array of int32 to store
  31876. */
  31877. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31878. /**
  31879. * Set the value of an uniform to an array of int32 (stored as vec3)
  31880. * @param uniform defines the webGL uniform location where to store the value
  31881. * @param array defines the array of int32 to store
  31882. */
  31883. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31884. /**
  31885. * Set the value of an uniform to an array of int32 (stored as vec4)
  31886. * @param uniform defines the webGL uniform location where to store the value
  31887. * @param array defines the array of int32 to store
  31888. */
  31889. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31890. /**
  31891. * Set the value of an uniform to an array of float32
  31892. * @param uniform defines the webGL uniform location where to store the value
  31893. * @param array defines the array of float32 to store
  31894. */
  31895. setFloatArray(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31896. /**
  31897. * Set the value of an uniform to an array of float32 (stored as vec2)
  31898. * @param uniform defines the webGL uniform location where to store the value
  31899. * @param array defines the array of float32 to store
  31900. */
  31901. setFloatArray2(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31902. /**
  31903. * Set the value of an uniform to an array of float32 (stored as vec3)
  31904. * @param uniform defines the webGL uniform location where to store the value
  31905. * @param array defines the array of float32 to store
  31906. */
  31907. setFloatArray3(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31908. /**
  31909. * Set the value of an uniform to an array of float32 (stored as vec4)
  31910. * @param uniform defines the webGL uniform location where to store the value
  31911. * @param array defines the array of float32 to store
  31912. */
  31913. setFloatArray4(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31914. /**
  31915. * Set the value of an uniform to an array of number
  31916. * @param uniform defines the webGL uniform location where to store the value
  31917. * @param array defines the array of number to store
  31918. */
  31919. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31920. /**
  31921. * Set the value of an uniform to an array of number (stored as vec2)
  31922. * @param uniform defines the webGL uniform location where to store the value
  31923. * @param array defines the array of number to store
  31924. */
  31925. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31926. /**
  31927. * Set the value of an uniform to an array of number (stored as vec3)
  31928. * @param uniform defines the webGL uniform location where to store the value
  31929. * @param array defines the array of number to store
  31930. */
  31931. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31932. /**
  31933. * Set the value of an uniform to an array of number (stored as vec4)
  31934. * @param uniform defines the webGL uniform location where to store the value
  31935. * @param array defines the array of number to store
  31936. */
  31937. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31938. /**
  31939. * Set the value of an uniform to an array of float32 (stored as matrices)
  31940. * @param uniform defines the webGL uniform location where to store the value
  31941. * @param matrices defines the array of float32 to store
  31942. */
  31943. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  31944. /**
  31945. * Set the value of an uniform to a matrix (3x3)
  31946. * @param uniform defines the webGL uniform location where to store the value
  31947. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  31948. */
  31949. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  31950. /**
  31951. * Set the value of an uniform to a matrix (2x2)
  31952. * @param uniform defines the webGL uniform location where to store the value
  31953. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  31954. */
  31955. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  31956. /**
  31957. * Set the value of an uniform to a number (int)
  31958. * @param uniform defines the webGL uniform location where to store the value
  31959. * @param value defines the int number to store
  31960. */
  31961. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  31962. /**
  31963. * Set the value of an uniform to a number (float)
  31964. * @param uniform defines the webGL uniform location where to store the value
  31965. * @param value defines the float number to store
  31966. */
  31967. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  31968. /**
  31969. * Set the value of an uniform to a vec2
  31970. * @param uniform defines the webGL uniform location where to store the value
  31971. * @param x defines the 1st component of the value
  31972. * @param y defines the 2nd component of the value
  31973. */
  31974. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  31975. /**
  31976. * Set the value of an uniform to a vec3
  31977. * @param uniform defines the webGL uniform location where to store the value
  31978. * @param x defines the 1st component of the value
  31979. * @param y defines the 2nd component of the value
  31980. * @param z defines the 3rd component of the value
  31981. */
  31982. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  31983. /**
  31984. * Set the value of an uniform to a boolean
  31985. * @param uniform defines the webGL uniform location where to store the value
  31986. * @param bool defines the boolean to store
  31987. */
  31988. setBool(uniform: Nullable<WebGLUniformLocation>, bool: number): void;
  31989. /**
  31990. * Set the value of an uniform to a vec4
  31991. * @param uniform defines the webGL uniform location where to store the value
  31992. * @param x defines the 1st component of the value
  31993. * @param y defines the 2nd component of the value
  31994. * @param z defines the 3rd component of the value
  31995. * @param w defines the 4th component of the value
  31996. */
  31997. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  31998. /**
  31999. * Sets a Color4 on a uniform variable
  32000. * @param uniform defines the uniform location
  32001. * @param color4 defines the value to be set
  32002. */
  32003. setDirectColor4(uniform: Nullable<WebGLUniformLocation>, color4: IColor4Like): void;
  32004. /**
  32005. * Set various states to the webGL context
  32006. * @param culling defines backface culling state
  32007. * @param zOffset defines the value to apply to zOffset (0 by default)
  32008. * @param force defines if states must be applied even if cache is up to date
  32009. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  32010. */
  32011. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  32012. /**
  32013. * Set the z offset to apply to current rendering
  32014. * @param value defines the offset to apply
  32015. */
  32016. setZOffset(value: number): void;
  32017. /**
  32018. * Gets the current value of the zOffset
  32019. * @returns the current zOffset state
  32020. */
  32021. getZOffset(): number;
  32022. /**
  32023. * Enable or disable depth buffering
  32024. * @param enable defines the state to set
  32025. */
  32026. setDepthBuffer(enable: boolean): void;
  32027. /**
  32028. * Gets a boolean indicating if depth writing is enabled
  32029. * @returns the current depth writing state
  32030. */
  32031. getDepthWrite(): boolean;
  32032. /**
  32033. * Enable or disable depth writing
  32034. * @param enable defines the state to set
  32035. */
  32036. setDepthWrite(enable: boolean): void;
  32037. /**
  32038. * Enable or disable color writing
  32039. * @param enable defines the state to set
  32040. */
  32041. setColorWrite(enable: boolean): void;
  32042. /**
  32043. * Gets a boolean indicating if color writing is enabled
  32044. * @returns the current color writing state
  32045. */
  32046. getColorWrite(): boolean;
  32047. /**
  32048. * Sets alpha constants used by some alpha blending modes
  32049. * @param r defines the red component
  32050. * @param g defines the green component
  32051. * @param b defines the blue component
  32052. * @param a defines the alpha component
  32053. */
  32054. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  32055. /**
  32056. * Sets the current alpha mode
  32057. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  32058. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  32059. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  32060. */
  32061. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  32062. /**
  32063. * Gets the current alpha mode
  32064. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  32065. * @returns the current alpha mode
  32066. */
  32067. getAlphaMode(): number;
  32068. /**
  32069. * Clears the list of texture accessible through engine.
  32070. * This can help preventing texture load conflict due to name collision.
  32071. */
  32072. clearInternalTexturesCache(): void;
  32073. /**
  32074. * Force the entire cache to be cleared
  32075. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  32076. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  32077. */
  32078. wipeCaches(bruteForce?: boolean): void;
  32079. /**
  32080. * Set the compressed texture format to use, based on the formats you have, and the formats
  32081. * supported by the hardware / browser.
  32082. *
  32083. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  32084. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  32085. * to API arguments needed to compressed textures. This puts the burden on the container
  32086. * generator to house the arcane code for determining these for current & future formats.
  32087. *
  32088. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  32089. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  32090. *
  32091. * Note: The result of this call is not taken into account when a texture is base64.
  32092. *
  32093. * @param formatsAvailable defines the list of those format families you have created
  32094. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  32095. *
  32096. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  32097. * @returns The extension selected.
  32098. */
  32099. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  32100. /** @hidden */
  32101. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  32102. min: number;
  32103. mag: number;
  32104. };
  32105. /** @hidden */
  32106. _createTexture(): WebGLTexture;
  32107. /**
  32108. * Usually called from Texture.ts.
  32109. * Passed information to create a WebGLTexture
  32110. * @param urlArg defines a value which contains one of the following:
  32111. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  32112. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  32113. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  32114. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  32115. * @param invertY when true, image is flipped when loaded. You probably want true. Certain compressed textures may invert this if their default is inverted (eg. ktx)
  32116. * @param scene needed for loading to the correct scene
  32117. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  32118. * @param onLoad optional callback to be called upon successful completion
  32119. * @param onError optional callback to be called upon failure
  32120. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), HTMLImageElement (image format), or a Blob
  32121. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  32122. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  32123. * @param forcedExtension defines the extension to use to pick the right loader
  32124. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  32125. * @returns a InternalTexture for assignment back into BABYLON.Texture
  32126. */
  32127. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<Scene>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>, excludeLoaders?: Array<IInternalTextureLoader>): InternalTexture;
  32128. /**
  32129. * @hidden
  32130. * Rescales a texture
  32131. * @param source input texutre
  32132. * @param destination destination texture
  32133. * @param scene scene to use to render the resize
  32134. * @param internalFormat format to use when resizing
  32135. * @param onComplete callback to be called when resize has completed
  32136. */
  32137. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<Scene>, internalFormat: number, onComplete: () => void): void;
  32138. private _unpackFlipYCached;
  32139. /**
  32140. * In case you are sharing the context with other applications, it might
  32141. * be interested to not cache the unpack flip y state to ensure a consistent
  32142. * value would be set.
  32143. */
  32144. enableUnpackFlipYCached: boolean;
  32145. /** @hidden */
  32146. _unpackFlipY(value: boolean): void;
  32147. /** @hidden */
  32148. _getUnpackAlignement(): number;
  32149. /**
  32150. * Creates a dynamic texture
  32151. * @param width defines the width of the texture
  32152. * @param height defines the height of the texture
  32153. * @param generateMipMaps defines if the engine should generate the mip levels
  32154. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  32155. * @returns the dynamic texture inside an InternalTexture
  32156. */
  32157. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  32158. /**
  32159. * Update the sampling mode of a given texture
  32160. * @param samplingMode defines the required sampling mode
  32161. * @param texture defines the texture to update
  32162. */
  32163. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  32164. /**
  32165. * Update the content of a dynamic texture
  32166. * @param texture defines the texture to update
  32167. * @param canvas defines the canvas containing the source
  32168. * @param invertY defines if data must be stored with Y axis inverted
  32169. * @param premulAlpha defines if alpha is stored as premultiplied
  32170. * @param format defines the format of the data
  32171. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  32172. */
  32173. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  32174. /**
  32175. * Update a video texture
  32176. * @param texture defines the texture to update
  32177. * @param video defines the video element to use
  32178. * @param invertY defines if data must be stored with Y axis inverted
  32179. */
  32180. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  32181. /**
  32182. * Updates a depth texture Comparison Mode and Function.
  32183. * If the comparison Function is equal to 0, the mode will be set to none.
  32184. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  32185. * @param texture The texture to set the comparison function for
  32186. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  32187. */
  32188. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  32189. /** @hidden */
  32190. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  32191. width: number;
  32192. height: number;
  32193. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  32194. /**
  32195. * Creates a depth stencil texture.
  32196. * This is only available in WebGL 2 or with the depth texture extension available.
  32197. * @param size The size of face edge in the texture.
  32198. * @param options The options defining the texture.
  32199. * @returns The texture
  32200. */
  32201. createDepthStencilTexture(size: number | {
  32202. width: number;
  32203. height: number;
  32204. }, options: DepthTextureCreationOptions): InternalTexture;
  32205. /**
  32206. * Creates a depth stencil texture.
  32207. * This is only available in WebGL 2 or with the depth texture extension available.
  32208. * @param size The size of face edge in the texture.
  32209. * @param options The options defining the texture.
  32210. * @returns The texture
  32211. */
  32212. private _createDepthStencilTexture;
  32213. /**
  32214. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  32215. * @param renderTarget The render target to set the frame buffer for
  32216. */
  32217. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  32218. /**
  32219. * Creates a new render target texture
  32220. * @param size defines the size of the texture
  32221. * @param options defines the options used to create the texture
  32222. * @returns a new render target texture stored in an InternalTexture
  32223. */
  32224. createRenderTargetTexture(size: number | {
  32225. width: number;
  32226. height: number;
  32227. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  32228. /** @hidden */
  32229. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  32230. /**
  32231. * Updates the sample count of a render target texture
  32232. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  32233. * @param texture defines the texture to update
  32234. * @param samples defines the sample count to set
  32235. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  32236. */
  32237. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  32238. /** @hidden */
  32239. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  32240. /** @hidden */
  32241. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  32242. /** @hidden */
  32243. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  32244. /** @hidden */
  32245. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  32246. /**
  32247. * @hidden
  32248. */
  32249. _setCubeMapTextureParams(loadMipmap: boolean): void;
  32250. protected _prepareWebGLTextureContinuation(texture: InternalTexture, scene: Nullable<Scene>, noMipmap: boolean, isCompressed: boolean, samplingMode: number): void;
  32251. private _prepareWebGLTexture;
  32252. /** @hidden */
  32253. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  32254. /** @hidden */
  32255. _releaseFramebufferObjects(texture: InternalTexture): void;
  32256. /** @hidden */
  32257. _releaseTexture(texture: InternalTexture): void;
  32258. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  32259. protected _setProgram(program: WebGLProgram): void;
  32260. protected _boundUniforms: {
  32261. [key: number]: WebGLUniformLocation;
  32262. };
  32263. /**
  32264. * Binds an effect to the webGL context
  32265. * @param effect defines the effect to bind
  32266. */
  32267. bindSamplers(effect: Effect): void;
  32268. private _activateCurrentTexture;
  32269. /** @hidden */
  32270. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  32271. /** @hidden */
  32272. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  32273. /**
  32274. * Sets a texture to the webGL context from a postprocess
  32275. * @param channel defines the channel to use
  32276. * @param postProcess defines the source postprocess
  32277. */
  32278. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  32279. /**
  32280. * Binds the output of the passed in post process to the texture channel specified
  32281. * @param channel The channel the texture should be bound to
  32282. * @param postProcess The post process which's output should be bound
  32283. */
  32284. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  32285. /**
  32286. * Unbind all textures from the webGL context
  32287. */
  32288. unbindAllTextures(): void;
  32289. /**
  32290. * Sets a texture to the according uniform.
  32291. * @param channel The texture channel
  32292. * @param uniform The uniform to set
  32293. * @param texture The texture to apply
  32294. */
  32295. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  32296. /**
  32297. * Sets a depth stencil texture from a render target to the according uniform.
  32298. * @param channel The texture channel
  32299. * @param uniform The uniform to set
  32300. * @param texture The render target texture containing the depth stencil texture to apply
  32301. */
  32302. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  32303. private _bindSamplerUniformToChannel;
  32304. private _getTextureWrapMode;
  32305. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  32306. /**
  32307. * Sets an array of texture to the webGL context
  32308. * @param channel defines the channel where the texture array must be set
  32309. * @param uniform defines the associated uniform location
  32310. * @param textures defines the array of textures to bind
  32311. */
  32312. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  32313. /** @hidden */
  32314. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  32315. private _setTextureParameterFloat;
  32316. private _setTextureParameterInteger;
  32317. /**
  32318. * Reads pixels from the current frame buffer. Please note that this function can be slow
  32319. * @param x defines the x coordinate of the rectangle where pixels must be read
  32320. * @param y defines the y coordinate of the rectangle where pixels must be read
  32321. * @param width defines the width of the rectangle where pixels must be read
  32322. * @param height defines the height of the rectangle where pixels must be read
  32323. * @returns a Uint8Array containing RGBA colors
  32324. */
  32325. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  32326. /**
  32327. * Add an externaly attached data from its key.
  32328. * This method call will fail and return false, if such key already exists.
  32329. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  32330. * @param key the unique key that identifies the data
  32331. * @param data the data object to associate to the key for this Engine instance
  32332. * @return true if no such key were already present and the data was added successfully, false otherwise
  32333. */
  32334. addExternalData<T>(key: string, data: T): boolean;
  32335. /**
  32336. * Get an externaly attached data from its key
  32337. * @param key the unique key that identifies the data
  32338. * @return the associated data, if present (can be null), or undefined if not present
  32339. */
  32340. getExternalData<T>(key: string): T;
  32341. /**
  32342. * Get an externaly attached data from its key, create it using a factory if it's not already present
  32343. * @param key the unique key that identifies the data
  32344. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  32345. * @return the associated data, can be null if the factory returned null.
  32346. */
  32347. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  32348. /**
  32349. * Remove an externaly attached data from the Engine instance
  32350. * @param key the unique key that identifies the data
  32351. * @return true if the data was successfully removed, false if it doesn't exist
  32352. */
  32353. removeExternalData(key: string): boolean;
  32354. /**
  32355. * Unbind all vertex attributes from the webGL context
  32356. */
  32357. unbindAllAttributes(): void;
  32358. /**
  32359. * Force the engine to release all cached effects. This means that next effect compilation will have to be done completely even if a similar effect was already compiled
  32360. */
  32361. releaseEffects(): void;
  32362. /**
  32363. * Dispose and release all associated resources
  32364. */
  32365. dispose(): void;
  32366. /**
  32367. * Display the loading screen
  32368. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32369. */
  32370. displayLoadingUI(): void;
  32371. /**
  32372. * Hide the loading screen
  32373. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32374. */
  32375. hideLoadingUI(): void;
  32376. /**
  32377. * Gets the current loading screen object
  32378. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32379. */
  32380. /**
  32381. * Sets the current loading screen object
  32382. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32383. */
  32384. loadingScreen: ILoadingScreen;
  32385. /**
  32386. * Sets the current loading screen text
  32387. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32388. */
  32389. loadingUIText: string;
  32390. /**
  32391. * Sets the current loading screen background color
  32392. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32393. */
  32394. loadingUIBackgroundColor: string;
  32395. /**
  32396. * Attach a new callback raised when context lost event is fired
  32397. * @param callback defines the callback to call
  32398. */
  32399. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  32400. /**
  32401. * Attach a new callback raised when context restored event is fired
  32402. * @param callback defines the callback to call
  32403. */
  32404. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  32405. /**
  32406. * Gets the source code of the vertex shader associated with a specific webGL program
  32407. * @param program defines the program to use
  32408. * @returns a string containing the source code of the vertex shader associated with the program
  32409. */
  32410. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  32411. /**
  32412. * Gets the source code of the fragment shader associated with a specific webGL program
  32413. * @param program defines the program to use
  32414. * @returns a string containing the source code of the fragment shader associated with the program
  32415. */
  32416. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  32417. /**
  32418. * Get the current error code of the webGL context
  32419. * @returns the error code
  32420. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  32421. */
  32422. getError(): number;
  32423. /**
  32424. * Gets the current framerate
  32425. * @returns a number representing the framerate
  32426. */
  32427. getFps(): number;
  32428. /**
  32429. * Gets the time spent between current and previous frame
  32430. * @returns a number representing the delta time in ms
  32431. */
  32432. getDeltaTime(): number;
  32433. private _measureFps;
  32434. /** @hidden */
  32435. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  32436. private _canRenderToFloatFramebuffer;
  32437. private _canRenderToHalfFloatFramebuffer;
  32438. private _canRenderToFramebuffer;
  32439. /** @hidden */
  32440. _getWebGLTextureType(type: number): number;
  32441. /** @hidden */
  32442. _getInternalFormat(format: number): number;
  32443. /** @hidden */
  32444. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  32445. /** @hidden */
  32446. _getRGBAMultiSampleBufferFormat(type: number): number;
  32447. /** @hidden */
  32448. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  32449. /** @hidden */
  32450. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  32451. /**
  32452. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  32453. * @returns true if the engine can be created
  32454. * @ignorenaming
  32455. */
  32456. static isSupported(): boolean;
  32457. /**
  32458. * Find the next highest power of two.
  32459. * @param x Number to start search from.
  32460. * @return Next highest power of two.
  32461. */
  32462. static CeilingPOT(x: number): number;
  32463. /**
  32464. * Find the next lowest power of two.
  32465. * @param x Number to start search from.
  32466. * @return Next lowest power of two.
  32467. */
  32468. static FloorPOT(x: number): number;
  32469. /**
  32470. * Find the nearest power of two.
  32471. * @param x Number to start search from.
  32472. * @return Next nearest power of two.
  32473. */
  32474. static NearestPOT(x: number): number;
  32475. /**
  32476. * Get the closest exponent of two
  32477. * @param value defines the value to approximate
  32478. * @param max defines the maximum value to return
  32479. * @param mode defines how to define the closest value
  32480. * @returns closest exponent of two of the given value
  32481. */
  32482. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  32483. /**
  32484. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  32485. * @param func - the function to be called
  32486. * @param requester - the object that will request the next frame. Falls back to window.
  32487. * @returns frame number
  32488. */
  32489. static QueueNewFrame(func: () => void, requester?: any): number;
  32490. /**
  32491. * Ask the browser to promote the current element to pointerlock mode
  32492. * @param element defines the DOM element to promote
  32493. */
  32494. static _RequestPointerlock(element: HTMLElement): void;
  32495. /**
  32496. * Asks the browser to exit pointerlock mode
  32497. */
  32498. static _ExitPointerlock(): void;
  32499. /**
  32500. * Ask the browser to promote the current element to fullscreen rendering mode
  32501. * @param element defines the DOM element to promote
  32502. */
  32503. static _RequestFullscreen(element: HTMLElement): void;
  32504. /**
  32505. * Asks the browser to exit fullscreen mode
  32506. */
  32507. static _ExitFullscreen(): void;
  32508. }
  32509. }
  32510. declare module "babylonjs/Engines/engineStore" {
  32511. import { Nullable } from "babylonjs/types";
  32512. import { Engine } from "babylonjs/Engines/engine";
  32513. import { Scene } from "babylonjs/scene";
  32514. /**
  32515. * The engine store class is responsible to hold all the instances of Engine and Scene created
  32516. * during the life time of the application.
  32517. */
  32518. export class EngineStore {
  32519. /** Gets the list of created engines */
  32520. static Instances: import("babylonjs/Engines/engine").Engine[];
  32521. /** @hidden */
  32522. static _LastCreatedScene: Nullable<Scene>;
  32523. /**
  32524. * Gets the latest created engine
  32525. */
  32526. static readonly LastCreatedEngine: Nullable<Engine>;
  32527. /**
  32528. * Gets the latest created scene
  32529. */
  32530. static readonly LastCreatedScene: Nullable<Scene>;
  32531. /**
  32532. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  32533. * @ignorenaming
  32534. */
  32535. static UseFallbackTexture: boolean;
  32536. /**
  32537. * Texture content used if a texture cannot loaded
  32538. * @ignorenaming
  32539. */
  32540. static FallbackTexture: string;
  32541. }
  32542. }
  32543. declare module "babylonjs/Misc/promise" {
  32544. /**
  32545. * Helper class that provides a small promise polyfill
  32546. */
  32547. export class PromisePolyfill {
  32548. /**
  32549. * Static function used to check if the polyfill is required
  32550. * If this is the case then the function will inject the polyfill to window.Promise
  32551. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  32552. */
  32553. static Apply(force?: boolean): void;
  32554. }
  32555. }
  32556. declare module "babylonjs/Misc/interfaces/screenshotSize" {
  32557. /**
  32558. * Interface for screenshot methods with describe argument called `size` as object with options
  32559. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  32560. */
  32561. export interface IScreenshotSize {
  32562. /**
  32563. * number in pixels for canvas height
  32564. */
  32565. height?: number;
  32566. /**
  32567. * multiplier allowing render at a higher or lower resolution
  32568. * If value is defined then height and width will be ignored and taken from camera
  32569. */
  32570. precision?: number;
  32571. /**
  32572. * number in pixels for canvas width
  32573. */
  32574. width?: number;
  32575. }
  32576. }
  32577. declare module "babylonjs/Misc/tools" {
  32578. import { Nullable, float } from "babylonjs/types";
  32579. import { DomManagement } from "babylonjs/Misc/domManagement";
  32580. import { WebRequest } from "babylonjs/Misc/webRequest";
  32581. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  32582. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  32583. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  32584. import { Camera } from "babylonjs/Cameras/camera";
  32585. import { Engine } from "babylonjs/Engines/engine";
  32586. interface IColor4Like {
  32587. r: float;
  32588. g: float;
  32589. b: float;
  32590. a: float;
  32591. }
  32592. /**
  32593. * Class containing a set of static utilities functions
  32594. */
  32595. export class Tools {
  32596. /**
  32597. * Gets or sets the base URL to use to load assets
  32598. */
  32599. static BaseUrl: string;
  32600. /**
  32601. * Enable/Disable Custom HTTP Request Headers globally.
  32602. * default = false
  32603. * @see CustomRequestHeaders
  32604. */
  32605. static UseCustomRequestHeaders: boolean;
  32606. /**
  32607. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  32608. * i.e. when loading files, where the server/service expects an Authorization header
  32609. */
  32610. static CustomRequestHeaders: {
  32611. [key: string]: string;
  32612. };
  32613. /**
  32614. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  32615. */
  32616. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  32617. /**
  32618. * Default behaviour for cors in the application.
  32619. * It can be a string if the expected behavior is identical in the entire app.
  32620. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  32621. */
  32622. static CorsBehavior: string | ((url: string | string[]) => string);
  32623. /**
  32624. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  32625. * @ignorenaming
  32626. */
  32627. static UseFallbackTexture: boolean;
  32628. /**
  32629. * Use this object to register external classes like custom textures or material
  32630. * to allow the laoders to instantiate them
  32631. */
  32632. static RegisteredExternalClasses: {
  32633. [key: string]: Object;
  32634. };
  32635. /**
  32636. * Texture content used if a texture cannot loaded
  32637. * @ignorenaming
  32638. */
  32639. static fallbackTexture: string;
  32640. /**
  32641. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  32642. * @param u defines the coordinate on X axis
  32643. * @param v defines the coordinate on Y axis
  32644. * @param width defines the width of the source data
  32645. * @param height defines the height of the source data
  32646. * @param pixels defines the source byte array
  32647. * @param color defines the output color
  32648. */
  32649. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  32650. /**
  32651. * Interpolates between a and b via alpha
  32652. * @param a The lower value (returned when alpha = 0)
  32653. * @param b The upper value (returned when alpha = 1)
  32654. * @param alpha The interpolation-factor
  32655. * @return The mixed value
  32656. */
  32657. static Mix(a: number, b: number, alpha: number): number;
  32658. /**
  32659. * Tries to instantiate a new object from a given class name
  32660. * @param className defines the class name to instantiate
  32661. * @returns the new object or null if the system was not able to do the instantiation
  32662. */
  32663. static Instantiate(className: string): any;
  32664. /**
  32665. * Provides a slice function that will work even on IE
  32666. * @param data defines the array to slice
  32667. * @param start defines the start of the data (optional)
  32668. * @param end defines the end of the data (optional)
  32669. * @returns the new sliced array
  32670. */
  32671. static Slice<T>(data: T, start?: number, end?: number): T;
  32672. /**
  32673. * Polyfill for setImmediate
  32674. * @param action defines the action to execute after the current execution block
  32675. */
  32676. static SetImmediate(action: () => void): void;
  32677. /**
  32678. * Function indicating if a number is an exponent of 2
  32679. * @param value defines the value to test
  32680. * @returns true if the value is an exponent of 2
  32681. */
  32682. static IsExponentOfTwo(value: number): boolean;
  32683. private static _tmpFloatArray;
  32684. /**
  32685. * Returns the nearest 32-bit single precision float representation of a Number
  32686. * @param value A Number. If the parameter is of a different type, it will get converted
  32687. * to a number or to NaN if it cannot be converted
  32688. * @returns number
  32689. */
  32690. static FloatRound(value: number): number;
  32691. /**
  32692. * Extracts the filename from a path
  32693. * @param path defines the path to use
  32694. * @returns the filename
  32695. */
  32696. static GetFilename(path: string): string;
  32697. /**
  32698. * Extracts the "folder" part of a path (everything before the filename).
  32699. * @param uri The URI to extract the info from
  32700. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  32701. * @returns The "folder" part of the path
  32702. */
  32703. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  32704. /**
  32705. * Extracts text content from a DOM element hierarchy
  32706. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  32707. */
  32708. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  32709. /**
  32710. * Convert an angle in radians to degrees
  32711. * @param angle defines the angle to convert
  32712. * @returns the angle in degrees
  32713. */
  32714. static ToDegrees(angle: number): number;
  32715. /**
  32716. * Convert an angle in degrees to radians
  32717. * @param angle defines the angle to convert
  32718. * @returns the angle in radians
  32719. */
  32720. static ToRadians(angle: number): number;
  32721. /**
  32722. * Encode a buffer to a base64 string
  32723. * @param buffer defines the buffer to encode
  32724. * @returns the encoded string
  32725. */
  32726. static EncodeArrayBufferTobase64(buffer: ArrayBuffer): string;
  32727. /**
  32728. * Returns an array if obj is not an array
  32729. * @param obj defines the object to evaluate as an array
  32730. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  32731. * @returns either obj directly if obj is an array or a new array containing obj
  32732. */
  32733. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  32734. /**
  32735. * Gets the pointer prefix to use
  32736. * @returns "pointer" if touch is enabled. Else returns "mouse"
  32737. */
  32738. static GetPointerPrefix(): string;
  32739. /**
  32740. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  32741. * @param url define the url we are trying
  32742. * @param element define the dom element where to configure the cors policy
  32743. */
  32744. static SetCorsBehavior(url: string | string[], element: {
  32745. crossOrigin: string | null;
  32746. }): void;
  32747. /**
  32748. * Removes unwanted characters from an url
  32749. * @param url defines the url to clean
  32750. * @returns the cleaned url
  32751. */
  32752. static CleanUrl(url: string): string;
  32753. /**
  32754. * Gets or sets a function used to pre-process url before using them to load assets
  32755. */
  32756. static PreprocessUrl: (url: string) => string;
  32757. /**
  32758. * Loads an image as an HTMLImageElement.
  32759. * @param input url string, ArrayBuffer, or Blob to load
  32760. * @param onLoad callback called when the image successfully loads
  32761. * @param onError callback called when the image fails to load
  32762. * @param offlineProvider offline provider for caching
  32763. * @returns the HTMLImageElement of the loaded image
  32764. */
  32765. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  32766. /**
  32767. * Loads a file
  32768. * @param url url string, ArrayBuffer, or Blob to load
  32769. * @param onSuccess callback called when the file successfully loads
  32770. * @param onProgress callback called while file is loading (if the server supports this mode)
  32771. * @param offlineProvider defines the offline provider for caching
  32772. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  32773. * @param onError callback called when the file fails to load
  32774. * @returns a file request object
  32775. */
  32776. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  32777. /**
  32778. * Loads a file from a url
  32779. * @param url the file url to load
  32780. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  32781. */
  32782. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  32783. /**
  32784. * Load a script (identified by an url). When the url returns, the
  32785. * content of this file is added into a new script element, attached to the DOM (body element)
  32786. * @param scriptUrl defines the url of the script to laod
  32787. * @param onSuccess defines the callback called when the script is loaded
  32788. * @param onError defines the callback to call if an error occurs
  32789. * @param scriptId defines the id of the script element
  32790. */
  32791. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  32792. /**
  32793. * Load an asynchronous script (identified by an url). When the url returns, the
  32794. * content of this file is added into a new script element, attached to the DOM (body element)
  32795. * @param scriptUrl defines the url of the script to laod
  32796. * @param scriptId defines the id of the script element
  32797. * @returns a promise request object
  32798. */
  32799. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  32800. /**
  32801. * Loads a file from a blob
  32802. * @param fileToLoad defines the blob to use
  32803. * @param callback defines the callback to call when data is loaded
  32804. * @param progressCallback defines the callback to call during loading process
  32805. * @returns a file request object
  32806. */
  32807. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  32808. /**
  32809. * Loads a file
  32810. * @param fileToLoad defines the file to load
  32811. * @param callback defines the callback to call when data is loaded
  32812. * @param progressCallBack defines the callback to call during loading process
  32813. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  32814. * @returns a file request object
  32815. */
  32816. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  32817. /**
  32818. * Creates a data url from a given string content
  32819. * @param content defines the content to convert
  32820. * @returns the new data url link
  32821. */
  32822. static FileAsURL(content: string): string;
  32823. /**
  32824. * Format the given number to a specific decimal format
  32825. * @param value defines the number to format
  32826. * @param decimals defines the number of decimals to use
  32827. * @returns the formatted string
  32828. */
  32829. static Format(value: number, decimals?: number): string;
  32830. /**
  32831. * Tries to copy an object by duplicating every property
  32832. * @param source defines the source object
  32833. * @param destination defines the target object
  32834. * @param doNotCopyList defines a list of properties to avoid
  32835. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  32836. */
  32837. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  32838. /**
  32839. * Gets a boolean indicating if the given object has no own property
  32840. * @param obj defines the object to test
  32841. * @returns true if object has no own property
  32842. */
  32843. static IsEmpty(obj: any): boolean;
  32844. /**
  32845. * Function used to register events at window level
  32846. * @param windowElement defines the Window object to use
  32847. * @param events defines the events to register
  32848. */
  32849. static RegisterTopRootEvents(windowElement: Window, events: {
  32850. name: string;
  32851. handler: Nullable<(e: FocusEvent) => any>;
  32852. }[]): void;
  32853. /**
  32854. * Function used to unregister events from window level
  32855. * @param windowElement defines the Window object to use
  32856. * @param events defines the events to unregister
  32857. */
  32858. static UnregisterTopRootEvents(windowElement: Window, events: {
  32859. name: string;
  32860. handler: Nullable<(e: FocusEvent) => any>;
  32861. }[]): void;
  32862. /**
  32863. * @ignore
  32864. */
  32865. static _ScreenshotCanvas: HTMLCanvasElement;
  32866. /**
  32867. * Dumps the current bound framebuffer
  32868. * @param width defines the rendering width
  32869. * @param height defines the rendering height
  32870. * @param engine defines the hosting engine
  32871. * @param successCallback defines the callback triggered once the data are available
  32872. * @param mimeType defines the mime type of the result
  32873. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  32874. */
  32875. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  32876. /**
  32877. * Converts the canvas data to blob.
  32878. * This acts as a polyfill for browsers not supporting the to blob function.
  32879. * @param canvas Defines the canvas to extract the data from
  32880. * @param successCallback Defines the callback triggered once the data are available
  32881. * @param mimeType Defines the mime type of the result
  32882. */
  32883. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  32884. /**
  32885. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  32886. * @param successCallback defines the callback triggered once the data are available
  32887. * @param mimeType defines the mime type of the result
  32888. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  32889. */
  32890. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  32891. /**
  32892. * Downloads a blob in the browser
  32893. * @param blob defines the blob to download
  32894. * @param fileName defines the name of the downloaded file
  32895. */
  32896. static Download(blob: Blob, fileName: string): void;
  32897. /**
  32898. * Captures a screenshot of the current rendering
  32899. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32900. * @param engine defines the rendering engine
  32901. * @param camera defines the source camera
  32902. * @param size This parameter can be set to a single number or to an object with the
  32903. * following (optional) properties: precision, width, height. If a single number is passed,
  32904. * it will be used for both width and height. If an object is passed, the screenshot size
  32905. * will be derived from the parameters. The precision property is a multiplier allowing
  32906. * rendering at a higher or lower resolution
  32907. * @param successCallback defines the callback receives a single parameter which contains the
  32908. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  32909. * src parameter of an <img> to display it
  32910. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  32911. * Check your browser for supported MIME types
  32912. */
  32913. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  32914. /**
  32915. * Captures a screenshot of the current rendering
  32916. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32917. * @param engine defines the rendering engine
  32918. * @param camera defines the source camera
  32919. * @param size This parameter can be set to a single number or to an object with the
  32920. * following (optional) properties: precision, width, height. If a single number is passed,
  32921. * it will be used for both width and height. If an object is passed, the screenshot size
  32922. * will be derived from the parameters. The precision property is a multiplier allowing
  32923. * rendering at a higher or lower resolution
  32924. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  32925. * Check your browser for supported MIME types
  32926. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  32927. * to the src parameter of an <img> to display it
  32928. */
  32929. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  32930. /**
  32931. * Generates an image screenshot from the specified camera.
  32932. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32933. * @param engine The engine to use for rendering
  32934. * @param camera The camera to use for rendering
  32935. * @param size This parameter can be set to a single number or to an object with the
  32936. * following (optional) properties: precision, width, height. If a single number is passed,
  32937. * it will be used for both width and height. If an object is passed, the screenshot size
  32938. * will be derived from the parameters. The precision property is a multiplier allowing
  32939. * rendering at a higher or lower resolution
  32940. * @param successCallback The callback receives a single parameter which contains the
  32941. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  32942. * src parameter of an <img> to display it
  32943. * @param mimeType The MIME type of the screenshot image (default: image/png).
  32944. * Check your browser for supported MIME types
  32945. * @param samples Texture samples (default: 1)
  32946. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  32947. * @param fileName A name for for the downloaded file.
  32948. */
  32949. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  32950. /**
  32951. * Generates an image screenshot from the specified camera.
  32952. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32953. * @param engine The engine to use for rendering
  32954. * @param camera The camera to use for rendering
  32955. * @param size This parameter can be set to a single number or to an object with the
  32956. * following (optional) properties: precision, width, height. If a single number is passed,
  32957. * it will be used for both width and height. If an object is passed, the screenshot size
  32958. * will be derived from the parameters. The precision property is a multiplier allowing
  32959. * rendering at a higher or lower resolution
  32960. * @param mimeType The MIME type of the screenshot image (default: image/png).
  32961. * Check your browser for supported MIME types
  32962. * @param samples Texture samples (default: 1)
  32963. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  32964. * @param fileName A name for for the downloaded file.
  32965. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  32966. * to the src parameter of an <img> to display it
  32967. */
  32968. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  32969. /**
  32970. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  32971. * Be aware Math.random() could cause collisions, but:
  32972. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  32973. * @returns a pseudo random id
  32974. */
  32975. static RandomId(): string;
  32976. /**
  32977. * Test if the given uri is a base64 string
  32978. * @param uri The uri to test
  32979. * @return True if the uri is a base64 string or false otherwise
  32980. */
  32981. static IsBase64(uri: string): boolean;
  32982. /**
  32983. * Decode the given base64 uri.
  32984. * @param uri The uri to decode
  32985. * @return The decoded base64 data.
  32986. */
  32987. static DecodeBase64(uri: string): ArrayBuffer;
  32988. /**
  32989. * Gets the absolute url.
  32990. * @param url the input url
  32991. * @return the absolute url
  32992. */
  32993. static GetAbsoluteUrl(url: string): string;
  32994. /**
  32995. * No log
  32996. */
  32997. static readonly NoneLogLevel: number;
  32998. /**
  32999. * Only message logs
  33000. */
  33001. static readonly MessageLogLevel: number;
  33002. /**
  33003. * Only warning logs
  33004. */
  33005. static readonly WarningLogLevel: number;
  33006. /**
  33007. * Only error logs
  33008. */
  33009. static readonly ErrorLogLevel: number;
  33010. /**
  33011. * All logs
  33012. */
  33013. static readonly AllLogLevel: number;
  33014. /**
  33015. * Gets a value indicating the number of loading errors
  33016. * @ignorenaming
  33017. */
  33018. static readonly errorsCount: number;
  33019. /**
  33020. * Callback called when a new log is added
  33021. */
  33022. static OnNewCacheEntry: (entry: string) => void;
  33023. /**
  33024. * Log a message to the console
  33025. * @param message defines the message to log
  33026. */
  33027. static Log(message: string): void;
  33028. /**
  33029. * Write a warning message to the console
  33030. * @param message defines the message to log
  33031. */
  33032. static Warn(message: string): void;
  33033. /**
  33034. * Write an error message to the console
  33035. * @param message defines the message to log
  33036. */
  33037. static Error(message: string): void;
  33038. /**
  33039. * Gets current log cache (list of logs)
  33040. */
  33041. static readonly LogCache: string;
  33042. /**
  33043. * Clears the log cache
  33044. */
  33045. static ClearLogCache(): void;
  33046. /**
  33047. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  33048. */
  33049. static LogLevels: number;
  33050. /**
  33051. * Checks if the window object exists
  33052. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  33053. */
  33054. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  33055. /**
  33056. * No performance log
  33057. */
  33058. static readonly PerformanceNoneLogLevel: number;
  33059. /**
  33060. * Use user marks to log performance
  33061. */
  33062. static readonly PerformanceUserMarkLogLevel: number;
  33063. /**
  33064. * Log performance to the console
  33065. */
  33066. static readonly PerformanceConsoleLogLevel: number;
  33067. private static _performance;
  33068. /**
  33069. * Sets the current performance log level
  33070. */
  33071. static PerformanceLogLevel: number;
  33072. private static _StartPerformanceCounterDisabled;
  33073. private static _EndPerformanceCounterDisabled;
  33074. private static _StartUserMark;
  33075. private static _EndUserMark;
  33076. private static _StartPerformanceConsole;
  33077. private static _EndPerformanceConsole;
  33078. /**
  33079. * Starts a performance counter
  33080. */
  33081. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  33082. /**
  33083. * Ends a specific performance coutner
  33084. */
  33085. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  33086. /**
  33087. * Gets either window.performance.now() if supported or Date.now() else
  33088. */
  33089. static readonly Now: number;
  33090. /**
  33091. * This method will return the name of the class used to create the instance of the given object.
  33092. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  33093. * @param object the object to get the class name from
  33094. * @param isType defines if the object is actually a type
  33095. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  33096. */
  33097. static GetClassName(object: any, isType?: boolean): string;
  33098. /**
  33099. * Gets the first element of an array satisfying a given predicate
  33100. * @param array defines the array to browse
  33101. * @param predicate defines the predicate to use
  33102. * @returns null if not found or the element
  33103. */
  33104. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  33105. /**
  33106. * This method will return the name of the full name of the class, including its owning module (if any).
  33107. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator or implementing a method getClassName():string (in which case the module won't be specified).
  33108. * @param object the object to get the class name from
  33109. * @param isType defines if the object is actually a type
  33110. * @return a string that can have two forms: "moduleName.className" if module was specified when the class' Name was registered or "className" if there was not module specified.
  33111. * @ignorenaming
  33112. */
  33113. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  33114. /**
  33115. * Returns a promise that resolves after the given amount of time.
  33116. * @param delay Number of milliseconds to delay
  33117. * @returns Promise that resolves after the given amount of time
  33118. */
  33119. static DelayAsync(delay: number): Promise<void>;
  33120. }
  33121. /**
  33122. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  33123. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  33124. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  33125. * @param name The name of the class, case should be preserved
  33126. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  33127. */
  33128. export function className(name: string, module?: string): (target: Object) => void;
  33129. /**
  33130. * An implementation of a loop for asynchronous functions.
  33131. */
  33132. export class AsyncLoop {
  33133. /**
  33134. * Defines the number of iterations for the loop
  33135. */
  33136. iterations: number;
  33137. /**
  33138. * Defines the current index of the loop.
  33139. */
  33140. index: number;
  33141. private _done;
  33142. private _fn;
  33143. private _successCallback;
  33144. /**
  33145. * Constructor.
  33146. * @param iterations the number of iterations.
  33147. * @param func the function to run each iteration
  33148. * @param successCallback the callback that will be called upon succesful execution
  33149. * @param offset starting offset.
  33150. */
  33151. constructor(
  33152. /**
  33153. * Defines the number of iterations for the loop
  33154. */
  33155. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  33156. /**
  33157. * Execute the next iteration. Must be called after the last iteration was finished.
  33158. */
  33159. executeNext(): void;
  33160. /**
  33161. * Break the loop and run the success callback.
  33162. */
  33163. breakLoop(): void;
  33164. /**
  33165. * Create and run an async loop.
  33166. * @param iterations the number of iterations.
  33167. * @param fn the function to run each iteration
  33168. * @param successCallback the callback that will be called upon succesful execution
  33169. * @param offset starting offset.
  33170. * @returns the created async loop object
  33171. */
  33172. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  33173. /**
  33174. * A for-loop that will run a given number of iterations synchronous and the rest async.
  33175. * @param iterations total number of iterations
  33176. * @param syncedIterations number of synchronous iterations in each async iteration.
  33177. * @param fn the function to call each iteration.
  33178. * @param callback a success call back that will be called when iterating stops.
  33179. * @param breakFunction a break condition (optional)
  33180. * @param timeout timeout settings for the setTimeout function. default - 0.
  33181. * @returns the created async loop object
  33182. */
  33183. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  33184. }
  33185. }
  33186. declare module "babylonjs/Collisions/collisionCoordinator" {
  33187. import { Nullable } from "babylonjs/types";
  33188. import { Scene } from "babylonjs/scene";
  33189. import { Vector3 } from "babylonjs/Maths/math.vector";
  33190. import { Collider } from "babylonjs/Collisions/collider";
  33191. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33192. /** @hidden */
  33193. export interface ICollisionCoordinator {
  33194. createCollider(): Collider;
  33195. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33196. init(scene: Scene): void;
  33197. }
  33198. /** @hidden */
  33199. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  33200. private _scene;
  33201. private _scaledPosition;
  33202. private _scaledVelocity;
  33203. private _finalPosition;
  33204. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33205. createCollider(): Collider;
  33206. init(scene: Scene): void;
  33207. private _collideWithWorld;
  33208. }
  33209. }
  33210. declare module "babylonjs/Inputs/scene.inputManager" {
  33211. import { Nullable } from "babylonjs/types";
  33212. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  33213. import { Vector2 } from "babylonjs/Maths/math.vector";
  33214. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33215. import { Scene } from "babylonjs/scene";
  33216. /**
  33217. * Class used to manage all inputs for the scene.
  33218. */
  33219. export class InputManager {
  33220. /** The distance in pixel that you have to move to prevent some events */
  33221. static DragMovementThreshold: number;
  33222. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  33223. static LongPressDelay: number;
  33224. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  33225. static DoubleClickDelay: number;
  33226. /** If you need to check double click without raising a single click at first click, enable this flag */
  33227. static ExclusiveDoubleClickMode: boolean;
  33228. private _wheelEventName;
  33229. private _onPointerMove;
  33230. private _onPointerDown;
  33231. private _onPointerUp;
  33232. private _initClickEvent;
  33233. private _initActionManager;
  33234. private _delayedSimpleClick;
  33235. private _delayedSimpleClickTimeout;
  33236. private _previousDelayedSimpleClickTimeout;
  33237. private _meshPickProceed;
  33238. private _previousButtonPressed;
  33239. private _currentPickResult;
  33240. private _previousPickResult;
  33241. private _totalPointersPressed;
  33242. private _doubleClickOccured;
  33243. private _pointerOverMesh;
  33244. private _pickedDownMesh;
  33245. private _pickedUpMesh;
  33246. private _pointerX;
  33247. private _pointerY;
  33248. private _unTranslatedPointerX;
  33249. private _unTranslatedPointerY;
  33250. private _startingPointerPosition;
  33251. private _previousStartingPointerPosition;
  33252. private _startingPointerTime;
  33253. private _previousStartingPointerTime;
  33254. private _pointerCaptures;
  33255. private _onKeyDown;
  33256. private _onKeyUp;
  33257. private _onCanvasFocusObserver;
  33258. private _onCanvasBlurObserver;
  33259. private _scene;
  33260. /**
  33261. * Creates a new InputManager
  33262. * @param scene defines the hosting scene
  33263. */
  33264. constructor(scene: Scene);
  33265. /**
  33266. * Gets the mesh that is currently under the pointer
  33267. */
  33268. readonly meshUnderPointer: Nullable<AbstractMesh>;
  33269. /**
  33270. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  33271. */
  33272. readonly unTranslatedPointer: Vector2;
  33273. /**
  33274. * Gets or sets the current on-screen X position of the pointer
  33275. */
  33276. pointerX: number;
  33277. /**
  33278. * Gets or sets the current on-screen Y position of the pointer
  33279. */
  33280. pointerY: number;
  33281. private _updatePointerPosition;
  33282. private _processPointerMove;
  33283. private _setRayOnPointerInfo;
  33284. private _checkPrePointerObservable;
  33285. /**
  33286. * Use this method to simulate a pointer move on a mesh
  33287. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33288. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33289. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33290. */
  33291. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  33292. /**
  33293. * Use this method to simulate a pointer down on a mesh
  33294. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33295. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33296. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33297. */
  33298. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  33299. private _processPointerDown;
  33300. /** @hidden */
  33301. _isPointerSwiping(): boolean;
  33302. /**
  33303. * Use this method to simulate a pointer up on a mesh
  33304. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33305. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33306. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33307. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  33308. */
  33309. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  33310. private _processPointerUp;
  33311. /**
  33312. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  33313. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  33314. * @returns true if the pointer was captured
  33315. */
  33316. isPointerCaptured(pointerId?: number): boolean;
  33317. /**
  33318. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  33319. * @param attachUp defines if you want to attach events to pointerup
  33320. * @param attachDown defines if you want to attach events to pointerdown
  33321. * @param attachMove defines if you want to attach events to pointermove
  33322. */
  33323. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  33324. /**
  33325. * Detaches all event handlers
  33326. */
  33327. detachControl(): void;
  33328. /**
  33329. * Force the value of meshUnderPointer
  33330. * @param mesh defines the mesh to use
  33331. */
  33332. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  33333. /**
  33334. * Gets the mesh under the pointer
  33335. * @returns a Mesh or null if no mesh is under the pointer
  33336. */
  33337. getPointerOverMesh(): Nullable<AbstractMesh>;
  33338. }
  33339. }
  33340. declare module "babylonjs/Misc/uniqueIdGenerator" {
  33341. /**
  33342. * Helper class used to generate session unique ID
  33343. */
  33344. export class UniqueIdGenerator {
  33345. private static _UniqueIdCounter;
  33346. /**
  33347. * Gets an unique (relatively to the current scene) Id
  33348. */
  33349. static readonly UniqueId: number;
  33350. }
  33351. }
  33352. declare module "babylonjs/Animations/animationGroup" {
  33353. import { Animatable } from "babylonjs/Animations/animatable";
  33354. import { Animation } from "babylonjs/Animations/animation";
  33355. import { Scene, IDisposable } from "babylonjs/scene";
  33356. import { Observable } from "babylonjs/Misc/observable";
  33357. import { Nullable } from "babylonjs/types";
  33358. import "babylonjs/Animations/animatable";
  33359. /**
  33360. * This class defines the direct association between an animation and a target
  33361. */
  33362. export class TargetedAnimation {
  33363. /**
  33364. * Animation to perform
  33365. */
  33366. animation: Animation;
  33367. /**
  33368. * Target to animate
  33369. */
  33370. target: any;
  33371. /**
  33372. * Serialize the object
  33373. * @returns the JSON object representing the current entity
  33374. */
  33375. serialize(): any;
  33376. }
  33377. /**
  33378. * Use this class to create coordinated animations on multiple targets
  33379. */
  33380. export class AnimationGroup implements IDisposable {
  33381. /** The name of the animation group */
  33382. name: string;
  33383. private _scene;
  33384. private _targetedAnimations;
  33385. private _animatables;
  33386. private _from;
  33387. private _to;
  33388. private _isStarted;
  33389. private _isPaused;
  33390. private _speedRatio;
  33391. private _loopAnimation;
  33392. /**
  33393. * Gets or sets the unique id of the node
  33394. */
  33395. uniqueId: number;
  33396. /**
  33397. * This observable will notify when one animation have ended
  33398. */
  33399. onAnimationEndObservable: Observable<TargetedAnimation>;
  33400. /**
  33401. * Observer raised when one animation loops
  33402. */
  33403. onAnimationLoopObservable: Observable<TargetedAnimation>;
  33404. /**
  33405. * This observable will notify when all animations have ended.
  33406. */
  33407. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  33408. /**
  33409. * This observable will notify when all animations have paused.
  33410. */
  33411. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  33412. /**
  33413. * This observable will notify when all animations are playing.
  33414. */
  33415. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  33416. /**
  33417. * Gets the first frame
  33418. */
  33419. readonly from: number;
  33420. /**
  33421. * Gets the last frame
  33422. */
  33423. readonly to: number;
  33424. /**
  33425. * Define if the animations are started
  33426. */
  33427. readonly isStarted: boolean;
  33428. /**
  33429. * Gets a value indicating that the current group is playing
  33430. */
  33431. readonly isPlaying: boolean;
  33432. /**
  33433. * Gets or sets the speed ratio to use for all animations
  33434. */
  33435. /**
  33436. * Gets or sets the speed ratio to use for all animations
  33437. */
  33438. speedRatio: number;
  33439. /**
  33440. * Gets or sets if all animations should loop or not
  33441. */
  33442. loopAnimation: boolean;
  33443. /**
  33444. * Gets the targeted animations for this animation group
  33445. */
  33446. readonly targetedAnimations: Array<TargetedAnimation>;
  33447. /**
  33448. * returning the list of animatables controlled by this animation group.
  33449. */
  33450. readonly animatables: Array<Animatable>;
  33451. /**
  33452. * Instantiates a new Animation Group.
  33453. * This helps managing several animations at once.
  33454. * @see http://doc.babylonjs.com/how_to/group
  33455. * @param name Defines the name of the group
  33456. * @param scene Defines the scene the group belongs to
  33457. */
  33458. constructor(
  33459. /** The name of the animation group */
  33460. name: string, scene?: Nullable<Scene>);
  33461. /**
  33462. * Add an animation (with its target) in the group
  33463. * @param animation defines the animation we want to add
  33464. * @param target defines the target of the animation
  33465. * @returns the TargetedAnimation object
  33466. */
  33467. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  33468. /**
  33469. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  33470. * It can add constant keys at begin or end
  33471. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  33472. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  33473. * @returns the animation group
  33474. */
  33475. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  33476. /**
  33477. * Start all animations on given targets
  33478. * @param loop defines if animations must loop
  33479. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  33480. * @param from defines the from key (optional)
  33481. * @param to defines the to key (optional)
  33482. * @returns the current animation group
  33483. */
  33484. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  33485. /**
  33486. * Pause all animations
  33487. * @returns the animation group
  33488. */
  33489. pause(): AnimationGroup;
  33490. /**
  33491. * Play all animations to initial state
  33492. * This function will start() the animations if they were not started or will restart() them if they were paused
  33493. * @param loop defines if animations must loop
  33494. * @returns the animation group
  33495. */
  33496. play(loop?: boolean): AnimationGroup;
  33497. /**
  33498. * Reset all animations to initial state
  33499. * @returns the animation group
  33500. */
  33501. reset(): AnimationGroup;
  33502. /**
  33503. * Restart animations from key 0
  33504. * @returns the animation group
  33505. */
  33506. restart(): AnimationGroup;
  33507. /**
  33508. * Stop all animations
  33509. * @returns the animation group
  33510. */
  33511. stop(): AnimationGroup;
  33512. /**
  33513. * Set animation weight for all animatables
  33514. * @param weight defines the weight to use
  33515. * @return the animationGroup
  33516. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  33517. */
  33518. setWeightForAllAnimatables(weight: number): AnimationGroup;
  33519. /**
  33520. * Synchronize and normalize all animatables with a source animatable
  33521. * @param root defines the root animatable to synchronize with
  33522. * @return the animationGroup
  33523. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  33524. */
  33525. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  33526. /**
  33527. * Goes to a specific frame in this animation group
  33528. * @param frame the frame number to go to
  33529. * @return the animationGroup
  33530. */
  33531. goToFrame(frame: number): AnimationGroup;
  33532. /**
  33533. * Dispose all associated resources
  33534. */
  33535. dispose(): void;
  33536. private _checkAnimationGroupEnded;
  33537. /**
  33538. * Clone the current animation group and returns a copy
  33539. * @param newName defines the name of the new group
  33540. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  33541. * @returns the new aniamtion group
  33542. */
  33543. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  33544. /**
  33545. * Serializes the animationGroup to an object
  33546. * @returns Serialized object
  33547. */
  33548. serialize(): any;
  33549. /**
  33550. * Returns a new AnimationGroup object parsed from the source provided.
  33551. * @param parsedAnimationGroup defines the source
  33552. * @param scene defines the scene that will receive the animationGroup
  33553. * @returns a new AnimationGroup
  33554. */
  33555. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  33556. /**
  33557. * Returns the string "AnimationGroup"
  33558. * @returns "AnimationGroup"
  33559. */
  33560. getClassName(): string;
  33561. /**
  33562. * Creates a detailled string about the object
  33563. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  33564. * @returns a string representing the object
  33565. */
  33566. toString(fullDetails?: boolean): string;
  33567. }
  33568. }
  33569. declare module "babylonjs/scene" {
  33570. import { Nullable } from "babylonjs/types";
  33571. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  33572. import { Observable } from "babylonjs/Misc/observable";
  33573. import { SmartArrayNoDuplicate, SmartArray, ISmartArrayLike } from "babylonjs/Misc/smartArray";
  33574. import { Vector2, Vector3, Matrix } from "babylonjs/Maths/math.vector";
  33575. import { Geometry } from "babylonjs/Meshes/geometry";
  33576. import { TransformNode } from "babylonjs/Meshes/transformNode";
  33577. import { SubMesh } from "babylonjs/Meshes/subMesh";
  33578. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33579. import { Mesh } from "babylonjs/Meshes/mesh";
  33580. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  33581. import { Bone } from "babylonjs/Bones/bone";
  33582. import { Skeleton } from "babylonjs/Bones/skeleton";
  33583. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  33584. import { Camera } from "babylonjs/Cameras/camera";
  33585. import { AbstractScene } from "babylonjs/abstractScene";
  33586. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  33587. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  33588. import { Material } from "babylonjs/Materials/material";
  33589. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  33590. import { Effect } from "babylonjs/Materials/effect";
  33591. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  33592. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  33593. import { Light } from "babylonjs/Lights/light";
  33594. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  33595. import { ICollisionCoordinator } from "babylonjs/Collisions/collisionCoordinator";
  33596. import { PointerEventTypes, PointerInfoPre, PointerInfo } from "babylonjs/Events/pointerEvents";
  33597. import { KeyboardInfoPre, KeyboardInfo } from "babylonjs/Events/keyboardEvents";
  33598. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  33599. import { PostProcessManager } from "babylonjs/PostProcesses/postProcessManager";
  33600. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  33601. import { RenderingGroupInfo, IRenderingManagerAutoClearSetup } from "babylonjs/Rendering/renderingManager";
  33602. import { ISceneComponent, ISceneSerializableComponent, Stage, SimpleStageAction, RenderTargetsStageAction, RenderTargetStageAction, MeshStageAction, EvaluateSubMeshStageAction, ActiveMeshStageAction, CameraStageAction, RenderingGroupStageAction, RenderingMeshStageAction, PointerMoveStageAction, PointerUpDownStageAction, CameraStageFrameBufferAction } from "babylonjs/sceneComponent";
  33603. import { Engine } from "babylonjs/Engines/engine";
  33604. import { Node } from "babylonjs/node";
  33605. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  33606. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  33607. import { WebRequest } from "babylonjs/Misc/webRequest";
  33608. import { InputManager } from "babylonjs/Inputs/scene.inputManager";
  33609. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  33610. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  33611. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  33612. import { Plane } from "babylonjs/Maths/math.plane";
  33613. import { Ray } from "babylonjs/Culling/ray";
  33614. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  33615. import { Animation } from "babylonjs/Animations/animation";
  33616. import { Animatable } from "babylonjs/Animations/animatable";
  33617. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  33618. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  33619. import { Collider } from "babylonjs/Collisions/collider";
  33620. /**
  33621. * Define an interface for all classes that will hold resources
  33622. */
  33623. export interface IDisposable {
  33624. /**
  33625. * Releases all held resources
  33626. */
  33627. dispose(): void;
  33628. }
  33629. /** Interface defining initialization parameters for Scene class */
  33630. export interface SceneOptions {
  33631. /**
  33632. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  33633. * It will improve performance when the number of geometries becomes important.
  33634. */
  33635. useGeometryUniqueIdsMap?: boolean;
  33636. /**
  33637. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  33638. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  33639. */
  33640. useMaterialMeshMap?: boolean;
  33641. /**
  33642. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  33643. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  33644. */
  33645. useClonedMeshhMap?: boolean;
  33646. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  33647. virtual?: boolean;
  33648. }
  33649. /**
  33650. * Represents a scene to be rendered by the engine.
  33651. * @see http://doc.babylonjs.com/features/scene
  33652. */
  33653. export class Scene extends AbstractScene implements IAnimatable {
  33654. /** The fog is deactivated */
  33655. static readonly FOGMODE_NONE: number;
  33656. /** The fog density is following an exponential function */
  33657. static readonly FOGMODE_EXP: number;
  33658. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  33659. static readonly FOGMODE_EXP2: number;
  33660. /** The fog density is following a linear function. */
  33661. static readonly FOGMODE_LINEAR: number;
  33662. /**
  33663. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  33664. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33665. */
  33666. static MinDeltaTime: number;
  33667. /**
  33668. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  33669. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33670. */
  33671. static MaxDeltaTime: number;
  33672. /**
  33673. * Factory used to create the default material.
  33674. * @param name The name of the material to create
  33675. * @param scene The scene to create the material for
  33676. * @returns The default material
  33677. */
  33678. static DefaultMaterialFactory(scene: Scene): Material;
  33679. /**
  33680. * Factory used to create the a collision coordinator.
  33681. * @returns The collision coordinator
  33682. */
  33683. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  33684. /** @hidden */
  33685. _inputManager: InputManager;
  33686. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  33687. cameraToUseForPointers: Nullable<Camera>;
  33688. /** @hidden */
  33689. readonly _isScene: boolean;
  33690. /**
  33691. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  33692. */
  33693. autoClear: boolean;
  33694. /**
  33695. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  33696. */
  33697. autoClearDepthAndStencil: boolean;
  33698. /**
  33699. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  33700. */
  33701. clearColor: Color4;
  33702. /**
  33703. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  33704. */
  33705. ambientColor: Color3;
  33706. /**
  33707. * This is use to store the default BRDF lookup for PBR materials in your scene.
  33708. * It should only be one of the following (if not the default embedded one):
  33709. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  33710. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  33711. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  33712. * The material properties need to be setup according to the type of texture in use.
  33713. */
  33714. environmentBRDFTexture: BaseTexture;
  33715. /** @hidden */
  33716. protected _environmentTexture: Nullable<BaseTexture>;
  33717. /**
  33718. * Texture used in all pbr material as the reflection texture.
  33719. * As in the majority of the scene they are the same (exception for multi room and so on),
  33720. * this is easier to reference from here than from all the materials.
  33721. */
  33722. /**
  33723. * Texture used in all pbr material as the reflection texture.
  33724. * As in the majority of the scene they are the same (exception for multi room and so on),
  33725. * this is easier to set here than in all the materials.
  33726. */
  33727. environmentTexture: Nullable<BaseTexture>;
  33728. /** @hidden */
  33729. protected _environmentIntensity: number;
  33730. /**
  33731. * Intensity of the environment in all pbr material.
  33732. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  33733. * As in the majority of the scene they are the same (exception for multi room and so on),
  33734. * this is easier to reference from here than from all the materials.
  33735. */
  33736. /**
  33737. * Intensity of the environment in all pbr material.
  33738. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  33739. * As in the majority of the scene they are the same (exception for multi room and so on),
  33740. * this is easier to set here than in all the materials.
  33741. */
  33742. environmentIntensity: number;
  33743. /** @hidden */
  33744. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  33745. /**
  33746. * Default image processing configuration used either in the rendering
  33747. * Forward main pass or through the imageProcessingPostProcess if present.
  33748. * As in the majority of the scene they are the same (exception for multi camera),
  33749. * this is easier to reference from here than from all the materials and post process.
  33750. *
  33751. * No setter as we it is a shared configuration, you can set the values instead.
  33752. */
  33753. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  33754. private _forceWireframe;
  33755. /**
  33756. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  33757. */
  33758. forceWireframe: boolean;
  33759. private _forcePointsCloud;
  33760. /**
  33761. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  33762. */
  33763. forcePointsCloud: boolean;
  33764. /**
  33765. * Gets or sets the active clipplane 1
  33766. */
  33767. clipPlane: Nullable<Plane>;
  33768. /**
  33769. * Gets or sets the active clipplane 2
  33770. */
  33771. clipPlane2: Nullable<Plane>;
  33772. /**
  33773. * Gets or sets the active clipplane 3
  33774. */
  33775. clipPlane3: Nullable<Plane>;
  33776. /**
  33777. * Gets or sets the active clipplane 4
  33778. */
  33779. clipPlane4: Nullable<Plane>;
  33780. /**
  33781. * Gets or sets a boolean indicating if animations are enabled
  33782. */
  33783. animationsEnabled: boolean;
  33784. private _animationPropertiesOverride;
  33785. /**
  33786. * Gets or sets the animation properties override
  33787. */
  33788. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  33789. /**
  33790. * Gets or sets a boolean indicating if a constant deltatime has to be used
  33791. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  33792. */
  33793. useConstantAnimationDeltaTime: boolean;
  33794. /**
  33795. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  33796. * Please note that it requires to run a ray cast through the scene on every frame
  33797. */
  33798. constantlyUpdateMeshUnderPointer: boolean;
  33799. /**
  33800. * Defines the HTML cursor to use when hovering over interactive elements
  33801. */
  33802. hoverCursor: string;
  33803. /**
  33804. * Defines the HTML default cursor to use (empty by default)
  33805. */
  33806. defaultCursor: string;
  33807. /**
  33808. * This is used to call preventDefault() on pointer down
  33809. * in order to block unwanted artifacts like system double clicks
  33810. */
  33811. preventDefaultOnPointerDown: boolean;
  33812. /**
  33813. * This is used to call preventDefault() on pointer up
  33814. * in order to block unwanted artifacts like system double clicks
  33815. */
  33816. preventDefaultOnPointerUp: boolean;
  33817. /**
  33818. * Gets or sets user defined metadata
  33819. */
  33820. metadata: any;
  33821. /**
  33822. * For internal use only. Please do not use.
  33823. */
  33824. reservedDataStore: any;
  33825. /**
  33826. * Gets the name of the plugin used to load this scene (null by default)
  33827. */
  33828. loadingPluginName: string;
  33829. /**
  33830. * Use this array to add regular expressions used to disable offline support for specific urls
  33831. */
  33832. disableOfflineSupportExceptionRules: RegExp[];
  33833. /**
  33834. * An event triggered when the scene is disposed.
  33835. */
  33836. onDisposeObservable: Observable<Scene>;
  33837. private _onDisposeObserver;
  33838. /** Sets a function to be executed when this scene is disposed. */
  33839. onDispose: () => void;
  33840. /**
  33841. * An event triggered before rendering the scene (right after animations and physics)
  33842. */
  33843. onBeforeRenderObservable: Observable<Scene>;
  33844. private _onBeforeRenderObserver;
  33845. /** Sets a function to be executed before rendering this scene */
  33846. beforeRender: Nullable<() => void>;
  33847. /**
  33848. * An event triggered after rendering the scene
  33849. */
  33850. onAfterRenderObservable: Observable<Scene>;
  33851. /**
  33852. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  33853. */
  33854. onAfterRenderCameraObservable: Observable<Camera>;
  33855. private _onAfterRenderObserver;
  33856. /** Sets a function to be executed after rendering this scene */
  33857. afterRender: Nullable<() => void>;
  33858. /**
  33859. * An event triggered before animating the scene
  33860. */
  33861. onBeforeAnimationsObservable: Observable<Scene>;
  33862. /**
  33863. * An event triggered after animations processing
  33864. */
  33865. onAfterAnimationsObservable: Observable<Scene>;
  33866. /**
  33867. * An event triggered before draw calls are ready to be sent
  33868. */
  33869. onBeforeDrawPhaseObservable: Observable<Scene>;
  33870. /**
  33871. * An event triggered after draw calls have been sent
  33872. */
  33873. onAfterDrawPhaseObservable: Observable<Scene>;
  33874. /**
  33875. * An event triggered when the scene is ready
  33876. */
  33877. onReadyObservable: Observable<Scene>;
  33878. /**
  33879. * An event triggered before rendering a camera
  33880. */
  33881. onBeforeCameraRenderObservable: Observable<Camera>;
  33882. private _onBeforeCameraRenderObserver;
  33883. /** Sets a function to be executed before rendering a camera*/
  33884. beforeCameraRender: () => void;
  33885. /**
  33886. * An event triggered after rendering a camera
  33887. */
  33888. onAfterCameraRenderObservable: Observable<Camera>;
  33889. private _onAfterCameraRenderObserver;
  33890. /** Sets a function to be executed after rendering a camera*/
  33891. afterCameraRender: () => void;
  33892. /**
  33893. * An event triggered when active meshes evaluation is about to start
  33894. */
  33895. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  33896. /**
  33897. * An event triggered when active meshes evaluation is done
  33898. */
  33899. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  33900. /**
  33901. * An event triggered when particles rendering is about to start
  33902. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  33903. */
  33904. onBeforeParticlesRenderingObservable: Observable<Scene>;
  33905. /**
  33906. * An event triggered when particles rendering is done
  33907. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  33908. */
  33909. onAfterParticlesRenderingObservable: Observable<Scene>;
  33910. /**
  33911. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  33912. */
  33913. onDataLoadedObservable: Observable<Scene>;
  33914. /**
  33915. * An event triggered when a camera is created
  33916. */
  33917. onNewCameraAddedObservable: Observable<Camera>;
  33918. /**
  33919. * An event triggered when a camera is removed
  33920. */
  33921. onCameraRemovedObservable: Observable<Camera>;
  33922. /**
  33923. * An event triggered when a light is created
  33924. */
  33925. onNewLightAddedObservable: Observable<Light>;
  33926. /**
  33927. * An event triggered when a light is removed
  33928. */
  33929. onLightRemovedObservable: Observable<Light>;
  33930. /**
  33931. * An event triggered when a geometry is created
  33932. */
  33933. onNewGeometryAddedObservable: Observable<Geometry>;
  33934. /**
  33935. * An event triggered when a geometry is removed
  33936. */
  33937. onGeometryRemovedObservable: Observable<Geometry>;
  33938. /**
  33939. * An event triggered when a transform node is created
  33940. */
  33941. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  33942. /**
  33943. * An event triggered when a transform node is removed
  33944. */
  33945. onTransformNodeRemovedObservable: Observable<TransformNode>;
  33946. /**
  33947. * An event triggered when a mesh is created
  33948. */
  33949. onNewMeshAddedObservable: Observable<AbstractMesh>;
  33950. /**
  33951. * An event triggered when a mesh is removed
  33952. */
  33953. onMeshRemovedObservable: Observable<AbstractMesh>;
  33954. /**
  33955. * An event triggered when a skeleton is created
  33956. */
  33957. onNewSkeletonAddedObservable: Observable<Skeleton>;
  33958. /**
  33959. * An event triggered when a skeleton is removed
  33960. */
  33961. onSkeletonRemovedObservable: Observable<Skeleton>;
  33962. /**
  33963. * An event triggered when a material is created
  33964. */
  33965. onNewMaterialAddedObservable: Observable<Material>;
  33966. /**
  33967. * An event triggered when a material is removed
  33968. */
  33969. onMaterialRemovedObservable: Observable<Material>;
  33970. /**
  33971. * An event triggered when a texture is created
  33972. */
  33973. onNewTextureAddedObservable: Observable<BaseTexture>;
  33974. /**
  33975. * An event triggered when a texture is removed
  33976. */
  33977. onTextureRemovedObservable: Observable<BaseTexture>;
  33978. /**
  33979. * An event triggered when render targets are about to be rendered
  33980. * Can happen multiple times per frame.
  33981. */
  33982. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  33983. /**
  33984. * An event triggered when render targets were rendered.
  33985. * Can happen multiple times per frame.
  33986. */
  33987. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  33988. /**
  33989. * An event triggered before calculating deterministic simulation step
  33990. */
  33991. onBeforeStepObservable: Observable<Scene>;
  33992. /**
  33993. * An event triggered after calculating deterministic simulation step
  33994. */
  33995. onAfterStepObservable: Observable<Scene>;
  33996. /**
  33997. * An event triggered when the activeCamera property is updated
  33998. */
  33999. onActiveCameraChanged: Observable<Scene>;
  34000. /**
  34001. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  34002. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  34003. * If you wish to register an Observer only for a given set of renderingGroup, use the mask with a combination of the renderingGroup index elevated to the power of two (1 for renderingGroup 0, 2 for renderingrOup1, 4 for 2 and 8 for 3)
  34004. */
  34005. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  34006. /**
  34007. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  34008. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  34009. * If you wish to register an Observer only for a given set of renderingGroup, use the mask with a combination of the renderingGroup index elevated to the power of two (1 for renderingGroup 0, 2 for renderingrOup1, 4 for 2 and 8 for 3)
  34010. */
  34011. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  34012. /**
  34013. * This Observable will when a mesh has been imported into the scene.
  34014. */
  34015. onMeshImportedObservable: Observable<AbstractMesh>;
  34016. /**
  34017. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  34018. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  34019. */
  34020. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  34021. /** @hidden */
  34022. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  34023. /**
  34024. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  34025. */
  34026. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  34027. /**
  34028. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  34029. */
  34030. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  34031. /**
  34032. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  34033. */
  34034. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  34035. /** Callback called when a pointer move is detected */
  34036. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  34037. /** Callback called when a pointer down is detected */
  34038. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  34039. /** Callback called when a pointer up is detected */
  34040. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  34041. /** Callback called when a pointer pick is detected */
  34042. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  34043. /**
  34044. * This observable event is triggered when any ponter event is triggered. It is registered during Scene.attachControl() and it is called BEFORE the 3D engine process anything (mesh/sprite picking for instance).
  34045. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  34046. */
  34047. onPrePointerObservable: Observable<PointerInfoPre>;
  34048. /**
  34049. * Observable event triggered each time an input event is received from the rendering canvas
  34050. */
  34051. onPointerObservable: Observable<PointerInfo>;
  34052. /**
  34053. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  34054. */
  34055. readonly unTranslatedPointer: Vector2;
  34056. /**
  34057. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  34058. */
  34059. static DragMovementThreshold: number;
  34060. /**
  34061. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  34062. */
  34063. static LongPressDelay: number;
  34064. /**
  34065. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  34066. */
  34067. static DoubleClickDelay: number;
  34068. /** If you need to check double click without raising a single click at first click, enable this flag */
  34069. static ExclusiveDoubleClickMode: boolean;
  34070. /** @hidden */
  34071. _mirroredCameraPosition: Nullable<Vector3>;
  34072. /**
  34073. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  34074. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  34075. */
  34076. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  34077. /**
  34078. * Observable event triggered each time an keyboard event is received from the hosting window
  34079. */
  34080. onKeyboardObservable: Observable<KeyboardInfo>;
  34081. private _useRightHandedSystem;
  34082. /**
  34083. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  34084. */
  34085. useRightHandedSystem: boolean;
  34086. private _timeAccumulator;
  34087. private _currentStepId;
  34088. private _currentInternalStep;
  34089. /**
  34090. * Sets the step Id used by deterministic lock step
  34091. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34092. * @param newStepId defines the step Id
  34093. */
  34094. setStepId(newStepId: number): void;
  34095. /**
  34096. * Gets the step Id used by deterministic lock step
  34097. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34098. * @returns the step Id
  34099. */
  34100. getStepId(): number;
  34101. /**
  34102. * Gets the internal step used by deterministic lock step
  34103. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34104. * @returns the internal step
  34105. */
  34106. getInternalStep(): number;
  34107. private _fogEnabled;
  34108. /**
  34109. * Gets or sets a boolean indicating if fog is enabled on this scene
  34110. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34111. * (Default is true)
  34112. */
  34113. fogEnabled: boolean;
  34114. private _fogMode;
  34115. /**
  34116. * Gets or sets the fog mode to use
  34117. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34118. * | mode | value |
  34119. * | --- | --- |
  34120. * | FOGMODE_NONE | 0 |
  34121. * | FOGMODE_EXP | 1 |
  34122. * | FOGMODE_EXP2 | 2 |
  34123. * | FOGMODE_LINEAR | 3 |
  34124. */
  34125. fogMode: number;
  34126. /**
  34127. * Gets or sets the fog color to use
  34128. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34129. * (Default is Color3(0.2, 0.2, 0.3))
  34130. */
  34131. fogColor: Color3;
  34132. /**
  34133. * Gets or sets the fog density to use
  34134. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34135. * (Default is 0.1)
  34136. */
  34137. fogDensity: number;
  34138. /**
  34139. * Gets or sets the fog start distance to use
  34140. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34141. * (Default is 0)
  34142. */
  34143. fogStart: number;
  34144. /**
  34145. * Gets or sets the fog end distance to use
  34146. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34147. * (Default is 1000)
  34148. */
  34149. fogEnd: number;
  34150. private _shadowsEnabled;
  34151. /**
  34152. * Gets or sets a boolean indicating if shadows are enabled on this scene
  34153. */
  34154. shadowsEnabled: boolean;
  34155. private _lightsEnabled;
  34156. /**
  34157. * Gets or sets a boolean indicating if lights are enabled on this scene
  34158. */
  34159. lightsEnabled: boolean;
  34160. /** All of the active cameras added to this scene. */
  34161. activeCameras: Camera[];
  34162. /** @hidden */
  34163. _activeCamera: Nullable<Camera>;
  34164. /** Gets or sets the current active camera */
  34165. activeCamera: Nullable<Camera>;
  34166. private _defaultMaterial;
  34167. /** The default material used on meshes when no material is affected */
  34168. /** The default material used on meshes when no material is affected */
  34169. defaultMaterial: Material;
  34170. private _texturesEnabled;
  34171. /**
  34172. * Gets or sets a boolean indicating if textures are enabled on this scene
  34173. */
  34174. texturesEnabled: boolean;
  34175. /**
  34176. * Gets or sets a boolean indicating if particles are enabled on this scene
  34177. */
  34178. particlesEnabled: boolean;
  34179. /**
  34180. * Gets or sets a boolean indicating if sprites are enabled on this scene
  34181. */
  34182. spritesEnabled: boolean;
  34183. private _skeletonsEnabled;
  34184. /**
  34185. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  34186. */
  34187. skeletonsEnabled: boolean;
  34188. /**
  34189. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  34190. */
  34191. lensFlaresEnabled: boolean;
  34192. /**
  34193. * Gets or sets a boolean indicating if collisions are enabled on this scene
  34194. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  34195. */
  34196. collisionsEnabled: boolean;
  34197. private _collisionCoordinator;
  34198. /** @hidden */
  34199. readonly collisionCoordinator: ICollisionCoordinator;
  34200. /**
  34201. * Defines the gravity applied to this scene (used only for collisions)
  34202. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  34203. */
  34204. gravity: Vector3;
  34205. /**
  34206. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  34207. */
  34208. postProcessesEnabled: boolean;
  34209. /**
  34210. * The list of postprocesses added to the scene
  34211. */
  34212. postProcesses: PostProcess[];
  34213. /**
  34214. * Gets the current postprocess manager
  34215. */
  34216. postProcessManager: PostProcessManager;
  34217. /**
  34218. * Gets or sets a boolean indicating if render targets are enabled on this scene
  34219. */
  34220. renderTargetsEnabled: boolean;
  34221. /**
  34222. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  34223. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  34224. */
  34225. dumpNextRenderTargets: boolean;
  34226. /**
  34227. * The list of user defined render targets added to the scene
  34228. */
  34229. customRenderTargets: RenderTargetTexture[];
  34230. /**
  34231. * Defines if texture loading must be delayed
  34232. * If true, textures will only be loaded when they need to be rendered
  34233. */
  34234. useDelayedTextureLoading: boolean;
  34235. /**
  34236. * Gets the list of meshes imported to the scene through SceneLoader
  34237. */
  34238. importedMeshesFiles: String[];
  34239. /**
  34240. * Gets or sets a boolean indicating if probes are enabled on this scene
  34241. */
  34242. probesEnabled: boolean;
  34243. /**
  34244. * Gets or sets the current offline provider to use to store scene data
  34245. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  34246. */
  34247. offlineProvider: IOfflineProvider;
  34248. /**
  34249. * Gets or sets the action manager associated with the scene
  34250. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  34251. */
  34252. actionManager: AbstractActionManager;
  34253. private _meshesForIntersections;
  34254. /**
  34255. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  34256. */
  34257. proceduralTexturesEnabled: boolean;
  34258. private _engine;
  34259. private _totalVertices;
  34260. /** @hidden */
  34261. _activeIndices: PerfCounter;
  34262. /** @hidden */
  34263. _activeParticles: PerfCounter;
  34264. /** @hidden */
  34265. _activeBones: PerfCounter;
  34266. private _animationRatio;
  34267. /** @hidden */
  34268. _animationTimeLast: number;
  34269. /** @hidden */
  34270. _animationTime: number;
  34271. /**
  34272. * Gets or sets a general scale for animation speed
  34273. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  34274. */
  34275. animationTimeScale: number;
  34276. /** @hidden */
  34277. _cachedMaterial: Nullable<Material>;
  34278. /** @hidden */
  34279. _cachedEffect: Nullable<Effect>;
  34280. /** @hidden */
  34281. _cachedVisibility: Nullable<number>;
  34282. private _renderId;
  34283. private _frameId;
  34284. private _executeWhenReadyTimeoutId;
  34285. private _intermediateRendering;
  34286. private _viewUpdateFlag;
  34287. private _projectionUpdateFlag;
  34288. /** @hidden */
  34289. _toBeDisposed: Nullable<IDisposable>[];
  34290. private _activeRequests;
  34291. /** @hidden */
  34292. _pendingData: any[];
  34293. private _isDisposed;
  34294. /**
  34295. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  34296. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  34297. */
  34298. dispatchAllSubMeshesOfActiveMeshes: boolean;
  34299. private _activeMeshes;
  34300. private _processedMaterials;
  34301. private _renderTargets;
  34302. /** @hidden */
  34303. _activeParticleSystems: SmartArray<IParticleSystem>;
  34304. private _activeSkeletons;
  34305. private _softwareSkinnedMeshes;
  34306. private _renderingManager;
  34307. /** @hidden */
  34308. _activeAnimatables: import("babylonjs/Animations/animatable").Animatable[];
  34309. private _transformMatrix;
  34310. private _sceneUbo;
  34311. /** @hidden */
  34312. _viewMatrix: Matrix;
  34313. private _projectionMatrix;
  34314. /** @hidden */
  34315. _forcedViewPosition: Nullable<Vector3>;
  34316. /** @hidden */
  34317. _frustumPlanes: Plane[];
  34318. /**
  34319. * Gets the list of frustum planes (built from the active camera)
  34320. */
  34321. readonly frustumPlanes: Plane[];
  34322. /**
  34323. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  34324. * This is useful if there are more lights that the maximum simulteanous authorized
  34325. */
  34326. requireLightSorting: boolean;
  34327. /** @hidden */
  34328. readonly useMaterialMeshMap: boolean;
  34329. /** @hidden */
  34330. readonly useClonedMeshhMap: boolean;
  34331. private _externalData;
  34332. private _uid;
  34333. /**
  34334. * @hidden
  34335. * Backing store of defined scene components.
  34336. */
  34337. _components: ISceneComponent[];
  34338. /**
  34339. * @hidden
  34340. * Backing store of defined scene components.
  34341. */
  34342. _serializableComponents: ISceneSerializableComponent[];
  34343. /**
  34344. * List of components to register on the next registration step.
  34345. */
  34346. private _transientComponents;
  34347. /**
  34348. * Registers the transient components if needed.
  34349. */
  34350. private _registerTransientComponents;
  34351. /**
  34352. * @hidden
  34353. * Add a component to the scene.
  34354. * Note that the ccomponent could be registered on th next frame if this is called after
  34355. * the register component stage.
  34356. * @param component Defines the component to add to the scene
  34357. */
  34358. _addComponent(component: ISceneComponent): void;
  34359. /**
  34360. * @hidden
  34361. * Gets a component from the scene.
  34362. * @param name defines the name of the component to retrieve
  34363. * @returns the component or null if not present
  34364. */
  34365. _getComponent(name: string): Nullable<ISceneComponent>;
  34366. /**
  34367. * @hidden
  34368. * Defines the actions happening before camera updates.
  34369. */
  34370. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  34371. /**
  34372. * @hidden
  34373. * Defines the actions happening before clear the canvas.
  34374. */
  34375. _beforeClearStage: Stage<SimpleStageAction>;
  34376. /**
  34377. * @hidden
  34378. * Defines the actions when collecting render targets for the frame.
  34379. */
  34380. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  34381. /**
  34382. * @hidden
  34383. * Defines the actions happening for one camera in the frame.
  34384. */
  34385. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  34386. /**
  34387. * @hidden
  34388. * Defines the actions happening during the per mesh ready checks.
  34389. */
  34390. _isReadyForMeshStage: Stage<MeshStageAction>;
  34391. /**
  34392. * @hidden
  34393. * Defines the actions happening before evaluate active mesh checks.
  34394. */
  34395. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  34396. /**
  34397. * @hidden
  34398. * Defines the actions happening during the evaluate sub mesh checks.
  34399. */
  34400. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  34401. /**
  34402. * @hidden
  34403. * Defines the actions happening during the active mesh stage.
  34404. */
  34405. _activeMeshStage: Stage<ActiveMeshStageAction>;
  34406. /**
  34407. * @hidden
  34408. * Defines the actions happening during the per camera render target step.
  34409. */
  34410. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  34411. /**
  34412. * @hidden
  34413. * Defines the actions happening just before the active camera is drawing.
  34414. */
  34415. _beforeCameraDrawStage: Stage<CameraStageAction>;
  34416. /**
  34417. * @hidden
  34418. * Defines the actions happening just before a render target is drawing.
  34419. */
  34420. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  34421. /**
  34422. * @hidden
  34423. * Defines the actions happening just before a rendering group is drawing.
  34424. */
  34425. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  34426. /**
  34427. * @hidden
  34428. * Defines the actions happening just before a mesh is drawing.
  34429. */
  34430. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  34431. /**
  34432. * @hidden
  34433. * Defines the actions happening just after a mesh has been drawn.
  34434. */
  34435. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  34436. /**
  34437. * @hidden
  34438. * Defines the actions happening just after a rendering group has been drawn.
  34439. */
  34440. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  34441. /**
  34442. * @hidden
  34443. * Defines the actions happening just after the active camera has been drawn.
  34444. */
  34445. _afterCameraDrawStage: Stage<CameraStageAction>;
  34446. /**
  34447. * @hidden
  34448. * Defines the actions happening just after a render target has been drawn.
  34449. */
  34450. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  34451. /**
  34452. * @hidden
  34453. * Defines the actions happening just after rendering all cameras and computing intersections.
  34454. */
  34455. _afterRenderStage: Stage<SimpleStageAction>;
  34456. /**
  34457. * @hidden
  34458. * Defines the actions happening when a pointer move event happens.
  34459. */
  34460. _pointerMoveStage: Stage<PointerMoveStageAction>;
  34461. /**
  34462. * @hidden
  34463. * Defines the actions happening when a pointer down event happens.
  34464. */
  34465. _pointerDownStage: Stage<PointerUpDownStageAction>;
  34466. /**
  34467. * @hidden
  34468. * Defines the actions happening when a pointer up event happens.
  34469. */
  34470. _pointerUpStage: Stage<PointerUpDownStageAction>;
  34471. /**
  34472. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  34473. */
  34474. private geometriesByUniqueId;
  34475. /**
  34476. * Creates a new Scene
  34477. * @param engine defines the engine to use to render this scene
  34478. * @param options defines the scene options
  34479. */
  34480. constructor(engine: Engine, options?: SceneOptions);
  34481. /**
  34482. * Gets a string idenfifying the name of the class
  34483. * @returns "Scene" string
  34484. */
  34485. getClassName(): string;
  34486. private _defaultMeshCandidates;
  34487. /**
  34488. * @hidden
  34489. */
  34490. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  34491. private _defaultSubMeshCandidates;
  34492. /**
  34493. * @hidden
  34494. */
  34495. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  34496. /**
  34497. * Sets the default candidate providers for the scene.
  34498. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  34499. * and getCollidingSubMeshCandidates to their default function
  34500. */
  34501. setDefaultCandidateProviders(): void;
  34502. /**
  34503. * Gets the mesh that is currently under the pointer
  34504. */
  34505. readonly meshUnderPointer: Nullable<AbstractMesh>;
  34506. /**
  34507. * Gets or sets the current on-screen X position of the pointer
  34508. */
  34509. pointerX: number;
  34510. /**
  34511. * Gets or sets the current on-screen Y position of the pointer
  34512. */
  34513. pointerY: number;
  34514. /**
  34515. * Gets the cached material (ie. the latest rendered one)
  34516. * @returns the cached material
  34517. */
  34518. getCachedMaterial(): Nullable<Material>;
  34519. /**
  34520. * Gets the cached effect (ie. the latest rendered one)
  34521. * @returns the cached effect
  34522. */
  34523. getCachedEffect(): Nullable<Effect>;
  34524. /**
  34525. * Gets the cached visibility state (ie. the latest rendered one)
  34526. * @returns the cached visibility state
  34527. */
  34528. getCachedVisibility(): Nullable<number>;
  34529. /**
  34530. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  34531. * @param material defines the current material
  34532. * @param effect defines the current effect
  34533. * @param visibility defines the current visibility state
  34534. * @returns true if one parameter is not cached
  34535. */
  34536. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  34537. /**
  34538. * Gets the engine associated with the scene
  34539. * @returns an Engine
  34540. */
  34541. getEngine(): Engine;
  34542. /**
  34543. * Gets the total number of vertices rendered per frame
  34544. * @returns the total number of vertices rendered per frame
  34545. */
  34546. getTotalVertices(): number;
  34547. /**
  34548. * Gets the performance counter for total vertices
  34549. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34550. */
  34551. readonly totalVerticesPerfCounter: PerfCounter;
  34552. /**
  34553. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  34554. * @returns the total number of active indices rendered per frame
  34555. */
  34556. getActiveIndices(): number;
  34557. /**
  34558. * Gets the performance counter for active indices
  34559. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34560. */
  34561. readonly totalActiveIndicesPerfCounter: PerfCounter;
  34562. /**
  34563. * Gets the total number of active particles rendered per frame
  34564. * @returns the total number of active particles rendered per frame
  34565. */
  34566. getActiveParticles(): number;
  34567. /**
  34568. * Gets the performance counter for active particles
  34569. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34570. */
  34571. readonly activeParticlesPerfCounter: PerfCounter;
  34572. /**
  34573. * Gets the total number of active bones rendered per frame
  34574. * @returns the total number of active bones rendered per frame
  34575. */
  34576. getActiveBones(): number;
  34577. /**
  34578. * Gets the performance counter for active bones
  34579. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34580. */
  34581. readonly activeBonesPerfCounter: PerfCounter;
  34582. /**
  34583. * Gets the array of active meshes
  34584. * @returns an array of AbstractMesh
  34585. */
  34586. getActiveMeshes(): SmartArray<AbstractMesh>;
  34587. /**
  34588. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  34589. * @returns a number
  34590. */
  34591. getAnimationRatio(): number;
  34592. /**
  34593. * Gets an unique Id for the current render phase
  34594. * @returns a number
  34595. */
  34596. getRenderId(): number;
  34597. /**
  34598. * Gets an unique Id for the current frame
  34599. * @returns a number
  34600. */
  34601. getFrameId(): number;
  34602. /** Call this function if you want to manually increment the render Id*/
  34603. incrementRenderId(): void;
  34604. private _createUbo;
  34605. /**
  34606. * Use this method to simulate a pointer move on a mesh
  34607. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34608. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34609. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34610. * @returns the current scene
  34611. */
  34612. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  34613. /**
  34614. * Use this method to simulate a pointer down on a mesh
  34615. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34616. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34617. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34618. * @returns the current scene
  34619. */
  34620. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  34621. /**
  34622. * Use this method to simulate a pointer up on a mesh
  34623. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34624. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34625. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34626. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  34627. * @returns the current scene
  34628. */
  34629. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  34630. /**
  34631. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  34632. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  34633. * @returns true if the pointer was captured
  34634. */
  34635. isPointerCaptured(pointerId?: number): boolean;
  34636. /**
  34637. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  34638. * @param attachUp defines if you want to attach events to pointerup
  34639. * @param attachDown defines if you want to attach events to pointerdown
  34640. * @param attachMove defines if you want to attach events to pointermove
  34641. */
  34642. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  34643. /** Detaches all event handlers*/
  34644. detachControl(): void;
  34645. /**
  34646. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  34647. * Delay loaded resources are not taking in account
  34648. * @return true if all required resources are ready
  34649. */
  34650. isReady(): boolean;
  34651. /** Resets all cached information relative to material (including effect and visibility) */
  34652. resetCachedMaterial(): void;
  34653. /**
  34654. * Registers a function to be called before every frame render
  34655. * @param func defines the function to register
  34656. */
  34657. registerBeforeRender(func: () => void): void;
  34658. /**
  34659. * Unregisters a function called before every frame render
  34660. * @param func defines the function to unregister
  34661. */
  34662. unregisterBeforeRender(func: () => void): void;
  34663. /**
  34664. * Registers a function to be called after every frame render
  34665. * @param func defines the function to register
  34666. */
  34667. registerAfterRender(func: () => void): void;
  34668. /**
  34669. * Unregisters a function called after every frame render
  34670. * @param func defines the function to unregister
  34671. */
  34672. unregisterAfterRender(func: () => void): void;
  34673. private _executeOnceBeforeRender;
  34674. /**
  34675. * The provided function will run before render once and will be disposed afterwards.
  34676. * A timeout delay can be provided so that the function will be executed in N ms.
  34677. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  34678. * @param func The function to be executed.
  34679. * @param timeout optional delay in ms
  34680. */
  34681. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  34682. /** @hidden */
  34683. _addPendingData(data: any): void;
  34684. /** @hidden */
  34685. _removePendingData(data: any): void;
  34686. /**
  34687. * Returns the number of items waiting to be loaded
  34688. * @returns the number of items waiting to be loaded
  34689. */
  34690. getWaitingItemsCount(): number;
  34691. /**
  34692. * Returns a boolean indicating if the scene is still loading data
  34693. */
  34694. readonly isLoading: boolean;
  34695. /**
  34696. * Registers a function to be executed when the scene is ready
  34697. * @param {Function} func - the function to be executed
  34698. */
  34699. executeWhenReady(func: () => void): void;
  34700. /**
  34701. * Returns a promise that resolves when the scene is ready
  34702. * @returns A promise that resolves when the scene is ready
  34703. */
  34704. whenReadyAsync(): Promise<void>;
  34705. /** @hidden */
  34706. _checkIsReady(): void;
  34707. /**
  34708. * Gets all animatable attached to the scene
  34709. */
  34710. readonly animatables: Animatable[];
  34711. /**
  34712. * Resets the last animation time frame.
  34713. * Useful to override when animations start running when loading a scene for the first time.
  34714. */
  34715. resetLastAnimationTimeFrame(): void;
  34716. /**
  34717. * Gets the current view matrix
  34718. * @returns a Matrix
  34719. */
  34720. getViewMatrix(): Matrix;
  34721. /**
  34722. * Gets the current projection matrix
  34723. * @returns a Matrix
  34724. */
  34725. getProjectionMatrix(): Matrix;
  34726. /**
  34727. * Gets the current transform matrix
  34728. * @returns a Matrix made of View * Projection
  34729. */
  34730. getTransformMatrix(): Matrix;
  34731. /**
  34732. * Sets the current transform matrix
  34733. * @param viewL defines the View matrix to use
  34734. * @param projectionL defines the Projection matrix to use
  34735. * @param viewR defines the right View matrix to use (if provided)
  34736. * @param projectionR defines the right Projection matrix to use (if provided)
  34737. */
  34738. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  34739. /**
  34740. * Gets the uniform buffer used to store scene data
  34741. * @returns a UniformBuffer
  34742. */
  34743. getSceneUniformBuffer(): UniformBuffer;
  34744. /**
  34745. * Gets an unique (relatively to the current scene) Id
  34746. * @returns an unique number for the scene
  34747. */
  34748. getUniqueId(): number;
  34749. /**
  34750. * Add a mesh to the list of scene's meshes
  34751. * @param newMesh defines the mesh to add
  34752. * @param recursive if all child meshes should also be added to the scene
  34753. */
  34754. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  34755. /**
  34756. * Remove a mesh for the list of scene's meshes
  34757. * @param toRemove defines the mesh to remove
  34758. * @param recursive if all child meshes should also be removed from the scene
  34759. * @returns the index where the mesh was in the mesh list
  34760. */
  34761. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  34762. /**
  34763. * Add a transform node to the list of scene's transform nodes
  34764. * @param newTransformNode defines the transform node to add
  34765. */
  34766. addTransformNode(newTransformNode: TransformNode): void;
  34767. /**
  34768. * Remove a transform node for the list of scene's transform nodes
  34769. * @param toRemove defines the transform node to remove
  34770. * @returns the index where the transform node was in the transform node list
  34771. */
  34772. removeTransformNode(toRemove: TransformNode): number;
  34773. /**
  34774. * Remove a skeleton for the list of scene's skeletons
  34775. * @param toRemove defines the skeleton to remove
  34776. * @returns the index where the skeleton was in the skeleton list
  34777. */
  34778. removeSkeleton(toRemove: Skeleton): number;
  34779. /**
  34780. * Remove a morph target for the list of scene's morph targets
  34781. * @param toRemove defines the morph target to remove
  34782. * @returns the index where the morph target was in the morph target list
  34783. */
  34784. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  34785. /**
  34786. * Remove a light for the list of scene's lights
  34787. * @param toRemove defines the light to remove
  34788. * @returns the index where the light was in the light list
  34789. */
  34790. removeLight(toRemove: Light): number;
  34791. /**
  34792. * Remove a camera for the list of scene's cameras
  34793. * @param toRemove defines the camera to remove
  34794. * @returns the index where the camera was in the camera list
  34795. */
  34796. removeCamera(toRemove: Camera): number;
  34797. /**
  34798. * Remove a particle system for the list of scene's particle systems
  34799. * @param toRemove defines the particle system to remove
  34800. * @returns the index where the particle system was in the particle system list
  34801. */
  34802. removeParticleSystem(toRemove: IParticleSystem): number;
  34803. /**
  34804. * Remove a animation for the list of scene's animations
  34805. * @param toRemove defines the animation to remove
  34806. * @returns the index where the animation was in the animation list
  34807. */
  34808. removeAnimation(toRemove: Animation): number;
  34809. /**
  34810. * Will stop the animation of the given target
  34811. * @param target - the target
  34812. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  34813. * @param targetMask - a function that determines if the animation should be stopped based on its target (all animations will be stopped if both this and animationName are empty)
  34814. */
  34815. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  34816. /**
  34817. * Removes the given animation group from this scene.
  34818. * @param toRemove The animation group to remove
  34819. * @returns The index of the removed animation group
  34820. */
  34821. removeAnimationGroup(toRemove: AnimationGroup): number;
  34822. /**
  34823. * Removes the given multi-material from this scene.
  34824. * @param toRemove The multi-material to remove
  34825. * @returns The index of the removed multi-material
  34826. */
  34827. removeMultiMaterial(toRemove: MultiMaterial): number;
  34828. /**
  34829. * Removes the given material from this scene.
  34830. * @param toRemove The material to remove
  34831. * @returns The index of the removed material
  34832. */
  34833. removeMaterial(toRemove: Material): number;
  34834. /**
  34835. * Removes the given action manager from this scene.
  34836. * @param toRemove The action manager to remove
  34837. * @returns The index of the removed action manager
  34838. */
  34839. removeActionManager(toRemove: AbstractActionManager): number;
  34840. /**
  34841. * Removes the given texture from this scene.
  34842. * @param toRemove The texture to remove
  34843. * @returns The index of the removed texture
  34844. */
  34845. removeTexture(toRemove: BaseTexture): number;
  34846. /**
  34847. * Adds the given light to this scene
  34848. * @param newLight The light to add
  34849. */
  34850. addLight(newLight: Light): void;
  34851. /**
  34852. * Sorts the list list based on light priorities
  34853. */
  34854. sortLightsByPriority(): void;
  34855. /**
  34856. * Adds the given camera to this scene
  34857. * @param newCamera The camera to add
  34858. */
  34859. addCamera(newCamera: Camera): void;
  34860. /**
  34861. * Adds the given skeleton to this scene
  34862. * @param newSkeleton The skeleton to add
  34863. */
  34864. addSkeleton(newSkeleton: Skeleton): void;
  34865. /**
  34866. * Adds the given particle system to this scene
  34867. * @param newParticleSystem The particle system to add
  34868. */
  34869. addParticleSystem(newParticleSystem: IParticleSystem): void;
  34870. /**
  34871. * Adds the given animation to this scene
  34872. * @param newAnimation The animation to add
  34873. */
  34874. addAnimation(newAnimation: Animation): void;
  34875. /**
  34876. * Adds the given animation group to this scene.
  34877. * @param newAnimationGroup The animation group to add
  34878. */
  34879. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  34880. /**
  34881. * Adds the given multi-material to this scene
  34882. * @param newMultiMaterial The multi-material to add
  34883. */
  34884. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  34885. /**
  34886. * Adds the given material to this scene
  34887. * @param newMaterial The material to add
  34888. */
  34889. addMaterial(newMaterial: Material): void;
  34890. /**
  34891. * Adds the given morph target to this scene
  34892. * @param newMorphTargetManager The morph target to add
  34893. */
  34894. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  34895. /**
  34896. * Adds the given geometry to this scene
  34897. * @param newGeometry The geometry to add
  34898. */
  34899. addGeometry(newGeometry: Geometry): void;
  34900. /**
  34901. * Adds the given action manager to this scene
  34902. * @param newActionManager The action manager to add
  34903. */
  34904. addActionManager(newActionManager: AbstractActionManager): void;
  34905. /**
  34906. * Adds the given texture to this scene.
  34907. * @param newTexture The texture to add
  34908. */
  34909. addTexture(newTexture: BaseTexture): void;
  34910. /**
  34911. * Switch active camera
  34912. * @param newCamera defines the new active camera
  34913. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  34914. */
  34915. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  34916. /**
  34917. * sets the active camera of the scene using its ID
  34918. * @param id defines the camera's ID
  34919. * @return the new active camera or null if none found.
  34920. */
  34921. setActiveCameraByID(id: string): Nullable<Camera>;
  34922. /**
  34923. * sets the active camera of the scene using its name
  34924. * @param name defines the camera's name
  34925. * @returns the new active camera or null if none found.
  34926. */
  34927. setActiveCameraByName(name: string): Nullable<Camera>;
  34928. /**
  34929. * get an animation group using its name
  34930. * @param name defines the material's name
  34931. * @return the animation group or null if none found.
  34932. */
  34933. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  34934. /**
  34935. * Get a material using its unique id
  34936. * @param uniqueId defines the material's unique id
  34937. * @return the material or null if none found.
  34938. */
  34939. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  34940. /**
  34941. * get a material using its id
  34942. * @param id defines the material's ID
  34943. * @return the material or null if none found.
  34944. */
  34945. getMaterialByID(id: string): Nullable<Material>;
  34946. /**
  34947. * Gets a the last added material using a given id
  34948. * @param id defines the material's ID
  34949. * @return the last material with the given id or null if none found.
  34950. */
  34951. getLastMaterialByID(id: string): Nullable<Material>;
  34952. /**
  34953. * Gets a material using its name
  34954. * @param name defines the material's name
  34955. * @return the material or null if none found.
  34956. */
  34957. getMaterialByName(name: string): Nullable<Material>;
  34958. /**
  34959. * Get a texture using its unique id
  34960. * @param uniqueId defines the texture's unique id
  34961. * @return the texture or null if none found.
  34962. */
  34963. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  34964. /**
  34965. * Gets a camera using its id
  34966. * @param id defines the id to look for
  34967. * @returns the camera or null if not found
  34968. */
  34969. getCameraByID(id: string): Nullable<Camera>;
  34970. /**
  34971. * Gets a camera using its unique id
  34972. * @param uniqueId defines the unique id to look for
  34973. * @returns the camera or null if not found
  34974. */
  34975. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  34976. /**
  34977. * Gets a camera using its name
  34978. * @param name defines the camera's name
  34979. * @return the camera or null if none found.
  34980. */
  34981. getCameraByName(name: string): Nullable<Camera>;
  34982. /**
  34983. * Gets a bone using its id
  34984. * @param id defines the bone's id
  34985. * @return the bone or null if not found
  34986. */
  34987. getBoneByID(id: string): Nullable<Bone>;
  34988. /**
  34989. * Gets a bone using its id
  34990. * @param name defines the bone's name
  34991. * @return the bone or null if not found
  34992. */
  34993. getBoneByName(name: string): Nullable<Bone>;
  34994. /**
  34995. * Gets a light node using its name
  34996. * @param name defines the the light's name
  34997. * @return the light or null if none found.
  34998. */
  34999. getLightByName(name: string): Nullable<Light>;
  35000. /**
  35001. * Gets a light node using its id
  35002. * @param id defines the light's id
  35003. * @return the light or null if none found.
  35004. */
  35005. getLightByID(id: string): Nullable<Light>;
  35006. /**
  35007. * Gets a light node using its scene-generated unique ID
  35008. * @param uniqueId defines the light's unique id
  35009. * @return the light or null if none found.
  35010. */
  35011. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  35012. /**
  35013. * Gets a particle system by id
  35014. * @param id defines the particle system id
  35015. * @return the corresponding system or null if none found
  35016. */
  35017. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  35018. /**
  35019. * Gets a geometry using its ID
  35020. * @param id defines the geometry's id
  35021. * @return the geometry or null if none found.
  35022. */
  35023. getGeometryByID(id: string): Nullable<Geometry>;
  35024. private _getGeometryByUniqueID;
  35025. /**
  35026. * Add a new geometry to this scene
  35027. * @param geometry defines the geometry to be added to the scene.
  35028. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  35029. * @return a boolean defining if the geometry was added or not
  35030. */
  35031. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  35032. /**
  35033. * Removes an existing geometry
  35034. * @param geometry defines the geometry to be removed from the scene
  35035. * @return a boolean defining if the geometry was removed or not
  35036. */
  35037. removeGeometry(geometry: Geometry): boolean;
  35038. /**
  35039. * Gets the list of geometries attached to the scene
  35040. * @returns an array of Geometry
  35041. */
  35042. getGeometries(): Geometry[];
  35043. /**
  35044. * Gets the first added mesh found of a given ID
  35045. * @param id defines the id to search for
  35046. * @return the mesh found or null if not found at all
  35047. */
  35048. getMeshByID(id: string): Nullable<AbstractMesh>;
  35049. /**
  35050. * Gets a list of meshes using their id
  35051. * @param id defines the id to search for
  35052. * @returns a list of meshes
  35053. */
  35054. getMeshesByID(id: string): Array<AbstractMesh>;
  35055. /**
  35056. * Gets the first added transform node found of a given ID
  35057. * @param id defines the id to search for
  35058. * @return the found transform node or null if not found at all.
  35059. */
  35060. getTransformNodeByID(id: string): Nullable<TransformNode>;
  35061. /**
  35062. * Gets a transform node with its auto-generated unique id
  35063. * @param uniqueId efines the unique id to search for
  35064. * @return the found transform node or null if not found at all.
  35065. */
  35066. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  35067. /**
  35068. * Gets a list of transform nodes using their id
  35069. * @param id defines the id to search for
  35070. * @returns a list of transform nodes
  35071. */
  35072. getTransformNodesByID(id: string): Array<TransformNode>;
  35073. /**
  35074. * Gets a mesh with its auto-generated unique id
  35075. * @param uniqueId defines the unique id to search for
  35076. * @return the found mesh or null if not found at all.
  35077. */
  35078. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  35079. /**
  35080. * Gets a the last added mesh using a given id
  35081. * @param id defines the id to search for
  35082. * @return the found mesh or null if not found at all.
  35083. */
  35084. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  35085. /**
  35086. * Gets a the last added node (Mesh, Camera, Light) using a given id
  35087. * @param id defines the id to search for
  35088. * @return the found node or null if not found at all
  35089. */
  35090. getLastEntryByID(id: string): Nullable<Node>;
  35091. /**
  35092. * Gets a node (Mesh, Camera, Light) using a given id
  35093. * @param id defines the id to search for
  35094. * @return the found node or null if not found at all
  35095. */
  35096. getNodeByID(id: string): Nullable<Node>;
  35097. /**
  35098. * Gets a node (Mesh, Camera, Light) using a given name
  35099. * @param name defines the name to search for
  35100. * @return the found node or null if not found at all.
  35101. */
  35102. getNodeByName(name: string): Nullable<Node>;
  35103. /**
  35104. * Gets a mesh using a given name
  35105. * @param name defines the name to search for
  35106. * @return the found mesh or null if not found at all.
  35107. */
  35108. getMeshByName(name: string): Nullable<AbstractMesh>;
  35109. /**
  35110. * Gets a transform node using a given name
  35111. * @param name defines the name to search for
  35112. * @return the found transform node or null if not found at all.
  35113. */
  35114. getTransformNodeByName(name: string): Nullable<TransformNode>;
  35115. /**
  35116. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  35117. * @param id defines the id to search for
  35118. * @return the found skeleton or null if not found at all.
  35119. */
  35120. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  35121. /**
  35122. * Gets a skeleton using a given auto generated unique id
  35123. * @param uniqueId defines the unique id to search for
  35124. * @return the found skeleton or null if not found at all.
  35125. */
  35126. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  35127. /**
  35128. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  35129. * @param id defines the id to search for
  35130. * @return the found skeleton or null if not found at all.
  35131. */
  35132. getSkeletonById(id: string): Nullable<Skeleton>;
  35133. /**
  35134. * Gets a skeleton using a given name
  35135. * @param name defines the name to search for
  35136. * @return the found skeleton or null if not found at all.
  35137. */
  35138. getSkeletonByName(name: string): Nullable<Skeleton>;
  35139. /**
  35140. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  35141. * @param id defines the id to search for
  35142. * @return the found morph target manager or null if not found at all.
  35143. */
  35144. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  35145. /**
  35146. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  35147. * @param id defines the id to search for
  35148. * @return the found morph target or null if not found at all.
  35149. */
  35150. getMorphTargetById(id: string): Nullable<MorphTarget>;
  35151. /**
  35152. * Gets a boolean indicating if the given mesh is active
  35153. * @param mesh defines the mesh to look for
  35154. * @returns true if the mesh is in the active list
  35155. */
  35156. isActiveMesh(mesh: AbstractMesh): boolean;
  35157. /**
  35158. * Return a unique id as a string which can serve as an identifier for the scene
  35159. */
  35160. readonly uid: string;
  35161. /**
  35162. * Add an externaly attached data from its key.
  35163. * This method call will fail and return false, if such key already exists.
  35164. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  35165. * @param key the unique key that identifies the data
  35166. * @param data the data object to associate to the key for this Engine instance
  35167. * @return true if no such key were already present and the data was added successfully, false otherwise
  35168. */
  35169. addExternalData<T>(key: string, data: T): boolean;
  35170. /**
  35171. * Get an externaly attached data from its key
  35172. * @param key the unique key that identifies the data
  35173. * @return the associated data, if present (can be null), or undefined if not present
  35174. */
  35175. getExternalData<T>(key: string): Nullable<T>;
  35176. /**
  35177. * Get an externaly attached data from its key, create it using a factory if it's not already present
  35178. * @param key the unique key that identifies the data
  35179. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  35180. * @return the associated data, can be null if the factory returned null.
  35181. */
  35182. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  35183. /**
  35184. * Remove an externaly attached data from the Engine instance
  35185. * @param key the unique key that identifies the data
  35186. * @return true if the data was successfully removed, false if it doesn't exist
  35187. */
  35188. removeExternalData(key: string): boolean;
  35189. private _evaluateSubMesh;
  35190. /**
  35191. * Clear the processed materials smart array preventing retention point in material dispose.
  35192. */
  35193. freeProcessedMaterials(): void;
  35194. private _preventFreeActiveMeshesAndRenderingGroups;
  35195. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  35196. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  35197. * when disposing several meshes in a row or a hierarchy of meshes.
  35198. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  35199. */
  35200. blockfreeActiveMeshesAndRenderingGroups: boolean;
  35201. /**
  35202. * Clear the active meshes smart array preventing retention point in mesh dispose.
  35203. */
  35204. freeActiveMeshes(): void;
  35205. /**
  35206. * Clear the info related to rendering groups preventing retention points during dispose.
  35207. */
  35208. freeRenderingGroups(): void;
  35209. /** @hidden */
  35210. _isInIntermediateRendering(): boolean;
  35211. /**
  35212. * Lambda returning the list of potentially active meshes.
  35213. */
  35214. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  35215. /**
  35216. * Lambda returning the list of potentially active sub meshes.
  35217. */
  35218. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  35219. /**
  35220. * Lambda returning the list of potentially intersecting sub meshes.
  35221. */
  35222. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  35223. /**
  35224. * Lambda returning the list of potentially colliding sub meshes.
  35225. */
  35226. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  35227. private _activeMeshesFrozen;
  35228. /**
  35229. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  35230. * @returns the current scene
  35231. */
  35232. freezeActiveMeshes(): Scene;
  35233. /**
  35234. * Use this function to restart evaluating active meshes on every frame
  35235. * @returns the current scene
  35236. */
  35237. unfreezeActiveMeshes(): Scene;
  35238. private _evaluateActiveMeshes;
  35239. private _activeMesh;
  35240. /**
  35241. * Update the transform matrix to update from the current active camera
  35242. * @param force defines a boolean used to force the update even if cache is up to date
  35243. */
  35244. updateTransformMatrix(force?: boolean): void;
  35245. private _bindFrameBuffer;
  35246. /** @hidden */
  35247. _allowPostProcessClearColor: boolean;
  35248. /** @hidden */
  35249. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  35250. private _processSubCameras;
  35251. private _checkIntersections;
  35252. /** @hidden */
  35253. _advancePhysicsEngineStep(step: number): void;
  35254. /**
  35255. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  35256. */
  35257. getDeterministicFrameTime: () => number;
  35258. /** @hidden */
  35259. _animate(): void;
  35260. /** Execute all animations (for a frame) */
  35261. animate(): void;
  35262. /**
  35263. * Render the scene
  35264. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  35265. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  35266. */
  35267. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  35268. /**
  35269. * Freeze all materials
  35270. * A frozen material will not be updatable but should be faster to render
  35271. */
  35272. freezeMaterials(): void;
  35273. /**
  35274. * Unfreeze all materials
  35275. * A frozen material will not be updatable but should be faster to render
  35276. */
  35277. unfreezeMaterials(): void;
  35278. /**
  35279. * Releases all held ressources
  35280. */
  35281. dispose(): void;
  35282. /**
  35283. * Gets if the scene is already disposed
  35284. */
  35285. readonly isDisposed: boolean;
  35286. /**
  35287. * Call this function to reduce memory footprint of the scene.
  35288. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  35289. */
  35290. clearCachedVertexData(): void;
  35291. /**
  35292. * This function will remove the local cached buffer data from texture.
  35293. * It will save memory but will prevent the texture from being rebuilt
  35294. */
  35295. cleanCachedTextureBuffer(): void;
  35296. /**
  35297. * Get the world extend vectors with an optional filter
  35298. *
  35299. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  35300. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  35301. */
  35302. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  35303. min: Vector3;
  35304. max: Vector3;
  35305. };
  35306. /**
  35307. * Creates a ray that can be used to pick in the scene
  35308. * @param x defines the x coordinate of the origin (on-screen)
  35309. * @param y defines the y coordinate of the origin (on-screen)
  35310. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  35311. * @param camera defines the camera to use for the picking
  35312. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  35313. * @returns a Ray
  35314. */
  35315. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  35316. /**
  35317. * Creates a ray that can be used to pick in the scene
  35318. * @param x defines the x coordinate of the origin (on-screen)
  35319. * @param y defines the y coordinate of the origin (on-screen)
  35320. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  35321. * @param result defines the ray where to store the picking ray
  35322. * @param camera defines the camera to use for the picking
  35323. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  35324. * @returns the current scene
  35325. */
  35326. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  35327. /**
  35328. * Creates a ray that can be used to pick in the scene
  35329. * @param x defines the x coordinate of the origin (on-screen)
  35330. * @param y defines the y coordinate of the origin (on-screen)
  35331. * @param camera defines the camera to use for the picking
  35332. * @returns a Ray
  35333. */
  35334. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  35335. /**
  35336. * Creates a ray that can be used to pick in the scene
  35337. * @param x defines the x coordinate of the origin (on-screen)
  35338. * @param y defines the y coordinate of the origin (on-screen)
  35339. * @param result defines the ray where to store the picking ray
  35340. * @param camera defines the camera to use for the picking
  35341. * @returns the current scene
  35342. */
  35343. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  35344. /** Launch a ray to try to pick a mesh in the scene
  35345. * @param x position on screen
  35346. * @param y position on screen
  35347. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  35348. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  35349. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  35350. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35351. * @returns a PickingInfo
  35352. */
  35353. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  35354. /** Use the given ray to pick a mesh in the scene
  35355. * @param ray The ray to use to pick meshes
  35356. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must have isPickable set to true
  35357. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  35358. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35359. * @returns a PickingInfo
  35360. */
  35361. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  35362. /**
  35363. * Launch a ray to try to pick a mesh in the scene
  35364. * @param x X position on screen
  35365. * @param y Y position on screen
  35366. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  35367. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  35368. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35369. * @returns an array of PickingInfo
  35370. */
  35371. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  35372. /**
  35373. * Launch a ray to try to pick a mesh in the scene
  35374. * @param ray Ray to use
  35375. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  35376. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35377. * @returns an array of PickingInfo
  35378. */
  35379. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  35380. /**
  35381. * Force the value of meshUnderPointer
  35382. * @param mesh defines the mesh to use
  35383. */
  35384. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  35385. /**
  35386. * Gets the mesh under the pointer
  35387. * @returns a Mesh or null if no mesh is under the pointer
  35388. */
  35389. getPointerOverMesh(): Nullable<AbstractMesh>;
  35390. /** @hidden */
  35391. _rebuildGeometries(): void;
  35392. /** @hidden */
  35393. _rebuildTextures(): void;
  35394. private _getByTags;
  35395. /**
  35396. * Get a list of meshes by tags
  35397. * @param tagsQuery defines the tags query to use
  35398. * @param forEach defines a predicate used to filter results
  35399. * @returns an array of Mesh
  35400. */
  35401. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  35402. /**
  35403. * Get a list of cameras by tags
  35404. * @param tagsQuery defines the tags query to use
  35405. * @param forEach defines a predicate used to filter results
  35406. * @returns an array of Camera
  35407. */
  35408. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  35409. /**
  35410. * Get a list of lights by tags
  35411. * @param tagsQuery defines the tags query to use
  35412. * @param forEach defines a predicate used to filter results
  35413. * @returns an array of Light
  35414. */
  35415. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  35416. /**
  35417. * Get a list of materials by tags
  35418. * @param tagsQuery defines the tags query to use
  35419. * @param forEach defines a predicate used to filter results
  35420. * @returns an array of Material
  35421. */
  35422. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  35423. /**
  35424. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  35425. * This allowed control for front to back rendering or reversly depending of the special needs.
  35426. *
  35427. * @param renderingGroupId The rendering group id corresponding to its index
  35428. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  35429. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  35430. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  35431. */
  35432. setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
  35433. /**
  35434. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  35435. *
  35436. * @param renderingGroupId The rendering group id corresponding to its index
  35437. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  35438. * @param depth Automatically clears depth between groups if true and autoClear is true.
  35439. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  35440. */
  35441. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  35442. /**
  35443. * Gets the current auto clear configuration for one rendering group of the rendering
  35444. * manager.
  35445. * @param index the rendering group index to get the information for
  35446. * @returns The auto clear setup for the requested rendering group
  35447. */
  35448. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  35449. private _blockMaterialDirtyMechanism;
  35450. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  35451. blockMaterialDirtyMechanism: boolean;
  35452. /**
  35453. * Will flag all materials as dirty to trigger new shader compilation
  35454. * @param flag defines the flag used to specify which material part must be marked as dirty
  35455. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  35456. */
  35457. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  35458. /** @hidden */
  35459. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  35460. /** @hidden */
  35461. _loadFileAsync(url: string, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  35462. }
  35463. }
  35464. declare module "babylonjs/assetContainer" {
  35465. import { AbstractScene } from "babylonjs/abstractScene";
  35466. import { Scene } from "babylonjs/scene";
  35467. import { Mesh } from "babylonjs/Meshes/mesh";
  35468. /**
  35469. * Set of assets to keep when moving a scene into an asset container.
  35470. */
  35471. export class KeepAssets extends AbstractScene {
  35472. }
  35473. /**
  35474. * Container with a set of assets that can be added or removed from a scene.
  35475. */
  35476. export class AssetContainer extends AbstractScene {
  35477. /**
  35478. * The scene the AssetContainer belongs to.
  35479. */
  35480. scene: Scene;
  35481. /**
  35482. * Instantiates an AssetContainer.
  35483. * @param scene The scene the AssetContainer belongs to.
  35484. */
  35485. constructor(scene: Scene);
  35486. /**
  35487. * Adds all the assets from the container to the scene.
  35488. */
  35489. addAllToScene(): void;
  35490. /**
  35491. * Removes all the assets in the container from the scene
  35492. */
  35493. removeAllFromScene(): void;
  35494. /**
  35495. * Disposes all the assets in the container
  35496. */
  35497. dispose(): void;
  35498. private _moveAssets;
  35499. /**
  35500. * Removes all the assets contained in the scene and adds them to the container.
  35501. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  35502. */
  35503. moveAllFromScene(keepAssets?: KeepAssets): void;
  35504. /**
  35505. * Adds all meshes in the asset container to a root mesh that can be used to position all the contained meshes. The root mesh is then added to the front of the meshes in the assetContainer.
  35506. * @returns the root mesh
  35507. */
  35508. createRootMesh(): Mesh;
  35509. }
  35510. }
  35511. declare module "babylonjs/abstractScene" {
  35512. import { Scene } from "babylonjs/scene";
  35513. import { Nullable } from "babylonjs/types";
  35514. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  35515. import { TransformNode } from "babylonjs/Meshes/transformNode";
  35516. import { Geometry } from "babylonjs/Meshes/geometry";
  35517. import { Skeleton } from "babylonjs/Bones/skeleton";
  35518. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  35519. import { AssetContainer } from "babylonjs/assetContainer";
  35520. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  35521. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  35522. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  35523. import { Material } from "babylonjs/Materials/material";
  35524. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  35525. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  35526. import { Camera } from "babylonjs/Cameras/camera";
  35527. import { Light } from "babylonjs/Lights/light";
  35528. import { Node } from "babylonjs/node";
  35529. import { Animation } from "babylonjs/Animations/animation";
  35530. /**
  35531. * Defines how the parser contract is defined.
  35532. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  35533. */
  35534. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  35535. /**
  35536. * Defines how the individual parser contract is defined.
  35537. * These parser can parse an individual asset
  35538. */
  35539. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  35540. /**
  35541. * Base class of the scene acting as a container for the different elements composing a scene.
  35542. * This class is dynamically extended by the different components of the scene increasing
  35543. * flexibility and reducing coupling
  35544. */
  35545. export abstract class AbstractScene {
  35546. /**
  35547. * Stores the list of available parsers in the application.
  35548. */
  35549. private static _BabylonFileParsers;
  35550. /**
  35551. * Stores the list of available individual parsers in the application.
  35552. */
  35553. private static _IndividualBabylonFileParsers;
  35554. /**
  35555. * Adds a parser in the list of available ones
  35556. * @param name Defines the name of the parser
  35557. * @param parser Defines the parser to add
  35558. */
  35559. static AddParser(name: string, parser: BabylonFileParser): void;
  35560. /**
  35561. * Gets a general parser from the list of avaialble ones
  35562. * @param name Defines the name of the parser
  35563. * @returns the requested parser or null
  35564. */
  35565. static GetParser(name: string): Nullable<BabylonFileParser>;
  35566. /**
  35567. * Adds n individual parser in the list of available ones
  35568. * @param name Defines the name of the parser
  35569. * @param parser Defines the parser to add
  35570. */
  35571. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  35572. /**
  35573. * Gets an individual parser from the list of avaialble ones
  35574. * @param name Defines the name of the parser
  35575. * @returns the requested parser or null
  35576. */
  35577. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  35578. /**
  35579. * Parser json data and populate both a scene and its associated container object
  35580. * @param jsonData Defines the data to parse
  35581. * @param scene Defines the scene to parse the data for
  35582. * @param container Defines the container attached to the parsing sequence
  35583. * @param rootUrl Defines the root url of the data
  35584. */
  35585. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  35586. /**
  35587. * Gets the list of root nodes (ie. nodes with no parent)
  35588. */
  35589. rootNodes: Node[];
  35590. /** All of the cameras added to this scene
  35591. * @see http://doc.babylonjs.com/babylon101/cameras
  35592. */
  35593. cameras: Camera[];
  35594. /**
  35595. * All of the lights added to this scene
  35596. * @see http://doc.babylonjs.com/babylon101/lights
  35597. */
  35598. lights: Light[];
  35599. /**
  35600. * All of the (abstract) meshes added to this scene
  35601. */
  35602. meshes: AbstractMesh[];
  35603. /**
  35604. * The list of skeletons added to the scene
  35605. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  35606. */
  35607. skeletons: Skeleton[];
  35608. /**
  35609. * All of the particle systems added to this scene
  35610. * @see http://doc.babylonjs.com/babylon101/particles
  35611. */
  35612. particleSystems: IParticleSystem[];
  35613. /**
  35614. * Gets a list of Animations associated with the scene
  35615. */
  35616. animations: Animation[];
  35617. /**
  35618. * All of the animation groups added to this scene
  35619. * @see http://doc.babylonjs.com/how_to/group
  35620. */
  35621. animationGroups: AnimationGroup[];
  35622. /**
  35623. * All of the multi-materials added to this scene
  35624. * @see http://doc.babylonjs.com/how_to/multi_materials
  35625. */
  35626. multiMaterials: MultiMaterial[];
  35627. /**
  35628. * All of the materials added to this scene
  35629. * In the context of a Scene, it is not supposed to be modified manually.
  35630. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  35631. * Note also that the order of the Material wihin the array is not significant and might change.
  35632. * @see http://doc.babylonjs.com/babylon101/materials
  35633. */
  35634. materials: Material[];
  35635. /**
  35636. * The list of morph target managers added to the scene
  35637. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  35638. */
  35639. morphTargetManagers: MorphTargetManager[];
  35640. /**
  35641. * The list of geometries used in the scene.
  35642. */
  35643. geometries: Geometry[];
  35644. /**
  35645. * All of the tranform nodes added to this scene
  35646. * In the context of a Scene, it is not supposed to be modified manually.
  35647. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  35648. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  35649. * @see http://doc.babylonjs.com/how_to/transformnode
  35650. */
  35651. transformNodes: TransformNode[];
  35652. /**
  35653. * ActionManagers available on the scene.
  35654. */
  35655. actionManagers: AbstractActionManager[];
  35656. /**
  35657. * Textures to keep.
  35658. */
  35659. textures: BaseTexture[];
  35660. /**
  35661. * Environment texture for the scene
  35662. */
  35663. environmentTexture: Nullable<BaseTexture>;
  35664. }
  35665. }
  35666. declare module "babylonjs/Audio/sound" {
  35667. import { Observable } from "babylonjs/Misc/observable";
  35668. import { Vector3 } from "babylonjs/Maths/math.vector";
  35669. import { Nullable } from "babylonjs/types";
  35670. import { Scene } from "babylonjs/scene";
  35671. import { TransformNode } from "babylonjs/Meshes/transformNode";
  35672. /**
  35673. * Interface used to define options for Sound class
  35674. */
  35675. export interface ISoundOptions {
  35676. /**
  35677. * Does the sound autoplay once loaded.
  35678. */
  35679. autoplay?: boolean;
  35680. /**
  35681. * Does the sound loop after it finishes playing once.
  35682. */
  35683. loop?: boolean;
  35684. /**
  35685. * Sound's volume
  35686. */
  35687. volume?: number;
  35688. /**
  35689. * Is it a spatial sound?
  35690. */
  35691. spatialSound?: boolean;
  35692. /**
  35693. * Maximum distance to hear that sound
  35694. */
  35695. maxDistance?: number;
  35696. /**
  35697. * Uses user defined attenuation function
  35698. */
  35699. useCustomAttenuation?: boolean;
  35700. /**
  35701. * Define the roll off factor of spatial sounds.
  35702. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35703. */
  35704. rolloffFactor?: number;
  35705. /**
  35706. * Define the reference distance the sound should be heard perfectly.
  35707. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35708. */
  35709. refDistance?: number;
  35710. /**
  35711. * Define the distance attenuation model the sound will follow.
  35712. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35713. */
  35714. distanceModel?: string;
  35715. /**
  35716. * Defines the playback speed (1 by default)
  35717. */
  35718. playbackRate?: number;
  35719. /**
  35720. * Defines if the sound is from a streaming source
  35721. */
  35722. streaming?: boolean;
  35723. /**
  35724. * Defines an optional length (in seconds) inside the sound file
  35725. */
  35726. length?: number;
  35727. /**
  35728. * Defines an optional offset (in seconds) inside the sound file
  35729. */
  35730. offset?: number;
  35731. /**
  35732. * If true, URLs will not be required to state the audio file codec to use.
  35733. */
  35734. skipCodecCheck?: boolean;
  35735. }
  35736. /**
  35737. * Defines a sound that can be played in the application.
  35738. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  35739. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  35740. */
  35741. export class Sound {
  35742. /**
  35743. * The name of the sound in the scene.
  35744. */
  35745. name: string;
  35746. /**
  35747. * Does the sound autoplay once loaded.
  35748. */
  35749. autoplay: boolean;
  35750. /**
  35751. * Does the sound loop after it finishes playing once.
  35752. */
  35753. loop: boolean;
  35754. /**
  35755. * Does the sound use a custom attenuation curve to simulate the falloff
  35756. * happening when the source gets further away from the camera.
  35757. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  35758. */
  35759. useCustomAttenuation: boolean;
  35760. /**
  35761. * The sound track id this sound belongs to.
  35762. */
  35763. soundTrackId: number;
  35764. /**
  35765. * Is this sound currently played.
  35766. */
  35767. isPlaying: boolean;
  35768. /**
  35769. * Is this sound currently paused.
  35770. */
  35771. isPaused: boolean;
  35772. /**
  35773. * Does this sound enables spatial sound.
  35774. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35775. */
  35776. spatialSound: boolean;
  35777. /**
  35778. * Define the reference distance the sound should be heard perfectly.
  35779. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35780. */
  35781. refDistance: number;
  35782. /**
  35783. * Define the roll off factor of spatial sounds.
  35784. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35785. */
  35786. rolloffFactor: number;
  35787. /**
  35788. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  35789. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35790. */
  35791. maxDistance: number;
  35792. /**
  35793. * Define the distance attenuation model the sound will follow.
  35794. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35795. */
  35796. distanceModel: string;
  35797. /**
  35798. * @hidden
  35799. * Back Compat
  35800. **/
  35801. onended: () => any;
  35802. /**
  35803. * Observable event when the current playing sound finishes.
  35804. */
  35805. onEndedObservable: Observable<Sound>;
  35806. private _panningModel;
  35807. private _playbackRate;
  35808. private _streaming;
  35809. private _startTime;
  35810. private _startOffset;
  35811. private _position;
  35812. /** @hidden */
  35813. _positionInEmitterSpace: boolean;
  35814. private _localDirection;
  35815. private _volume;
  35816. private _isReadyToPlay;
  35817. private _isDirectional;
  35818. private _readyToPlayCallback;
  35819. private _audioBuffer;
  35820. private _soundSource;
  35821. private _streamingSource;
  35822. private _soundPanner;
  35823. private _soundGain;
  35824. private _inputAudioNode;
  35825. private _outputAudioNode;
  35826. private _coneInnerAngle;
  35827. private _coneOuterAngle;
  35828. private _coneOuterGain;
  35829. private _scene;
  35830. private _connectedTransformNode;
  35831. private _customAttenuationFunction;
  35832. private _registerFunc;
  35833. private _isOutputConnected;
  35834. private _htmlAudioElement;
  35835. private _urlType;
  35836. private _length?;
  35837. private _offset?;
  35838. /** @hidden */
  35839. static _SceneComponentInitialization: (scene: Scene) => void;
  35840. /**
  35841. * Create a sound and attach it to a scene
  35842. * @param name Name of your sound
  35843. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  35844. * @param scene defines the scene the sound belongs to
  35845. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  35846. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  35847. */
  35848. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  35849. /**
  35850. * Release the sound and its associated resources
  35851. */
  35852. dispose(): void;
  35853. /**
  35854. * Gets if the sounds is ready to be played or not.
  35855. * @returns true if ready, otherwise false
  35856. */
  35857. isReady(): boolean;
  35858. private _soundLoaded;
  35859. /**
  35860. * Sets the data of the sound from an audiobuffer
  35861. * @param audioBuffer The audioBuffer containing the data
  35862. */
  35863. setAudioBuffer(audioBuffer: AudioBuffer): void;
  35864. /**
  35865. * Updates the current sounds options such as maxdistance, loop...
  35866. * @param options A JSON object containing values named as the object properties
  35867. */
  35868. updateOptions(options: ISoundOptions): void;
  35869. private _createSpatialParameters;
  35870. private _updateSpatialParameters;
  35871. /**
  35872. * Switch the panning model to HRTF:
  35873. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  35874. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35875. */
  35876. switchPanningModelToHRTF(): void;
  35877. /**
  35878. * Switch the panning model to Equal Power:
  35879. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  35880. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35881. */
  35882. switchPanningModelToEqualPower(): void;
  35883. private _switchPanningModel;
  35884. /**
  35885. * Connect this sound to a sound track audio node like gain...
  35886. * @param soundTrackAudioNode the sound track audio node to connect to
  35887. */
  35888. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  35889. /**
  35890. * Transform this sound into a directional source
  35891. * @param coneInnerAngle Size of the inner cone in degree
  35892. * @param coneOuterAngle Size of the outer cone in degree
  35893. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  35894. */
  35895. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  35896. /**
  35897. * Gets or sets the inner angle for the directional cone.
  35898. */
  35899. /**
  35900. * Gets or sets the inner angle for the directional cone.
  35901. */
  35902. directionalConeInnerAngle: number;
  35903. /**
  35904. * Gets or sets the outer angle for the directional cone.
  35905. */
  35906. /**
  35907. * Gets or sets the outer angle for the directional cone.
  35908. */
  35909. directionalConeOuterAngle: number;
  35910. /**
  35911. * Sets the position of the emitter if spatial sound is enabled
  35912. * @param newPosition Defines the new posisiton
  35913. */
  35914. setPosition(newPosition: Vector3): void;
  35915. /**
  35916. * Sets the local direction of the emitter if spatial sound is enabled
  35917. * @param newLocalDirection Defines the new local direction
  35918. */
  35919. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  35920. private _updateDirection;
  35921. /** @hidden */
  35922. updateDistanceFromListener(): void;
  35923. /**
  35924. * Sets a new custom attenuation function for the sound.
  35925. * @param callback Defines the function used for the attenuation
  35926. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  35927. */
  35928. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  35929. /**
  35930. * Play the sound
  35931. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  35932. * @param offset (optional) Start the sound at a specific time in seconds
  35933. * @param length (optional) Sound duration (in seconds)
  35934. */
  35935. play(time?: number, offset?: number, length?: number): void;
  35936. private _onended;
  35937. /**
  35938. * Stop the sound
  35939. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  35940. */
  35941. stop(time?: number): void;
  35942. /**
  35943. * Put the sound in pause
  35944. */
  35945. pause(): void;
  35946. /**
  35947. * Sets a dedicated volume for this sounds
  35948. * @param newVolume Define the new volume of the sound
  35949. * @param time Define time for gradual change to new volume
  35950. */
  35951. setVolume(newVolume: number, time?: number): void;
  35952. /**
  35953. * Set the sound play back rate
  35954. * @param newPlaybackRate Define the playback rate the sound should be played at
  35955. */
  35956. setPlaybackRate(newPlaybackRate: number): void;
  35957. /**
  35958. * Gets the volume of the sound.
  35959. * @returns the volume of the sound
  35960. */
  35961. getVolume(): number;
  35962. /**
  35963. * Attach the sound to a dedicated mesh
  35964. * @param transformNode The transform node to connect the sound with
  35965. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  35966. */
  35967. attachToMesh(transformNode: TransformNode): void;
  35968. /**
  35969. * Detach the sound from the previously attached mesh
  35970. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  35971. */
  35972. detachFromMesh(): void;
  35973. private _onRegisterAfterWorldMatrixUpdate;
  35974. /**
  35975. * Clone the current sound in the scene.
  35976. * @returns the new sound clone
  35977. */
  35978. clone(): Nullable<Sound>;
  35979. /**
  35980. * Gets the current underlying audio buffer containing the data
  35981. * @returns the audio buffer
  35982. */
  35983. getAudioBuffer(): Nullable<AudioBuffer>;
  35984. /**
  35985. * Serializes the Sound in a JSON representation
  35986. * @returns the JSON representation of the sound
  35987. */
  35988. serialize(): any;
  35989. /**
  35990. * Parse a JSON representation of a sound to innstantiate in a given scene
  35991. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  35992. * @param scene Define the scene the new parsed sound should be created in
  35993. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  35994. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  35995. * @returns the newly parsed sound
  35996. */
  35997. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  35998. }
  35999. }
  36000. declare module "babylonjs/Actions/directAudioActions" {
  36001. import { Action } from "babylonjs/Actions/action";
  36002. import { Condition } from "babylonjs/Actions/condition";
  36003. import { Sound } from "babylonjs/Audio/sound";
  36004. /**
  36005. * This defines an action helpful to play a defined sound on a triggered action.
  36006. */
  36007. export class PlaySoundAction extends Action {
  36008. private _sound;
  36009. /**
  36010. * Instantiate the action
  36011. * @param triggerOptions defines the trigger options
  36012. * @param sound defines the sound to play
  36013. * @param condition defines the trigger related conditions
  36014. */
  36015. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  36016. /** @hidden */
  36017. _prepare(): void;
  36018. /**
  36019. * Execute the action and play the sound.
  36020. */
  36021. execute(): void;
  36022. /**
  36023. * Serializes the actions and its related information.
  36024. * @param parent defines the object to serialize in
  36025. * @returns the serialized object
  36026. */
  36027. serialize(parent: any): any;
  36028. }
  36029. /**
  36030. * This defines an action helpful to stop a defined sound on a triggered action.
  36031. */
  36032. export class StopSoundAction extends Action {
  36033. private _sound;
  36034. /**
  36035. * Instantiate the action
  36036. * @param triggerOptions defines the trigger options
  36037. * @param sound defines the sound to stop
  36038. * @param condition defines the trigger related conditions
  36039. */
  36040. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  36041. /** @hidden */
  36042. _prepare(): void;
  36043. /**
  36044. * Execute the action and stop the sound.
  36045. */
  36046. execute(): void;
  36047. /**
  36048. * Serializes the actions and its related information.
  36049. * @param parent defines the object to serialize in
  36050. * @returns the serialized object
  36051. */
  36052. serialize(parent: any): any;
  36053. }
  36054. }
  36055. declare module "babylonjs/Actions/interpolateValueAction" {
  36056. import { Action } from "babylonjs/Actions/action";
  36057. import { Condition } from "babylonjs/Actions/condition";
  36058. import { Observable } from "babylonjs/Misc/observable";
  36059. /**
  36060. * This defines an action responsible to change the value of a property
  36061. * by interpolating between its current value and the newly set one once triggered.
  36062. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  36063. */
  36064. export class InterpolateValueAction extends Action {
  36065. /**
  36066. * Defines the path of the property where the value should be interpolated
  36067. */
  36068. propertyPath: string;
  36069. /**
  36070. * Defines the target value at the end of the interpolation.
  36071. */
  36072. value: any;
  36073. /**
  36074. * Defines the time it will take for the property to interpolate to the value.
  36075. */
  36076. duration: number;
  36077. /**
  36078. * Defines if the other scene animations should be stopped when the action has been triggered
  36079. */
  36080. stopOtherAnimations?: boolean;
  36081. /**
  36082. * Defines a callback raised once the interpolation animation has been done.
  36083. */
  36084. onInterpolationDone?: () => void;
  36085. /**
  36086. * Observable triggered once the interpolation animation has been done.
  36087. */
  36088. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  36089. private _target;
  36090. private _effectiveTarget;
  36091. private _property;
  36092. /**
  36093. * Instantiate the action
  36094. * @param triggerOptions defines the trigger options
  36095. * @param target defines the object containing the value to interpolate
  36096. * @param propertyPath defines the path to the property in the target object
  36097. * @param value defines the target value at the end of the interpolation
  36098. * @param duration deines the time it will take for the property to interpolate to the value.
  36099. * @param condition defines the trigger related conditions
  36100. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  36101. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  36102. */
  36103. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  36104. /** @hidden */
  36105. _prepare(): void;
  36106. /**
  36107. * Execute the action starts the value interpolation.
  36108. */
  36109. execute(): void;
  36110. /**
  36111. * Serializes the actions and its related information.
  36112. * @param parent defines the object to serialize in
  36113. * @returns the serialized object
  36114. */
  36115. serialize(parent: any): any;
  36116. }
  36117. }
  36118. declare module "babylonjs/Actions/index" {
  36119. export * from "babylonjs/Actions/abstractActionManager";
  36120. export * from "babylonjs/Actions/action";
  36121. export * from "babylonjs/Actions/actionEvent";
  36122. export * from "babylonjs/Actions/actionManager";
  36123. export * from "babylonjs/Actions/condition";
  36124. export * from "babylonjs/Actions/directActions";
  36125. export * from "babylonjs/Actions/directAudioActions";
  36126. export * from "babylonjs/Actions/interpolateValueAction";
  36127. }
  36128. declare module "babylonjs/Animations/index" {
  36129. export * from "babylonjs/Animations/animatable";
  36130. export * from "babylonjs/Animations/animation";
  36131. export * from "babylonjs/Animations/animationGroup";
  36132. export * from "babylonjs/Animations/animationPropertiesOverride";
  36133. export * from "babylonjs/Animations/easing";
  36134. export * from "babylonjs/Animations/runtimeAnimation";
  36135. export * from "babylonjs/Animations/animationEvent";
  36136. export * from "babylonjs/Animations/animationGroup";
  36137. export * from "babylonjs/Animations/animationKey";
  36138. export * from "babylonjs/Animations/animationRange";
  36139. export * from "babylonjs/Animations/animatable.interface";
  36140. }
  36141. declare module "babylonjs/Audio/soundTrack" {
  36142. import { Sound } from "babylonjs/Audio/sound";
  36143. import { Analyser } from "babylonjs/Audio/analyser";
  36144. import { Scene } from "babylonjs/scene";
  36145. /**
  36146. * Options allowed during the creation of a sound track.
  36147. */
  36148. export interface ISoundTrackOptions {
  36149. /**
  36150. * The volume the sound track should take during creation
  36151. */
  36152. volume?: number;
  36153. /**
  36154. * Define if the sound track is the main sound track of the scene
  36155. */
  36156. mainTrack?: boolean;
  36157. }
  36158. /**
  36159. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  36160. * It will be also used in a future release to apply effects on a specific track.
  36161. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  36162. */
  36163. export class SoundTrack {
  36164. /**
  36165. * The unique identifier of the sound track in the scene.
  36166. */
  36167. id: number;
  36168. /**
  36169. * The list of sounds included in the sound track.
  36170. */
  36171. soundCollection: Array<Sound>;
  36172. private _outputAudioNode;
  36173. private _scene;
  36174. private _isMainTrack;
  36175. private _connectedAnalyser;
  36176. private _options;
  36177. private _isInitialized;
  36178. /**
  36179. * Creates a new sound track.
  36180. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  36181. * @param scene Define the scene the sound track belongs to
  36182. * @param options
  36183. */
  36184. constructor(scene: Scene, options?: ISoundTrackOptions);
  36185. private _initializeSoundTrackAudioGraph;
  36186. /**
  36187. * Release the sound track and its associated resources
  36188. */
  36189. dispose(): void;
  36190. /**
  36191. * Adds a sound to this sound track
  36192. * @param sound define the cound to add
  36193. * @ignoreNaming
  36194. */
  36195. AddSound(sound: Sound): void;
  36196. /**
  36197. * Removes a sound to this sound track
  36198. * @param sound define the cound to remove
  36199. * @ignoreNaming
  36200. */
  36201. RemoveSound(sound: Sound): void;
  36202. /**
  36203. * Set a global volume for the full sound track.
  36204. * @param newVolume Define the new volume of the sound track
  36205. */
  36206. setVolume(newVolume: number): void;
  36207. /**
  36208. * Switch the panning model to HRTF:
  36209. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  36210. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36211. */
  36212. switchPanningModelToHRTF(): void;
  36213. /**
  36214. * Switch the panning model to Equal Power:
  36215. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  36216. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36217. */
  36218. switchPanningModelToEqualPower(): void;
  36219. /**
  36220. * Connect the sound track to an audio analyser allowing some amazing
  36221. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  36222. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  36223. * @param analyser The analyser to connect to the engine
  36224. */
  36225. connectToAnalyser(analyser: Analyser): void;
  36226. }
  36227. }
  36228. declare module "babylonjs/Audio/audioSceneComponent" {
  36229. import { Sound } from "babylonjs/Audio/sound";
  36230. import { SoundTrack } from "babylonjs/Audio/soundTrack";
  36231. import { Nullable } from "babylonjs/types";
  36232. import { Vector3 } from "babylonjs/Maths/math.vector";
  36233. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  36234. import { Scene } from "babylonjs/scene";
  36235. import { AbstractScene } from "babylonjs/abstractScene";
  36236. import "babylonjs/Audio/audioEngine";
  36237. module "babylonjs/abstractScene" {
  36238. interface AbstractScene {
  36239. /**
  36240. * The list of sounds used in the scene.
  36241. */
  36242. sounds: Nullable<Array<Sound>>;
  36243. }
  36244. }
  36245. module "babylonjs/scene" {
  36246. interface Scene {
  36247. /**
  36248. * @hidden
  36249. * Backing field
  36250. */
  36251. _mainSoundTrack: SoundTrack;
  36252. /**
  36253. * The main sound track played by the scene.
  36254. * It cotains your primary collection of sounds.
  36255. */
  36256. mainSoundTrack: SoundTrack;
  36257. /**
  36258. * The list of sound tracks added to the scene
  36259. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36260. */
  36261. soundTracks: Nullable<Array<SoundTrack>>;
  36262. /**
  36263. * Gets a sound using a given name
  36264. * @param name defines the name to search for
  36265. * @return the found sound or null if not found at all.
  36266. */
  36267. getSoundByName(name: string): Nullable<Sound>;
  36268. /**
  36269. * Gets or sets if audio support is enabled
  36270. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36271. */
  36272. audioEnabled: boolean;
  36273. /**
  36274. * Gets or sets if audio will be output to headphones
  36275. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36276. */
  36277. headphone: boolean;
  36278. /**
  36279. * Gets or sets custom audio listener position provider
  36280. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36281. */
  36282. audioListenerPositionProvider: Nullable<() => Vector3>;
  36283. }
  36284. }
  36285. /**
  36286. * Defines the sound scene component responsible to manage any sounds
  36287. * in a given scene.
  36288. */
  36289. export class AudioSceneComponent implements ISceneSerializableComponent {
  36290. /**
  36291. * The component name helpfull to identify the component in the list of scene components.
  36292. */
  36293. readonly name: string;
  36294. /**
  36295. * The scene the component belongs to.
  36296. */
  36297. scene: Scene;
  36298. private _audioEnabled;
  36299. /**
  36300. * Gets whether audio is enabled or not.
  36301. * Please use related enable/disable method to switch state.
  36302. */
  36303. readonly audioEnabled: boolean;
  36304. private _headphone;
  36305. /**
  36306. * Gets whether audio is outputing to headphone or not.
  36307. * Please use the according Switch methods to change output.
  36308. */
  36309. readonly headphone: boolean;
  36310. private _audioListenerPositionProvider;
  36311. /**
  36312. * Gets the current audio listener position provider
  36313. */
  36314. /**
  36315. * Sets a custom listener position for all sounds in the scene
  36316. * By default, this is the position of the first active camera
  36317. */
  36318. audioListenerPositionProvider: Nullable<() => Vector3>;
  36319. /**
  36320. * Creates a new instance of the component for the given scene
  36321. * @param scene Defines the scene to register the component in
  36322. */
  36323. constructor(scene: Scene);
  36324. /**
  36325. * Registers the component in a given scene
  36326. */
  36327. register(): void;
  36328. /**
  36329. * Rebuilds the elements related to this component in case of
  36330. * context lost for instance.
  36331. */
  36332. rebuild(): void;
  36333. /**
  36334. * Serializes the component data to the specified json object
  36335. * @param serializationObject The object to serialize to
  36336. */
  36337. serialize(serializationObject: any): void;
  36338. /**
  36339. * Adds all the elements from the container to the scene
  36340. * @param container the container holding the elements
  36341. */
  36342. addFromContainer(container: AbstractScene): void;
  36343. /**
  36344. * Removes all the elements in the container from the scene
  36345. * @param container contains the elements to remove
  36346. * @param dispose if the removed element should be disposed (default: false)
  36347. */
  36348. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  36349. /**
  36350. * Disposes the component and the associated ressources.
  36351. */
  36352. dispose(): void;
  36353. /**
  36354. * Disables audio in the associated scene.
  36355. */
  36356. disableAudio(): void;
  36357. /**
  36358. * Enables audio in the associated scene.
  36359. */
  36360. enableAudio(): void;
  36361. /**
  36362. * Switch audio to headphone output.
  36363. */
  36364. switchAudioModeForHeadphones(): void;
  36365. /**
  36366. * Switch audio to normal speakers.
  36367. */
  36368. switchAudioModeForNormalSpeakers(): void;
  36369. private _afterRender;
  36370. }
  36371. }
  36372. declare module "babylonjs/Audio/weightedsound" {
  36373. import { Sound } from "babylonjs/Audio/sound";
  36374. /**
  36375. * Wraps one or more Sound objects and selects one with random weight for playback.
  36376. */
  36377. export class WeightedSound {
  36378. /** When true a Sound will be selected and played when the current playing Sound completes. */
  36379. loop: boolean;
  36380. private _coneInnerAngle;
  36381. private _coneOuterAngle;
  36382. private _volume;
  36383. /** A Sound is currently playing. */
  36384. isPlaying: boolean;
  36385. /** A Sound is currently paused. */
  36386. isPaused: boolean;
  36387. private _sounds;
  36388. private _weights;
  36389. private _currentIndex?;
  36390. /**
  36391. * Creates a new WeightedSound from the list of sounds given.
  36392. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  36393. * @param sounds Array of Sounds that will be selected from.
  36394. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  36395. */
  36396. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  36397. /**
  36398. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  36399. */
  36400. /**
  36401. * The size of cone in degress for a directional sound in which there will be no attenuation.
  36402. */
  36403. directionalConeInnerAngle: number;
  36404. /**
  36405. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  36406. * Listener angles between innerAngle and outerAngle will falloff linearly.
  36407. */
  36408. /**
  36409. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  36410. * Listener angles between innerAngle and outerAngle will falloff linearly.
  36411. */
  36412. directionalConeOuterAngle: number;
  36413. /**
  36414. * Playback volume.
  36415. */
  36416. /**
  36417. * Playback volume.
  36418. */
  36419. volume: number;
  36420. private _onended;
  36421. /**
  36422. * Suspend playback
  36423. */
  36424. pause(): void;
  36425. /**
  36426. * Stop playback
  36427. */
  36428. stop(): void;
  36429. /**
  36430. * Start playback.
  36431. * @param startOffset Position the clip head at a specific time in seconds.
  36432. */
  36433. play(startOffset?: number): void;
  36434. }
  36435. }
  36436. declare module "babylonjs/Audio/index" {
  36437. export * from "babylonjs/Audio/analyser";
  36438. export * from "babylonjs/Audio/audioEngine";
  36439. export * from "babylonjs/Audio/audioSceneComponent";
  36440. export * from "babylonjs/Audio/sound";
  36441. export * from "babylonjs/Audio/soundTrack";
  36442. export * from "babylonjs/Audio/weightedsound";
  36443. }
  36444. declare module "babylonjs/Behaviors/Cameras/bouncingBehavior" {
  36445. import { Behavior } from "babylonjs/Behaviors/behavior";
  36446. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36447. import { BackEase } from "babylonjs/Animations/easing";
  36448. /**
  36449. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  36450. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  36451. */
  36452. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  36453. /**
  36454. * Gets the name of the behavior.
  36455. */
  36456. readonly name: string;
  36457. /**
  36458. * The easing function used by animations
  36459. */
  36460. static EasingFunction: BackEase;
  36461. /**
  36462. * The easing mode used by animations
  36463. */
  36464. static EasingMode: number;
  36465. /**
  36466. * The duration of the animation, in milliseconds
  36467. */
  36468. transitionDuration: number;
  36469. /**
  36470. * Length of the distance animated by the transition when lower radius is reached
  36471. */
  36472. lowerRadiusTransitionRange: number;
  36473. /**
  36474. * Length of the distance animated by the transition when upper radius is reached
  36475. */
  36476. upperRadiusTransitionRange: number;
  36477. private _autoTransitionRange;
  36478. /**
  36479. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  36480. */
  36481. /**
  36482. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  36483. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  36484. */
  36485. autoTransitionRange: boolean;
  36486. private _attachedCamera;
  36487. private _onAfterCheckInputsObserver;
  36488. private _onMeshTargetChangedObserver;
  36489. /**
  36490. * Initializes the behavior.
  36491. */
  36492. init(): void;
  36493. /**
  36494. * Attaches the behavior to its arc rotate camera.
  36495. * @param camera Defines the camera to attach the behavior to
  36496. */
  36497. attach(camera: ArcRotateCamera): void;
  36498. /**
  36499. * Detaches the behavior from its current arc rotate camera.
  36500. */
  36501. detach(): void;
  36502. private _radiusIsAnimating;
  36503. private _radiusBounceTransition;
  36504. private _animatables;
  36505. private _cachedWheelPrecision;
  36506. /**
  36507. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  36508. * @param radiusLimit The limit to check against.
  36509. * @return Bool to indicate if at limit.
  36510. */
  36511. private _isRadiusAtLimit;
  36512. /**
  36513. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  36514. * @param radiusDelta The delta by which to animate to. Can be negative.
  36515. */
  36516. private _applyBoundRadiusAnimation;
  36517. /**
  36518. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  36519. */
  36520. protected _clearAnimationLocks(): void;
  36521. /**
  36522. * Stops and removes all animations that have been applied to the camera
  36523. */
  36524. stopAllAnimations(): void;
  36525. }
  36526. }
  36527. declare module "babylonjs/Behaviors/Cameras/framingBehavior" {
  36528. import { Behavior } from "babylonjs/Behaviors/behavior";
  36529. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36530. import { ExponentialEase } from "babylonjs/Animations/easing";
  36531. import { Nullable } from "babylonjs/types";
  36532. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  36533. import { Vector3 } from "babylonjs/Maths/math.vector";
  36534. /**
  36535. * The framing behavior (FramingBehavior) is designed to automatically position an ArcRotateCamera when its target is set to a mesh. It is also useful if you want to prevent the camera to go under a virtual horizontal plane.
  36536. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  36537. */
  36538. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  36539. /**
  36540. * Gets the name of the behavior.
  36541. */
  36542. readonly name: string;
  36543. private _mode;
  36544. private _radiusScale;
  36545. private _positionScale;
  36546. private _defaultElevation;
  36547. private _elevationReturnTime;
  36548. private _elevationReturnWaitTime;
  36549. private _zoomStopsAnimation;
  36550. private _framingTime;
  36551. /**
  36552. * The easing function used by animations
  36553. */
  36554. static EasingFunction: ExponentialEase;
  36555. /**
  36556. * The easing mode used by animations
  36557. */
  36558. static EasingMode: number;
  36559. /**
  36560. * Sets the current mode used by the behavior
  36561. */
  36562. /**
  36563. * Gets current mode used by the behavior.
  36564. */
  36565. mode: number;
  36566. /**
  36567. * Sets the scale applied to the radius (1 by default)
  36568. */
  36569. /**
  36570. * Gets the scale applied to the radius
  36571. */
  36572. radiusScale: number;
  36573. /**
  36574. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  36575. */
  36576. /**
  36577. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  36578. */
  36579. positionScale: number;
  36580. /**
  36581. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  36582. * behaviour is triggered, in radians.
  36583. */
  36584. /**
  36585. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  36586. * behaviour is triggered, in radians.
  36587. */
  36588. defaultElevation: number;
  36589. /**
  36590. * Sets the time (in milliseconds) taken to return to the default beta position.
  36591. * Negative value indicates camera should not return to default.
  36592. */
  36593. /**
  36594. * Gets the time (in milliseconds) taken to return to the default beta position.
  36595. * Negative value indicates camera should not return to default.
  36596. */
  36597. elevationReturnTime: number;
  36598. /**
  36599. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  36600. */
  36601. /**
  36602. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  36603. */
  36604. elevationReturnWaitTime: number;
  36605. /**
  36606. * Sets the flag that indicates if user zooming should stop animation.
  36607. */
  36608. /**
  36609. * Gets the flag that indicates if user zooming should stop animation.
  36610. */
  36611. zoomStopsAnimation: boolean;
  36612. /**
  36613. * Sets the transition time when framing the mesh, in milliseconds
  36614. */
  36615. /**
  36616. * Gets the transition time when framing the mesh, in milliseconds
  36617. */
  36618. framingTime: number;
  36619. /**
  36620. * Define if the behavior should automatically change the configured
  36621. * camera limits and sensibilities.
  36622. */
  36623. autoCorrectCameraLimitsAndSensibility: boolean;
  36624. private _onPrePointerObservableObserver;
  36625. private _onAfterCheckInputsObserver;
  36626. private _onMeshTargetChangedObserver;
  36627. private _attachedCamera;
  36628. private _isPointerDown;
  36629. private _lastInteractionTime;
  36630. /**
  36631. * Initializes the behavior.
  36632. */
  36633. init(): void;
  36634. /**
  36635. * Attaches the behavior to its arc rotate camera.
  36636. * @param camera Defines the camera to attach the behavior to
  36637. */
  36638. attach(camera: ArcRotateCamera): void;
  36639. /**
  36640. * Detaches the behavior from its current arc rotate camera.
  36641. */
  36642. detach(): void;
  36643. private _animatables;
  36644. private _betaIsAnimating;
  36645. private _betaTransition;
  36646. private _radiusTransition;
  36647. private _vectorTransition;
  36648. /**
  36649. * Targets the given mesh and updates zoom level accordingly.
  36650. * @param mesh The mesh to target.
  36651. * @param radius Optional. If a cached radius position already exists, overrides default.
  36652. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36653. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36654. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36655. */
  36656. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36657. /**
  36658. * Targets the given mesh with its children and updates zoom level accordingly.
  36659. * @param mesh The mesh to target.
  36660. * @param radius Optional. If a cached radius position already exists, overrides default.
  36661. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36662. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36663. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36664. */
  36665. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36666. /**
  36667. * Targets the given meshes with their children and updates zoom level accordingly.
  36668. * @param meshes The mesh to target.
  36669. * @param radius Optional. If a cached radius position already exists, overrides default.
  36670. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36671. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36672. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36673. */
  36674. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36675. /**
  36676. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  36677. * @param minimumWorld Determines the smaller position of the bounding box extend
  36678. * @param maximumWorld Determines the bigger position of the bounding box extend
  36679. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36680. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36681. */
  36682. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36683. /**
  36684. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  36685. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  36686. * frustum width.
  36687. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  36688. * to fully enclose the mesh in the viewing frustum.
  36689. */
  36690. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  36691. /**
  36692. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  36693. * is automatically returned to its default position (expected to be above ground plane).
  36694. */
  36695. private _maintainCameraAboveGround;
  36696. /**
  36697. * Returns the frustum slope based on the canvas ratio and camera FOV
  36698. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  36699. */
  36700. private _getFrustumSlope;
  36701. /**
  36702. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  36703. */
  36704. private _clearAnimationLocks;
  36705. /**
  36706. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  36707. */
  36708. private _applyUserInteraction;
  36709. /**
  36710. * Stops and removes all animations that have been applied to the camera
  36711. */
  36712. stopAllAnimations(): void;
  36713. /**
  36714. * Gets a value indicating if the user is moving the camera
  36715. */
  36716. readonly isUserIsMoving: boolean;
  36717. /**
  36718. * The camera can move all the way towards the mesh.
  36719. */
  36720. static IgnoreBoundsSizeMode: number;
  36721. /**
  36722. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  36723. */
  36724. static FitFrustumSidesMode: number;
  36725. }
  36726. }
  36727. declare module "babylonjs/Cameras/Inputs/BaseCameraPointersInput" {
  36728. import { Nullable } from "babylonjs/types";
  36729. import { Camera } from "babylonjs/Cameras/camera";
  36730. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  36731. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  36732. /**
  36733. * Base class for Camera Pointer Inputs.
  36734. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  36735. * for example usage.
  36736. */
  36737. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  36738. /**
  36739. * Defines the camera the input is attached to.
  36740. */
  36741. abstract camera: Camera;
  36742. /**
  36743. * Whether keyboard modifier keys are pressed at time of last mouse event.
  36744. */
  36745. protected _altKey: boolean;
  36746. protected _ctrlKey: boolean;
  36747. protected _metaKey: boolean;
  36748. protected _shiftKey: boolean;
  36749. /**
  36750. * Which mouse buttons were pressed at time of last mouse event.
  36751. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  36752. */
  36753. protected _buttonsPressed: number;
  36754. /**
  36755. * Defines the buttons associated with the input to handle camera move.
  36756. */
  36757. buttons: number[];
  36758. /**
  36759. * Attach the input controls to a specific dom element to get the input from.
  36760. * @param element Defines the element the controls should be listened from
  36761. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  36762. */
  36763. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  36764. /**
  36765. * Detach the current controls from the specified dom element.
  36766. * @param element Defines the element to stop listening the inputs from
  36767. */
  36768. detachControl(element: Nullable<HTMLElement>): void;
  36769. /**
  36770. * Gets the class name of the current input.
  36771. * @returns the class name
  36772. */
  36773. getClassName(): string;
  36774. /**
  36775. * Get the friendly name associated with the input class.
  36776. * @returns the input friendly name
  36777. */
  36778. getSimpleName(): string;
  36779. /**
  36780. * Called on pointer POINTERDOUBLETAP event.
  36781. * Override this method to provide functionality on POINTERDOUBLETAP event.
  36782. */
  36783. protected onDoubleTap(type: string): void;
  36784. /**
  36785. * Called on pointer POINTERMOVE event if only a single touch is active.
  36786. * Override this method to provide functionality.
  36787. */
  36788. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  36789. /**
  36790. * Called on pointer POINTERMOVE event if multiple touches are active.
  36791. * Override this method to provide functionality.
  36792. */
  36793. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  36794. /**
  36795. * Called on JS contextmenu event.
  36796. * Override this method to provide functionality.
  36797. */
  36798. protected onContextMenu(evt: PointerEvent): void;
  36799. /**
  36800. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  36801. * press.
  36802. * Override this method to provide functionality.
  36803. */
  36804. protected onButtonDown(evt: PointerEvent): void;
  36805. /**
  36806. * Called each time a new POINTERUP event occurs. Ie, for each button
  36807. * release.
  36808. * Override this method to provide functionality.
  36809. */
  36810. protected onButtonUp(evt: PointerEvent): void;
  36811. /**
  36812. * Called when window becomes inactive.
  36813. * Override this method to provide functionality.
  36814. */
  36815. protected onLostFocus(): void;
  36816. private _pointerInput;
  36817. private _observer;
  36818. private _onLostFocus;
  36819. private pointA;
  36820. private pointB;
  36821. }
  36822. }
  36823. declare module "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput" {
  36824. import { Nullable } from "babylonjs/types";
  36825. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36826. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  36827. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  36828. /**
  36829. * Manage the pointers inputs to control an arc rotate camera.
  36830. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36831. */
  36832. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  36833. /**
  36834. * Defines the camera the input is attached to.
  36835. */
  36836. camera: ArcRotateCamera;
  36837. /**
  36838. * Gets the class name of the current input.
  36839. * @returns the class name
  36840. */
  36841. getClassName(): string;
  36842. /**
  36843. * Defines the buttons associated with the input to handle camera move.
  36844. */
  36845. buttons: number[];
  36846. /**
  36847. * Defines the pointer angular sensibility along the X axis or how fast is
  36848. * the camera rotating.
  36849. */
  36850. angularSensibilityX: number;
  36851. /**
  36852. * Defines the pointer angular sensibility along the Y axis or how fast is
  36853. * the camera rotating.
  36854. */
  36855. angularSensibilityY: number;
  36856. /**
  36857. * Defines the pointer pinch precision or how fast is the camera zooming.
  36858. */
  36859. pinchPrecision: number;
  36860. /**
  36861. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  36862. * from 0.
  36863. * It defines the percentage of current camera.radius to use as delta when
  36864. * pinch zoom is used.
  36865. */
  36866. pinchDeltaPercentage: number;
  36867. /**
  36868. * Defines the pointer panning sensibility or how fast is the camera moving.
  36869. */
  36870. panningSensibility: number;
  36871. /**
  36872. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  36873. */
  36874. multiTouchPanning: boolean;
  36875. /**
  36876. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  36877. * zoom (pinch) through multitouch.
  36878. */
  36879. multiTouchPanAndZoom: boolean;
  36880. /**
  36881. * Revers pinch action direction.
  36882. */
  36883. pinchInwards: boolean;
  36884. private _isPanClick;
  36885. private _twoFingerActivityCount;
  36886. private _isPinching;
  36887. /**
  36888. * Called on pointer POINTERMOVE event if only a single touch is active.
  36889. */
  36890. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  36891. /**
  36892. * Called on pointer POINTERDOUBLETAP event.
  36893. */
  36894. protected onDoubleTap(type: string): void;
  36895. /**
  36896. * Called on pointer POINTERMOVE event if multiple touches are active.
  36897. */
  36898. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  36899. /**
  36900. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  36901. * press.
  36902. */
  36903. protected onButtonDown(evt: PointerEvent): void;
  36904. /**
  36905. * Called each time a new POINTERUP event occurs. Ie, for each button
  36906. * release.
  36907. */
  36908. protected onButtonUp(evt: PointerEvent): void;
  36909. /**
  36910. * Called when window becomes inactive.
  36911. */
  36912. protected onLostFocus(): void;
  36913. }
  36914. }
  36915. declare module "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput" {
  36916. import { Nullable } from "babylonjs/types";
  36917. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36918. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  36919. /**
  36920. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  36921. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36922. */
  36923. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  36924. /**
  36925. * Defines the camera the input is attached to.
  36926. */
  36927. camera: ArcRotateCamera;
  36928. /**
  36929. * Defines the list of key codes associated with the up action (increase alpha)
  36930. */
  36931. keysUp: number[];
  36932. /**
  36933. * Defines the list of key codes associated with the down action (decrease alpha)
  36934. */
  36935. keysDown: number[];
  36936. /**
  36937. * Defines the list of key codes associated with the left action (increase beta)
  36938. */
  36939. keysLeft: number[];
  36940. /**
  36941. * Defines the list of key codes associated with the right action (decrease beta)
  36942. */
  36943. keysRight: number[];
  36944. /**
  36945. * Defines the list of key codes associated with the reset action.
  36946. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  36947. */
  36948. keysReset: number[];
  36949. /**
  36950. * Defines the panning sensibility of the inputs.
  36951. * (How fast is the camera paning)
  36952. */
  36953. panningSensibility: number;
  36954. /**
  36955. * Defines the zooming sensibility of the inputs.
  36956. * (How fast is the camera zooming)
  36957. */
  36958. zoomingSensibility: number;
  36959. /**
  36960. * Defines wether maintaining the alt key down switch the movement mode from
  36961. * orientation to zoom.
  36962. */
  36963. useAltToZoom: boolean;
  36964. /**
  36965. * Rotation speed of the camera
  36966. */
  36967. angularSpeed: number;
  36968. private _keys;
  36969. private _ctrlPressed;
  36970. private _altPressed;
  36971. private _onCanvasBlurObserver;
  36972. private _onKeyboardObserver;
  36973. private _engine;
  36974. private _scene;
  36975. /**
  36976. * Attach the input controls to a specific dom element to get the input from.
  36977. * @param element Defines the element the controls should be listened from
  36978. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  36979. */
  36980. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  36981. /**
  36982. * Detach the current controls from the specified dom element.
  36983. * @param element Defines the element to stop listening the inputs from
  36984. */
  36985. detachControl(element: Nullable<HTMLElement>): void;
  36986. /**
  36987. * Update the current camera state depending on the inputs that have been used this frame.
  36988. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  36989. */
  36990. checkInputs(): void;
  36991. /**
  36992. * Gets the class name of the current intput.
  36993. * @returns the class name
  36994. */
  36995. getClassName(): string;
  36996. /**
  36997. * Get the friendly name associated with the input class.
  36998. * @returns the input friendly name
  36999. */
  37000. getSimpleName(): string;
  37001. }
  37002. }
  37003. declare module "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput" {
  37004. import { Nullable } from "babylonjs/types";
  37005. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37006. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  37007. /**
  37008. * Manage the mouse wheel inputs to control an arc rotate camera.
  37009. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37010. */
  37011. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  37012. /**
  37013. * Defines the camera the input is attached to.
  37014. */
  37015. camera: ArcRotateCamera;
  37016. /**
  37017. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  37018. */
  37019. wheelPrecision: number;
  37020. /**
  37021. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  37022. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  37023. */
  37024. wheelDeltaPercentage: number;
  37025. private _wheel;
  37026. private _observer;
  37027. private computeDeltaFromMouseWheelLegacyEvent;
  37028. /**
  37029. * Attach the input controls to a specific dom element to get the input from.
  37030. * @param element Defines the element the controls should be listened from
  37031. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37032. */
  37033. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  37034. /**
  37035. * Detach the current controls from the specified dom element.
  37036. * @param element Defines the element to stop listening the inputs from
  37037. */
  37038. detachControl(element: Nullable<HTMLElement>): void;
  37039. /**
  37040. * Gets the class name of the current intput.
  37041. * @returns the class name
  37042. */
  37043. getClassName(): string;
  37044. /**
  37045. * Get the friendly name associated with the input class.
  37046. * @returns the input friendly name
  37047. */
  37048. getSimpleName(): string;
  37049. }
  37050. }
  37051. declare module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  37052. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37053. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  37054. /**
  37055. * Default Inputs manager for the ArcRotateCamera.
  37056. * It groups all the default supported inputs for ease of use.
  37057. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37058. */
  37059. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  37060. /**
  37061. * Instantiates a new ArcRotateCameraInputsManager.
  37062. * @param camera Defines the camera the inputs belong to
  37063. */
  37064. constructor(camera: ArcRotateCamera);
  37065. /**
  37066. * Add mouse wheel input support to the input manager.
  37067. * @returns the current input manager
  37068. */
  37069. addMouseWheel(): ArcRotateCameraInputsManager;
  37070. /**
  37071. * Add pointers input support to the input manager.
  37072. * @returns the current input manager
  37073. */
  37074. addPointers(): ArcRotateCameraInputsManager;
  37075. /**
  37076. * Add keyboard input support to the input manager.
  37077. * @returns the current input manager
  37078. */
  37079. addKeyboard(): ArcRotateCameraInputsManager;
  37080. }
  37081. }
  37082. declare module "babylonjs/Cameras/arcRotateCamera" {
  37083. import { Observable } from "babylonjs/Misc/observable";
  37084. import { Nullable } from "babylonjs/types";
  37085. import { Scene } from "babylonjs/scene";
  37086. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  37087. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37088. import { AutoRotationBehavior } from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  37089. import { BouncingBehavior } from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  37090. import { FramingBehavior } from "babylonjs/Behaviors/Cameras/framingBehavior";
  37091. import { Camera } from "babylonjs/Cameras/camera";
  37092. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  37093. import { ArcRotateCameraInputsManager } from "babylonjs/Cameras/arcRotateCameraInputsManager";
  37094. import { Collider } from "babylonjs/Collisions/collider";
  37095. /**
  37096. * This represents an orbital type of camera.
  37097. *
  37098. * This camera always points towards a given target position and can be rotated around that target with the target as the centre of rotation. It can be controlled with cursors and mouse, or with touch events.
  37099. * Think of this camera as one orbiting its target position, or more imaginatively as a spy satellite orbiting the earth. Its position relative to the target (earth) can be set by three parameters, alpha (radians) the longitudinal rotation, beta (radians) the latitudinal rotation and radius the distance from the target position.
  37100. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  37101. */
  37102. export class ArcRotateCamera extends TargetCamera {
  37103. /**
  37104. * Defines the rotation angle of the camera along the longitudinal axis.
  37105. */
  37106. alpha: number;
  37107. /**
  37108. * Defines the rotation angle of the camera along the latitudinal axis.
  37109. */
  37110. beta: number;
  37111. /**
  37112. * Defines the radius of the camera from it s target point.
  37113. */
  37114. radius: number;
  37115. protected _target: Vector3;
  37116. protected _targetHost: Nullable<AbstractMesh>;
  37117. /**
  37118. * Defines the target point of the camera.
  37119. * The camera looks towards it form the radius distance.
  37120. */
  37121. target: Vector3;
  37122. /**
  37123. * Define the current local position of the camera in the scene
  37124. */
  37125. position: Vector3;
  37126. protected _upVector: Vector3;
  37127. protected _upToYMatrix: Matrix;
  37128. protected _YToUpMatrix: Matrix;
  37129. /**
  37130. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  37131. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  37132. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  37133. */
  37134. upVector: Vector3;
  37135. /**
  37136. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  37137. */
  37138. setMatUp(): void;
  37139. /**
  37140. * Current inertia value on the longitudinal axis.
  37141. * The bigger this number the longer it will take for the camera to stop.
  37142. */
  37143. inertialAlphaOffset: number;
  37144. /**
  37145. * Current inertia value on the latitudinal axis.
  37146. * The bigger this number the longer it will take for the camera to stop.
  37147. */
  37148. inertialBetaOffset: number;
  37149. /**
  37150. * Current inertia value on the radius axis.
  37151. * The bigger this number the longer it will take for the camera to stop.
  37152. */
  37153. inertialRadiusOffset: number;
  37154. /**
  37155. * Minimum allowed angle on the longitudinal axis.
  37156. * This can help limiting how the Camera is able to move in the scene.
  37157. */
  37158. lowerAlphaLimit: Nullable<number>;
  37159. /**
  37160. * Maximum allowed angle on the longitudinal axis.
  37161. * This can help limiting how the Camera is able to move in the scene.
  37162. */
  37163. upperAlphaLimit: Nullable<number>;
  37164. /**
  37165. * Minimum allowed angle on the latitudinal axis.
  37166. * This can help limiting how the Camera is able to move in the scene.
  37167. */
  37168. lowerBetaLimit: number;
  37169. /**
  37170. * Maximum allowed angle on the latitudinal axis.
  37171. * This can help limiting how the Camera is able to move in the scene.
  37172. */
  37173. upperBetaLimit: number;
  37174. /**
  37175. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  37176. * This can help limiting how the Camera is able to move in the scene.
  37177. */
  37178. lowerRadiusLimit: Nullable<number>;
  37179. /**
  37180. * Maximum allowed distance of the camera to the target (The camera can not get further).
  37181. * This can help limiting how the Camera is able to move in the scene.
  37182. */
  37183. upperRadiusLimit: Nullable<number>;
  37184. /**
  37185. * Defines the current inertia value used during panning of the camera along the X axis.
  37186. */
  37187. inertialPanningX: number;
  37188. /**
  37189. * Defines the current inertia value used during panning of the camera along the Y axis.
  37190. */
  37191. inertialPanningY: number;
  37192. /**
  37193. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  37194. * Basically if your fingers moves away from more than this distance you will be considered
  37195. * in pinch mode.
  37196. */
  37197. pinchToPanMaxDistance: number;
  37198. /**
  37199. * Defines the maximum distance the camera can pan.
  37200. * This could help keeping the cammera always in your scene.
  37201. */
  37202. panningDistanceLimit: Nullable<number>;
  37203. /**
  37204. * Defines the target of the camera before paning.
  37205. */
  37206. panningOriginTarget: Vector3;
  37207. /**
  37208. * Defines the value of the inertia used during panning.
  37209. * 0 would mean stop inertia and one would mean no decelleration at all.
  37210. */
  37211. panningInertia: number;
  37212. /**
  37213. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  37214. */
  37215. angularSensibilityX: number;
  37216. /**
  37217. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  37218. */
  37219. angularSensibilityY: number;
  37220. /**
  37221. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  37222. */
  37223. pinchPrecision: number;
  37224. /**
  37225. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  37226. * It will be used instead of pinchDeltaPrecision if different from 0.
  37227. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  37228. */
  37229. pinchDeltaPercentage: number;
  37230. /**
  37231. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  37232. */
  37233. panningSensibility: number;
  37234. /**
  37235. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  37236. */
  37237. keysUp: number[];
  37238. /**
  37239. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  37240. */
  37241. keysDown: number[];
  37242. /**
  37243. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  37244. */
  37245. keysLeft: number[];
  37246. /**
  37247. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  37248. */
  37249. keysRight: number[];
  37250. /**
  37251. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  37252. */
  37253. wheelPrecision: number;
  37254. /**
  37255. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  37256. * It will be used instead of pinchDeltaPrecision if different from 0.
  37257. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  37258. */
  37259. wheelDeltaPercentage: number;
  37260. /**
  37261. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  37262. */
  37263. zoomOnFactor: number;
  37264. /**
  37265. * Defines a screen offset for the camera position.
  37266. */
  37267. targetScreenOffset: Vector2;
  37268. /**
  37269. * Allows the camera to be completely reversed.
  37270. * If false the camera can not arrive upside down.
  37271. */
  37272. allowUpsideDown: boolean;
  37273. /**
  37274. * Define if double tap/click is used to restore the previously saved state of the camera.
  37275. */
  37276. useInputToRestoreState: boolean;
  37277. /** @hidden */
  37278. _viewMatrix: Matrix;
  37279. /** @hidden */
  37280. _useCtrlForPanning: boolean;
  37281. /** @hidden */
  37282. _panningMouseButton: number;
  37283. /**
  37284. * Defines the input associated to the camera.
  37285. */
  37286. inputs: ArcRotateCameraInputsManager;
  37287. /** @hidden */
  37288. _reset: () => void;
  37289. /**
  37290. * Defines the allowed panning axis.
  37291. */
  37292. panningAxis: Vector3;
  37293. protected _localDirection: Vector3;
  37294. protected _transformedDirection: Vector3;
  37295. private _bouncingBehavior;
  37296. /**
  37297. * Gets the bouncing behavior of the camera if it has been enabled.
  37298. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37299. */
  37300. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  37301. /**
  37302. * Defines if the bouncing behavior of the camera is enabled on the camera.
  37303. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37304. */
  37305. useBouncingBehavior: boolean;
  37306. private _framingBehavior;
  37307. /**
  37308. * Gets the framing behavior of the camera if it has been enabled.
  37309. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37310. */
  37311. readonly framingBehavior: Nullable<FramingBehavior>;
  37312. /**
  37313. * Defines if the framing behavior of the camera is enabled on the camera.
  37314. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37315. */
  37316. useFramingBehavior: boolean;
  37317. private _autoRotationBehavior;
  37318. /**
  37319. * Gets the auto rotation behavior of the camera if it has been enabled.
  37320. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37321. */
  37322. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  37323. /**
  37324. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  37325. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37326. */
  37327. useAutoRotationBehavior: boolean;
  37328. /**
  37329. * Observable triggered when the mesh target has been changed on the camera.
  37330. */
  37331. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  37332. /**
  37333. * Event raised when the camera is colliding with a mesh.
  37334. */
  37335. onCollide: (collidedMesh: AbstractMesh) => void;
  37336. /**
  37337. * Defines whether the camera should check collision with the objects oh the scene.
  37338. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  37339. */
  37340. checkCollisions: boolean;
  37341. /**
  37342. * Defines the collision radius of the camera.
  37343. * This simulates a sphere around the camera.
  37344. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  37345. */
  37346. collisionRadius: Vector3;
  37347. protected _collider: Collider;
  37348. protected _previousPosition: Vector3;
  37349. protected _collisionVelocity: Vector3;
  37350. protected _newPosition: Vector3;
  37351. protected _previousAlpha: number;
  37352. protected _previousBeta: number;
  37353. protected _previousRadius: number;
  37354. protected _collisionTriggered: boolean;
  37355. protected _targetBoundingCenter: Nullable<Vector3>;
  37356. private _computationVector;
  37357. /**
  37358. * Instantiates a new ArcRotateCamera in a given scene
  37359. * @param name Defines the name of the camera
  37360. * @param alpha Defines the camera rotation along the logitudinal axis
  37361. * @param beta Defines the camera rotation along the latitudinal axis
  37362. * @param radius Defines the camera distance from its target
  37363. * @param target Defines the camera target
  37364. * @param scene Defines the scene the camera belongs to
  37365. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  37366. */
  37367. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  37368. /** @hidden */
  37369. _initCache(): void;
  37370. /** @hidden */
  37371. _updateCache(ignoreParentClass?: boolean): void;
  37372. protected _getTargetPosition(): Vector3;
  37373. private _storedAlpha;
  37374. private _storedBeta;
  37375. private _storedRadius;
  37376. private _storedTarget;
  37377. private _storedTargetScreenOffset;
  37378. /**
  37379. * Stores the current state of the camera (alpha, beta, radius and target)
  37380. * @returns the camera itself
  37381. */
  37382. storeState(): Camera;
  37383. /**
  37384. * @hidden
  37385. * Restored camera state. You must call storeState() first
  37386. */
  37387. _restoreStateValues(): boolean;
  37388. /** @hidden */
  37389. _isSynchronizedViewMatrix(): boolean;
  37390. /**
  37391. * Attached controls to the current camera.
  37392. * @param element Defines the element the controls should be listened from
  37393. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37394. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  37395. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  37396. */
  37397. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  37398. /**
  37399. * Detach the current controls from the camera.
  37400. * The camera will stop reacting to inputs.
  37401. * @param element Defines the element to stop listening the inputs from
  37402. */
  37403. detachControl(element: HTMLElement): void;
  37404. /** @hidden */
  37405. _checkInputs(): void;
  37406. protected _checkLimits(): void;
  37407. /**
  37408. * Rebuilds angles (alpha, beta) and radius from the give position and target
  37409. */
  37410. rebuildAnglesAndRadius(): void;
  37411. /**
  37412. * Use a position to define the current camera related information like aplha, beta and radius
  37413. * @param position Defines the position to set the camera at
  37414. */
  37415. setPosition(position: Vector3): void;
  37416. /**
  37417. * Defines the target the camera should look at.
  37418. * This will automatically adapt alpha beta and radius to fit within the new target.
  37419. * @param target Defines the new target as a Vector or a mesh
  37420. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  37421. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  37422. */
  37423. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  37424. /** @hidden */
  37425. _getViewMatrix(): Matrix;
  37426. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  37427. /**
  37428. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  37429. * @param meshes Defines the mesh to zoom on
  37430. * @param doNotUpdateMaxZ Defines whether or not maxZ should be updated whilst zooming on the mesh (this can happen if the mesh is big and the maxradius pretty small for instance)
  37431. */
  37432. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  37433. /**
  37434. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  37435. * The target will be changed but the radius
  37436. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  37437. * @param doNotUpdateMaxZ Defines whether or not maxZ should be updated whilst zooming on the mesh (this can happen if the mesh is big and the maxradius pretty small for instance)
  37438. */
  37439. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  37440. min: Vector3;
  37441. max: Vector3;
  37442. distance: number;
  37443. }, doNotUpdateMaxZ?: boolean): void;
  37444. /**
  37445. * @override
  37446. * Override Camera.createRigCamera
  37447. */
  37448. createRigCamera(name: string, cameraIndex: number): Camera;
  37449. /**
  37450. * @hidden
  37451. * @override
  37452. * Override Camera._updateRigCameras
  37453. */
  37454. _updateRigCameras(): void;
  37455. /**
  37456. * Destroy the camera and release the current resources hold by it.
  37457. */
  37458. dispose(): void;
  37459. /**
  37460. * Gets the current object class name.
  37461. * @return the class name
  37462. */
  37463. getClassName(): string;
  37464. }
  37465. }
  37466. declare module "babylonjs/Behaviors/Cameras/autoRotationBehavior" {
  37467. import { Behavior } from "babylonjs/Behaviors/behavior";
  37468. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37469. /**
  37470. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  37471. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37472. */
  37473. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  37474. /**
  37475. * Gets the name of the behavior.
  37476. */
  37477. readonly name: string;
  37478. private _zoomStopsAnimation;
  37479. private _idleRotationSpeed;
  37480. private _idleRotationWaitTime;
  37481. private _idleRotationSpinupTime;
  37482. /**
  37483. * Sets the flag that indicates if user zooming should stop animation.
  37484. */
  37485. /**
  37486. * Gets the flag that indicates if user zooming should stop animation.
  37487. */
  37488. zoomStopsAnimation: boolean;
  37489. /**
  37490. * Sets the default speed at which the camera rotates around the model.
  37491. */
  37492. /**
  37493. * Gets the default speed at which the camera rotates around the model.
  37494. */
  37495. idleRotationSpeed: number;
  37496. /**
  37497. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  37498. */
  37499. /**
  37500. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  37501. */
  37502. idleRotationWaitTime: number;
  37503. /**
  37504. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  37505. */
  37506. /**
  37507. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  37508. */
  37509. idleRotationSpinupTime: number;
  37510. /**
  37511. * Gets a value indicating if the camera is currently rotating because of this behavior
  37512. */
  37513. readonly rotationInProgress: boolean;
  37514. private _onPrePointerObservableObserver;
  37515. private _onAfterCheckInputsObserver;
  37516. private _attachedCamera;
  37517. private _isPointerDown;
  37518. private _lastFrameTime;
  37519. private _lastInteractionTime;
  37520. private _cameraRotationSpeed;
  37521. /**
  37522. * Initializes the behavior.
  37523. */
  37524. init(): void;
  37525. /**
  37526. * Attaches the behavior to its arc rotate camera.
  37527. * @param camera Defines the camera to attach the behavior to
  37528. */
  37529. attach(camera: ArcRotateCamera): void;
  37530. /**
  37531. * Detaches the behavior from its current arc rotate camera.
  37532. */
  37533. detach(): void;
  37534. /**
  37535. * Returns true if user is scrolling.
  37536. * @return true if user is scrolling.
  37537. */
  37538. private _userIsZooming;
  37539. private _lastFrameRadius;
  37540. private _shouldAnimationStopForInteraction;
  37541. /**
  37542. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  37543. */
  37544. private _applyUserInteraction;
  37545. private _userIsMoving;
  37546. }
  37547. }
  37548. declare module "babylonjs/Behaviors/Cameras/index" {
  37549. export * from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  37550. export * from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  37551. export * from "babylonjs/Behaviors/Cameras/framingBehavior";
  37552. }
  37553. declare module "babylonjs/Behaviors/Meshes/attachToBoxBehavior" {
  37554. import { Mesh } from "babylonjs/Meshes/mesh";
  37555. import { TransformNode } from "babylonjs/Meshes/transformNode";
  37556. import { Behavior } from "babylonjs/Behaviors/behavior";
  37557. /**
  37558. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  37559. */
  37560. export class AttachToBoxBehavior implements Behavior<Mesh> {
  37561. private ui;
  37562. /**
  37563. * The name of the behavior
  37564. */
  37565. name: string;
  37566. /**
  37567. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  37568. */
  37569. distanceAwayFromFace: number;
  37570. /**
  37571. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  37572. */
  37573. distanceAwayFromBottomOfFace: number;
  37574. private _faceVectors;
  37575. private _target;
  37576. private _scene;
  37577. private _onRenderObserver;
  37578. private _tmpMatrix;
  37579. private _tmpVector;
  37580. /**
  37581. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  37582. * @param ui The transform node that should be attched to the mesh
  37583. */
  37584. constructor(ui: TransformNode);
  37585. /**
  37586. * Initializes the behavior
  37587. */
  37588. init(): void;
  37589. private _closestFace;
  37590. private _zeroVector;
  37591. private _lookAtTmpMatrix;
  37592. private _lookAtToRef;
  37593. /**
  37594. * Attaches the AttachToBoxBehavior to the passed in mesh
  37595. * @param target The mesh that the specified node will be attached to
  37596. */
  37597. attach(target: Mesh): void;
  37598. /**
  37599. * Detaches the behavior from the mesh
  37600. */
  37601. detach(): void;
  37602. }
  37603. }
  37604. declare module "babylonjs/Behaviors/Meshes/fadeInOutBehavior" {
  37605. import { Behavior } from "babylonjs/Behaviors/behavior";
  37606. import { Mesh } from "babylonjs/Meshes/mesh";
  37607. /**
  37608. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  37609. */
  37610. export class FadeInOutBehavior implements Behavior<Mesh> {
  37611. /**
  37612. * Time in milliseconds to delay before fading in (Default: 0)
  37613. */
  37614. delay: number;
  37615. /**
  37616. * Time in milliseconds for the mesh to fade in (Default: 300)
  37617. */
  37618. fadeInTime: number;
  37619. private _millisecondsPerFrame;
  37620. private _hovered;
  37621. private _hoverValue;
  37622. private _ownerNode;
  37623. /**
  37624. * Instatiates the FadeInOutBehavior
  37625. */
  37626. constructor();
  37627. /**
  37628. * The name of the behavior
  37629. */
  37630. readonly name: string;
  37631. /**
  37632. * Initializes the behavior
  37633. */
  37634. init(): void;
  37635. /**
  37636. * Attaches the fade behavior on the passed in mesh
  37637. * @param ownerNode The mesh that will be faded in/out once attached
  37638. */
  37639. attach(ownerNode: Mesh): void;
  37640. /**
  37641. * Detaches the behavior from the mesh
  37642. */
  37643. detach(): void;
  37644. /**
  37645. * Triggers the mesh to begin fading in or out
  37646. * @param value if the object should fade in or out (true to fade in)
  37647. */
  37648. fadeIn(value: boolean): void;
  37649. private _update;
  37650. private _setAllVisibility;
  37651. }
  37652. }
  37653. declare module "babylonjs/Misc/pivotTools" {
  37654. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37655. /**
  37656. * Class containing a set of static utilities functions for managing Pivots
  37657. * @hidden
  37658. */
  37659. export class PivotTools {
  37660. private static _PivotCached;
  37661. private static _OldPivotPoint;
  37662. private static _PivotTranslation;
  37663. private static _PivotTmpVector;
  37664. /** @hidden */
  37665. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  37666. /** @hidden */
  37667. static _RestorePivotPoint(mesh: AbstractMesh): void;
  37668. }
  37669. }
  37670. declare module "babylonjs/Meshes/Builders/planeBuilder" {
  37671. import { Scene } from "babylonjs/scene";
  37672. import { Vector4 } from "babylonjs/Maths/math.vector";
  37673. import { Mesh } from "babylonjs/Meshes/mesh";
  37674. import { Nullable } from "babylonjs/types";
  37675. import { Plane } from "babylonjs/Maths/math.plane";
  37676. /**
  37677. * Class containing static functions to help procedurally build meshes
  37678. */
  37679. export class PlaneBuilder {
  37680. /**
  37681. * Creates a plane mesh
  37682. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  37683. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  37684. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  37685. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  37686. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  37687. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  37688. * @param name defines the name of the mesh
  37689. * @param options defines the options used to create the mesh
  37690. * @param scene defines the hosting scene
  37691. * @returns the plane mesh
  37692. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  37693. */
  37694. static CreatePlane(name: string, options: {
  37695. size?: number;
  37696. width?: number;
  37697. height?: number;
  37698. sideOrientation?: number;
  37699. frontUVs?: Vector4;
  37700. backUVs?: Vector4;
  37701. updatable?: boolean;
  37702. sourcePlane?: Plane;
  37703. }, scene?: Nullable<Scene>): Mesh;
  37704. }
  37705. }
  37706. declare module "babylonjs/Behaviors/Meshes/pointerDragBehavior" {
  37707. import { Behavior } from "babylonjs/Behaviors/behavior";
  37708. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37709. import { Observable } from "babylonjs/Misc/observable";
  37710. import { Vector3 } from "babylonjs/Maths/math.vector";
  37711. import { Ray } from "babylonjs/Culling/ray";
  37712. import "babylonjs/Meshes/Builders/planeBuilder";
  37713. /**
  37714. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  37715. */
  37716. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  37717. private static _AnyMouseID;
  37718. /**
  37719. * Abstract mesh the behavior is set on
  37720. */
  37721. attachedNode: AbstractMesh;
  37722. private _dragPlane;
  37723. private _scene;
  37724. private _pointerObserver;
  37725. private _beforeRenderObserver;
  37726. private static _planeScene;
  37727. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  37728. /**
  37729. * The maximum tolerated angle between the drag plane and dragging pointer rays to trigger pointer events. Set to 0 to allow any angle (default: 0)
  37730. */
  37731. maxDragAngle: number;
  37732. /**
  37733. * @hidden
  37734. */
  37735. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  37736. /**
  37737. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  37738. */
  37739. currentDraggingPointerID: number;
  37740. /**
  37741. * The last position where the pointer hit the drag plane in world space
  37742. */
  37743. lastDragPosition: Vector3;
  37744. /**
  37745. * If the behavior is currently in a dragging state
  37746. */
  37747. dragging: boolean;
  37748. /**
  37749. * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)
  37750. */
  37751. dragDeltaRatio: number;
  37752. /**
  37753. * If the drag plane orientation should be updated during the dragging (Default: true)
  37754. */
  37755. updateDragPlane: boolean;
  37756. private _debugMode;
  37757. private _moving;
  37758. /**
  37759. * Fires each time the attached mesh is dragged with the pointer
  37760. * * delta between last drag position and current drag position in world space
  37761. * * dragDistance along the drag axis
  37762. * * dragPlaneNormal normal of the current drag plane used during the drag
  37763. * * dragPlanePoint in world space where the drag intersects the drag plane
  37764. */
  37765. onDragObservable: Observable<{
  37766. delta: Vector3;
  37767. dragPlanePoint: Vector3;
  37768. dragPlaneNormal: Vector3;
  37769. dragDistance: number;
  37770. pointerId: number;
  37771. }>;
  37772. /**
  37773. * Fires each time a drag begins (eg. mouse down on mesh)
  37774. */
  37775. onDragStartObservable: Observable<{
  37776. dragPlanePoint: Vector3;
  37777. pointerId: number;
  37778. }>;
  37779. /**
  37780. * Fires each time a drag ends (eg. mouse release after drag)
  37781. */
  37782. onDragEndObservable: Observable<{
  37783. dragPlanePoint: Vector3;
  37784. pointerId: number;
  37785. }>;
  37786. /**
  37787. * If the attached mesh should be moved when dragged
  37788. */
  37789. moveAttached: boolean;
  37790. /**
  37791. * If the drag behavior will react to drag events (Default: true)
  37792. */
  37793. enabled: boolean;
  37794. /**
  37795. * If pointer events should start and release the drag (Default: true)
  37796. */
  37797. startAndReleaseDragOnPointerEvents: boolean;
  37798. /**
  37799. * If camera controls should be detached during the drag
  37800. */
  37801. detachCameraControls: boolean;
  37802. /**
  37803. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  37804. */
  37805. useObjectOrienationForDragging: boolean;
  37806. private _options;
  37807. /**
  37808. * Creates a pointer drag behavior that can be attached to a mesh
  37809. * @param options The drag axis or normal of the plane that will be dragged across. If no options are specified the drag plane will always face the ray's origin (eg. camera)
  37810. */
  37811. constructor(options?: {
  37812. dragAxis?: Vector3;
  37813. dragPlaneNormal?: Vector3;
  37814. });
  37815. /**
  37816. * Predicate to determine if it is valid to move the object to a new position when it is moved
  37817. */
  37818. validateDrag: (targetPosition: Vector3) => boolean;
  37819. /**
  37820. * The name of the behavior
  37821. */
  37822. readonly name: string;
  37823. /**
  37824. * Initializes the behavior
  37825. */
  37826. init(): void;
  37827. private _tmpVector;
  37828. private _alternatePickedPoint;
  37829. private _worldDragAxis;
  37830. private _targetPosition;
  37831. private _attachedElement;
  37832. /**
  37833. * Attaches the drag behavior the passed in mesh
  37834. * @param ownerNode The mesh that will be dragged around once attached
  37835. * @param predicate Predicate to use for pick filtering
  37836. */
  37837. attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void;
  37838. /**
  37839. * Force relase the drag action by code.
  37840. */
  37841. releaseDrag(): void;
  37842. private _startDragRay;
  37843. private _lastPointerRay;
  37844. /**
  37845. * Simulates the start of a pointer drag event on the behavior
  37846. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  37847. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  37848. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  37849. */
  37850. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  37851. private _startDrag;
  37852. private _dragDelta;
  37853. private _moveDrag;
  37854. private _pickWithRayOnDragPlane;
  37855. private _pointA;
  37856. private _pointB;
  37857. private _pointC;
  37858. private _lineA;
  37859. private _lineB;
  37860. private _localAxis;
  37861. private _lookAt;
  37862. private _updateDragPlanePosition;
  37863. /**
  37864. * Detaches the behavior from the mesh
  37865. */
  37866. detach(): void;
  37867. }
  37868. }
  37869. declare module "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior" {
  37870. import { Mesh } from "babylonjs/Meshes/mesh";
  37871. import { Behavior } from "babylonjs/Behaviors/behavior";
  37872. /**
  37873. * A behavior that when attached to a mesh will allow the mesh to be scaled
  37874. */
  37875. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  37876. private _dragBehaviorA;
  37877. private _dragBehaviorB;
  37878. private _startDistance;
  37879. private _initialScale;
  37880. private _targetScale;
  37881. private _ownerNode;
  37882. private _sceneRenderObserver;
  37883. /**
  37884. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  37885. */
  37886. constructor();
  37887. /**
  37888. * The name of the behavior
  37889. */
  37890. readonly name: string;
  37891. /**
  37892. * Initializes the behavior
  37893. */
  37894. init(): void;
  37895. private _getCurrentDistance;
  37896. /**
  37897. * Attaches the scale behavior the passed in mesh
  37898. * @param ownerNode The mesh that will be scaled around once attached
  37899. */
  37900. attach(ownerNode: Mesh): void;
  37901. /**
  37902. * Detaches the behavior from the mesh
  37903. */
  37904. detach(): void;
  37905. }
  37906. }
  37907. declare module "babylonjs/Behaviors/Meshes/sixDofDragBehavior" {
  37908. import { Behavior } from "babylonjs/Behaviors/behavior";
  37909. import { Mesh } from "babylonjs/Meshes/mesh";
  37910. import { Observable } from "babylonjs/Misc/observable";
  37911. /**
  37912. * A behavior that when attached to a mesh will allow the mesh to be dragged around based on directions and origin of the pointer's ray
  37913. */
  37914. export class SixDofDragBehavior implements Behavior<Mesh> {
  37915. private static _virtualScene;
  37916. private _ownerNode;
  37917. private _sceneRenderObserver;
  37918. private _scene;
  37919. private _targetPosition;
  37920. private _virtualOriginMesh;
  37921. private _virtualDragMesh;
  37922. private _pointerObserver;
  37923. private _moving;
  37924. private _startingOrientation;
  37925. /**
  37926. * How much faster the object should move when the controller is moving towards it. This is useful to bring objects that are far away from the user to them faster. Set this to 0 to avoid any speed increase. (Default: 3)
  37927. */
  37928. private zDragFactor;
  37929. /**
  37930. * If the object should rotate to face the drag origin
  37931. */
  37932. rotateDraggedObject: boolean;
  37933. /**
  37934. * If the behavior is currently in a dragging state
  37935. */
  37936. dragging: boolean;
  37937. /**
  37938. * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)
  37939. */
  37940. dragDeltaRatio: number;
  37941. /**
  37942. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  37943. */
  37944. currentDraggingPointerID: number;
  37945. /**
  37946. * If camera controls should be detached during the drag
  37947. */
  37948. detachCameraControls: boolean;
  37949. /**
  37950. * Fires each time a drag starts
  37951. */
  37952. onDragStartObservable: Observable<{}>;
  37953. /**
  37954. * Fires each time a drag ends (eg. mouse release after drag)
  37955. */
  37956. onDragEndObservable: Observable<{}>;
  37957. /**
  37958. * Instantiates a behavior that when attached to a mesh will allow the mesh to be dragged around based on directions and origin of the pointer's ray
  37959. */
  37960. constructor();
  37961. /**
  37962. * The name of the behavior
  37963. */
  37964. readonly name: string;
  37965. /**
  37966. * Initializes the behavior
  37967. */
  37968. init(): void;
  37969. /**
  37970. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  37971. */
  37972. private readonly _pointerCamera;
  37973. /**
  37974. * Attaches the scale behavior the passed in mesh
  37975. * @param ownerNode The mesh that will be scaled around once attached
  37976. */
  37977. attach(ownerNode: Mesh): void;
  37978. /**
  37979. * Detaches the behavior from the mesh
  37980. */
  37981. detach(): void;
  37982. }
  37983. }
  37984. declare module "babylonjs/Behaviors/Meshes/index" {
  37985. export * from "babylonjs/Behaviors/Meshes/attachToBoxBehavior";
  37986. export * from "babylonjs/Behaviors/Meshes/fadeInOutBehavior";
  37987. export * from "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior";
  37988. export * from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  37989. export * from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  37990. }
  37991. declare module "babylonjs/Behaviors/index" {
  37992. export * from "babylonjs/Behaviors/behavior";
  37993. export * from "babylonjs/Behaviors/Cameras/index";
  37994. export * from "babylonjs/Behaviors/Meshes/index";
  37995. }
  37996. declare module "babylonjs/Bones/boneIKController" {
  37997. import { Bone } from "babylonjs/Bones/bone";
  37998. import { Vector3 } from "babylonjs/Maths/math.vector";
  37999. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38000. import { Nullable } from "babylonjs/types";
  38001. /**
  38002. * Class used to apply inverse kinematics to bones
  38003. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  38004. */
  38005. export class BoneIKController {
  38006. private static _tmpVecs;
  38007. private static _tmpQuat;
  38008. private static _tmpMats;
  38009. /**
  38010. * Gets or sets the target mesh
  38011. */
  38012. targetMesh: AbstractMesh;
  38013. /** Gets or sets the mesh used as pole */
  38014. poleTargetMesh: AbstractMesh;
  38015. /**
  38016. * Gets or sets the bone used as pole
  38017. */
  38018. poleTargetBone: Nullable<Bone>;
  38019. /**
  38020. * Gets or sets the target position
  38021. */
  38022. targetPosition: Vector3;
  38023. /**
  38024. * Gets or sets the pole target position
  38025. */
  38026. poleTargetPosition: Vector3;
  38027. /**
  38028. * Gets or sets the pole target local offset
  38029. */
  38030. poleTargetLocalOffset: Vector3;
  38031. /**
  38032. * Gets or sets the pole angle
  38033. */
  38034. poleAngle: number;
  38035. /**
  38036. * Gets or sets the mesh associated with the controller
  38037. */
  38038. mesh: AbstractMesh;
  38039. /**
  38040. * The amount to slerp (spherical linear interpolation) to the target. Set this to a value between 0 and 1 (a value of 1 disables slerp)
  38041. */
  38042. slerpAmount: number;
  38043. private _bone1Quat;
  38044. private _bone1Mat;
  38045. private _bone2Ang;
  38046. private _bone1;
  38047. private _bone2;
  38048. private _bone1Length;
  38049. private _bone2Length;
  38050. private _maxAngle;
  38051. private _maxReach;
  38052. private _rightHandedSystem;
  38053. private _bendAxis;
  38054. private _slerping;
  38055. private _adjustRoll;
  38056. /**
  38057. * Gets or sets maximum allowed angle
  38058. */
  38059. maxAngle: number;
  38060. /**
  38061. * Creates a new BoneIKController
  38062. * @param mesh defines the mesh to control
  38063. * @param bone defines the bone to control
  38064. * @param options defines options to set up the controller
  38065. */
  38066. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  38067. targetMesh?: AbstractMesh;
  38068. poleTargetMesh?: AbstractMesh;
  38069. poleTargetBone?: Bone;
  38070. poleTargetLocalOffset?: Vector3;
  38071. poleAngle?: number;
  38072. bendAxis?: Vector3;
  38073. maxAngle?: number;
  38074. slerpAmount?: number;
  38075. });
  38076. private _setMaxAngle;
  38077. /**
  38078. * Force the controller to update the bones
  38079. */
  38080. update(): void;
  38081. }
  38082. }
  38083. declare module "babylonjs/Bones/boneLookController" {
  38084. import { Vector3 } from "babylonjs/Maths/math.vector";
  38085. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38086. import { Bone } from "babylonjs/Bones/bone";
  38087. import { Space } from "babylonjs/Maths/math.axis";
  38088. /**
  38089. * Class used to make a bone look toward a point in space
  38090. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  38091. */
  38092. export class BoneLookController {
  38093. private static _tmpVecs;
  38094. private static _tmpQuat;
  38095. private static _tmpMats;
  38096. /**
  38097. * The target Vector3 that the bone will look at
  38098. */
  38099. target: Vector3;
  38100. /**
  38101. * The mesh that the bone is attached to
  38102. */
  38103. mesh: AbstractMesh;
  38104. /**
  38105. * The bone that will be looking to the target
  38106. */
  38107. bone: Bone;
  38108. /**
  38109. * The up axis of the coordinate system that is used when the bone is rotated
  38110. */
  38111. upAxis: Vector3;
  38112. /**
  38113. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  38114. */
  38115. upAxisSpace: Space;
  38116. /**
  38117. * Used to make an adjustment to the yaw of the bone
  38118. */
  38119. adjustYaw: number;
  38120. /**
  38121. * Used to make an adjustment to the pitch of the bone
  38122. */
  38123. adjustPitch: number;
  38124. /**
  38125. * Used to make an adjustment to the roll of the bone
  38126. */
  38127. adjustRoll: number;
  38128. /**
  38129. * The amount to slerp (spherical linear interpolation) to the target. Set this to a value between 0 and 1 (a value of 1 disables slerp)
  38130. */
  38131. slerpAmount: number;
  38132. private _minYaw;
  38133. private _maxYaw;
  38134. private _minPitch;
  38135. private _maxPitch;
  38136. private _minYawSin;
  38137. private _minYawCos;
  38138. private _maxYawSin;
  38139. private _maxYawCos;
  38140. private _midYawConstraint;
  38141. private _minPitchTan;
  38142. private _maxPitchTan;
  38143. private _boneQuat;
  38144. private _slerping;
  38145. private _transformYawPitch;
  38146. private _transformYawPitchInv;
  38147. private _firstFrameSkipped;
  38148. private _yawRange;
  38149. private _fowardAxis;
  38150. /**
  38151. * Gets or sets the minimum yaw angle that the bone can look to
  38152. */
  38153. minYaw: number;
  38154. /**
  38155. * Gets or sets the maximum yaw angle that the bone can look to
  38156. */
  38157. maxYaw: number;
  38158. /**
  38159. * Gets or sets the minimum pitch angle that the bone can look to
  38160. */
  38161. minPitch: number;
  38162. /**
  38163. * Gets or sets the maximum pitch angle that the bone can look to
  38164. */
  38165. maxPitch: number;
  38166. /**
  38167. * Create a BoneLookController
  38168. * @param mesh the mesh that the bone belongs to
  38169. * @param bone the bone that will be looking to the target
  38170. * @param target the target Vector3 to look at
  38171. * @param options optional settings:
  38172. * * maxYaw: the maximum angle the bone will yaw to
  38173. * * minYaw: the minimum angle the bone will yaw to
  38174. * * maxPitch: the maximum angle the bone will pitch to
  38175. * * minPitch: the minimum angle the bone will yaw to
  38176. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  38177. * * upAxis: the up axis of the coordinate system
  38178. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  38179. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  38180. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  38181. * * adjustYaw: used to make an adjustment to the yaw of the bone
  38182. * * adjustPitch: used to make an adjustment to the pitch of the bone
  38183. * * adjustRoll: used to make an adjustment to the roll of the bone
  38184. **/
  38185. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  38186. maxYaw?: number;
  38187. minYaw?: number;
  38188. maxPitch?: number;
  38189. minPitch?: number;
  38190. slerpAmount?: number;
  38191. upAxis?: Vector3;
  38192. upAxisSpace?: Space;
  38193. yawAxis?: Vector3;
  38194. pitchAxis?: Vector3;
  38195. adjustYaw?: number;
  38196. adjustPitch?: number;
  38197. adjustRoll?: number;
  38198. });
  38199. /**
  38200. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  38201. */
  38202. update(): void;
  38203. private _getAngleDiff;
  38204. private _getAngleBetween;
  38205. private _isAngleBetween;
  38206. }
  38207. }
  38208. declare module "babylonjs/Bones/index" {
  38209. export * from "babylonjs/Bones/bone";
  38210. export * from "babylonjs/Bones/boneIKController";
  38211. export * from "babylonjs/Bones/boneLookController";
  38212. export * from "babylonjs/Bones/skeleton";
  38213. }
  38214. declare module "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput" {
  38215. import { Nullable } from "babylonjs/types";
  38216. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38217. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38218. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  38219. /**
  38220. * Manage the gamepad inputs to control an arc rotate camera.
  38221. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38222. */
  38223. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  38224. /**
  38225. * Defines the camera the input is attached to.
  38226. */
  38227. camera: ArcRotateCamera;
  38228. /**
  38229. * Defines the gamepad the input is gathering event from.
  38230. */
  38231. gamepad: Nullable<Gamepad>;
  38232. /**
  38233. * Defines the gamepad rotation sensiblity.
  38234. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  38235. */
  38236. gamepadRotationSensibility: number;
  38237. /**
  38238. * Defines the gamepad move sensiblity.
  38239. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  38240. */
  38241. gamepadMoveSensibility: number;
  38242. private _onGamepadConnectedObserver;
  38243. private _onGamepadDisconnectedObserver;
  38244. /**
  38245. * Attach the input controls to a specific dom element to get the input from.
  38246. * @param element Defines the element the controls should be listened from
  38247. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38248. */
  38249. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38250. /**
  38251. * Detach the current controls from the specified dom element.
  38252. * @param element Defines the element to stop listening the inputs from
  38253. */
  38254. detachControl(element: Nullable<HTMLElement>): void;
  38255. /**
  38256. * Update the current camera state depending on the inputs that have been used this frame.
  38257. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38258. */
  38259. checkInputs(): void;
  38260. /**
  38261. * Gets the class name of the current intput.
  38262. * @returns the class name
  38263. */
  38264. getClassName(): string;
  38265. /**
  38266. * Get the friendly name associated with the input class.
  38267. * @returns the input friendly name
  38268. */
  38269. getSimpleName(): string;
  38270. }
  38271. }
  38272. declare module "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput" {
  38273. import { Nullable } from "babylonjs/types";
  38274. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38275. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38276. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  38277. interface ArcRotateCameraInputsManager {
  38278. /**
  38279. * Add orientation input support to the input manager.
  38280. * @returns the current input manager
  38281. */
  38282. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  38283. }
  38284. }
  38285. /**
  38286. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  38287. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38288. */
  38289. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  38290. /**
  38291. * Defines the camera the input is attached to.
  38292. */
  38293. camera: ArcRotateCamera;
  38294. /**
  38295. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  38296. */
  38297. alphaCorrection: number;
  38298. /**
  38299. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  38300. */
  38301. gammaCorrection: number;
  38302. private _alpha;
  38303. private _gamma;
  38304. private _dirty;
  38305. private _deviceOrientationHandler;
  38306. /**
  38307. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  38308. */
  38309. constructor();
  38310. /**
  38311. * Attach the input controls to a specific dom element to get the input from.
  38312. * @param element Defines the element the controls should be listened from
  38313. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38314. */
  38315. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38316. /** @hidden */
  38317. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  38318. /**
  38319. * Update the current camera state depending on the inputs that have been used this frame.
  38320. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38321. */
  38322. checkInputs(): void;
  38323. /**
  38324. * Detach the current controls from the specified dom element.
  38325. * @param element Defines the element to stop listening the inputs from
  38326. */
  38327. detachControl(element: Nullable<HTMLElement>): void;
  38328. /**
  38329. * Gets the class name of the current intput.
  38330. * @returns the class name
  38331. */
  38332. getClassName(): string;
  38333. /**
  38334. * Get the friendly name associated with the input class.
  38335. * @returns the input friendly name
  38336. */
  38337. getSimpleName(): string;
  38338. }
  38339. }
  38340. declare module "babylonjs/Cameras/Inputs/flyCameraMouseInput" {
  38341. import { Nullable } from "babylonjs/types";
  38342. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38343. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38344. /**
  38345. * Listen to mouse events to control the camera.
  38346. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38347. */
  38348. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  38349. /**
  38350. * Defines the camera the input is attached to.
  38351. */
  38352. camera: FlyCamera;
  38353. /**
  38354. * Defines if touch is enabled. (Default is true.)
  38355. */
  38356. touchEnabled: boolean;
  38357. /**
  38358. * Defines the buttons associated with the input to handle camera rotation.
  38359. */
  38360. buttons: number[];
  38361. /**
  38362. * Assign buttons for Yaw control.
  38363. */
  38364. buttonsYaw: number[];
  38365. /**
  38366. * Assign buttons for Pitch control.
  38367. */
  38368. buttonsPitch: number[];
  38369. /**
  38370. * Assign buttons for Roll control.
  38371. */
  38372. buttonsRoll: number[];
  38373. /**
  38374. * Detect if any button is being pressed while mouse is moved.
  38375. * -1 = Mouse locked.
  38376. * 0 = Left button.
  38377. * 1 = Middle Button.
  38378. * 2 = Right Button.
  38379. */
  38380. activeButton: number;
  38381. /**
  38382. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  38383. * Higher values reduce its sensitivity.
  38384. */
  38385. angularSensibility: number;
  38386. private _mousemoveCallback;
  38387. private _observer;
  38388. private _rollObserver;
  38389. private previousPosition;
  38390. private noPreventDefault;
  38391. private element;
  38392. /**
  38393. * Listen to mouse events to control the camera.
  38394. * @param touchEnabled Define if touch is enabled. (Default is true.)
  38395. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38396. */
  38397. constructor(touchEnabled?: boolean);
  38398. /**
  38399. * Attach the mouse control to the HTML DOM element.
  38400. * @param element Defines the element that listens to the input events.
  38401. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  38402. */
  38403. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38404. /**
  38405. * Detach the current controls from the specified dom element.
  38406. * @param element Defines the element to stop listening the inputs from
  38407. */
  38408. detachControl(element: Nullable<HTMLElement>): void;
  38409. /**
  38410. * Gets the class name of the current input.
  38411. * @returns the class name.
  38412. */
  38413. getClassName(): string;
  38414. /**
  38415. * Get the friendly name associated with the input class.
  38416. * @returns the input's friendly name.
  38417. */
  38418. getSimpleName(): string;
  38419. private _pointerInput;
  38420. private _onMouseMove;
  38421. /**
  38422. * Rotate camera by mouse offset.
  38423. */
  38424. private rotateCamera;
  38425. }
  38426. }
  38427. declare module "babylonjs/Cameras/flyCameraInputsManager" {
  38428. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38429. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  38430. /**
  38431. * Default Inputs manager for the FlyCamera.
  38432. * It groups all the default supported inputs for ease of use.
  38433. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38434. */
  38435. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  38436. /**
  38437. * Instantiates a new FlyCameraInputsManager.
  38438. * @param camera Defines the camera the inputs belong to.
  38439. */
  38440. constructor(camera: FlyCamera);
  38441. /**
  38442. * Add keyboard input support to the input manager.
  38443. * @returns the new FlyCameraKeyboardMoveInput().
  38444. */
  38445. addKeyboard(): FlyCameraInputsManager;
  38446. /**
  38447. * Add mouse input support to the input manager.
  38448. * @param touchEnabled Enable touch screen support.
  38449. * @returns the new FlyCameraMouseInput().
  38450. */
  38451. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  38452. }
  38453. }
  38454. declare module "babylonjs/Cameras/flyCamera" {
  38455. import { Scene } from "babylonjs/scene";
  38456. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  38457. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38458. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  38459. import { FlyCameraInputsManager } from "babylonjs/Cameras/flyCameraInputsManager";
  38460. /**
  38461. * This is a flying camera, designed for 3D movement and rotation in all directions,
  38462. * such as in a 3D Space Shooter or a Flight Simulator.
  38463. */
  38464. export class FlyCamera extends TargetCamera {
  38465. /**
  38466. * Define the collision ellipsoid of the camera.
  38467. * This is helpful for simulating a camera body, like a player's body.
  38468. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  38469. */
  38470. ellipsoid: Vector3;
  38471. /**
  38472. * Define an offset for the position of the ellipsoid around the camera.
  38473. * This can be helpful if the camera is attached away from the player's body center,
  38474. * such as at its head.
  38475. */
  38476. ellipsoidOffset: Vector3;
  38477. /**
  38478. * Enable or disable collisions of the camera with the rest of the scene objects.
  38479. */
  38480. checkCollisions: boolean;
  38481. /**
  38482. * Enable or disable gravity on the camera.
  38483. */
  38484. applyGravity: boolean;
  38485. /**
  38486. * Define the current direction the camera is moving to.
  38487. */
  38488. cameraDirection: Vector3;
  38489. /**
  38490. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  38491. * This overrides and empties cameraRotation.
  38492. */
  38493. rotationQuaternion: Quaternion;
  38494. /**
  38495. * Track Roll to maintain the wanted Rolling when looking around.
  38496. */
  38497. _trackRoll: number;
  38498. /**
  38499. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  38500. */
  38501. rollCorrect: number;
  38502. /**
  38503. * Mimic a banked turn, Rolling the camera when Yawing.
  38504. * It's recommended to use rollCorrect = 10 for faster banking correction.
  38505. */
  38506. bankedTurn: boolean;
  38507. /**
  38508. * Limit in radians for how much Roll banking will add. (Default: 90°)
  38509. */
  38510. bankedTurnLimit: number;
  38511. /**
  38512. * Value of 0 disables the banked Roll.
  38513. * Value of 1 is equal to the Yaw angle in radians.
  38514. */
  38515. bankedTurnMultiplier: number;
  38516. /**
  38517. * The inputs manager loads all the input sources, such as keyboard and mouse.
  38518. */
  38519. inputs: FlyCameraInputsManager;
  38520. /**
  38521. * Gets the input sensibility for mouse input.
  38522. * Higher values reduce sensitivity.
  38523. */
  38524. /**
  38525. * Sets the input sensibility for a mouse input.
  38526. * Higher values reduce sensitivity.
  38527. */
  38528. angularSensibility: number;
  38529. /**
  38530. * Get the keys for camera movement forward.
  38531. */
  38532. /**
  38533. * Set the keys for camera movement forward.
  38534. */
  38535. keysForward: number[];
  38536. /**
  38537. * Get the keys for camera movement backward.
  38538. */
  38539. keysBackward: number[];
  38540. /**
  38541. * Get the keys for camera movement up.
  38542. */
  38543. /**
  38544. * Set the keys for camera movement up.
  38545. */
  38546. keysUp: number[];
  38547. /**
  38548. * Get the keys for camera movement down.
  38549. */
  38550. /**
  38551. * Set the keys for camera movement down.
  38552. */
  38553. keysDown: number[];
  38554. /**
  38555. * Get the keys for camera movement left.
  38556. */
  38557. /**
  38558. * Set the keys for camera movement left.
  38559. */
  38560. keysLeft: number[];
  38561. /**
  38562. * Set the keys for camera movement right.
  38563. */
  38564. /**
  38565. * Set the keys for camera movement right.
  38566. */
  38567. keysRight: number[];
  38568. /**
  38569. * Event raised when the camera collides with a mesh in the scene.
  38570. */
  38571. onCollide: (collidedMesh: AbstractMesh) => void;
  38572. private _collider;
  38573. private _needMoveForGravity;
  38574. private _oldPosition;
  38575. private _diffPosition;
  38576. private _newPosition;
  38577. /** @hidden */
  38578. _localDirection: Vector3;
  38579. /** @hidden */
  38580. _transformedDirection: Vector3;
  38581. /**
  38582. * Instantiates a FlyCamera.
  38583. * This is a flying camera, designed for 3D movement and rotation in all directions,
  38584. * such as in a 3D Space Shooter or a Flight Simulator.
  38585. * @param name Define the name of the camera in the scene.
  38586. * @param position Define the starting position of the camera in the scene.
  38587. * @param scene Define the scene the camera belongs to.
  38588. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  38589. */
  38590. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  38591. /**
  38592. * Attach a control to the HTML DOM element.
  38593. * @param element Defines the element that listens to the input events.
  38594. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  38595. */
  38596. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38597. /**
  38598. * Detach a control from the HTML DOM element.
  38599. * The camera will stop reacting to that input.
  38600. * @param element Defines the element that listens to the input events.
  38601. */
  38602. detachControl(element: HTMLElement): void;
  38603. private _collisionMask;
  38604. /**
  38605. * Get the mask that the camera ignores in collision events.
  38606. */
  38607. /**
  38608. * Set the mask that the camera ignores in collision events.
  38609. */
  38610. collisionMask: number;
  38611. /** @hidden */
  38612. _collideWithWorld(displacement: Vector3): void;
  38613. /** @hidden */
  38614. private _onCollisionPositionChange;
  38615. /** @hidden */
  38616. _checkInputs(): void;
  38617. /** @hidden */
  38618. _decideIfNeedsToMove(): boolean;
  38619. /** @hidden */
  38620. _updatePosition(): void;
  38621. /**
  38622. * Restore the Roll to its target value at the rate specified.
  38623. * @param rate - Higher means slower restoring.
  38624. * @hidden
  38625. */
  38626. restoreRoll(rate: number): void;
  38627. /**
  38628. * Destroy the camera and release the current resources held by it.
  38629. */
  38630. dispose(): void;
  38631. /**
  38632. * Get the current object class name.
  38633. * @returns the class name.
  38634. */
  38635. getClassName(): string;
  38636. }
  38637. }
  38638. declare module "babylonjs/Cameras/Inputs/flyCameraKeyboardInput" {
  38639. import { Nullable } from "babylonjs/types";
  38640. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38641. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38642. /**
  38643. * Listen to keyboard events to control the camera.
  38644. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38645. */
  38646. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  38647. /**
  38648. * Defines the camera the input is attached to.
  38649. */
  38650. camera: FlyCamera;
  38651. /**
  38652. * The list of keyboard keys used to control the forward move of the camera.
  38653. */
  38654. keysForward: number[];
  38655. /**
  38656. * The list of keyboard keys used to control the backward move of the camera.
  38657. */
  38658. keysBackward: number[];
  38659. /**
  38660. * The list of keyboard keys used to control the forward move of the camera.
  38661. */
  38662. keysUp: number[];
  38663. /**
  38664. * The list of keyboard keys used to control the backward move of the camera.
  38665. */
  38666. keysDown: number[];
  38667. /**
  38668. * The list of keyboard keys used to control the right strafe move of the camera.
  38669. */
  38670. keysRight: number[];
  38671. /**
  38672. * The list of keyboard keys used to control the left strafe move of the camera.
  38673. */
  38674. keysLeft: number[];
  38675. private _keys;
  38676. private _onCanvasBlurObserver;
  38677. private _onKeyboardObserver;
  38678. private _engine;
  38679. private _scene;
  38680. /**
  38681. * Attach the input controls to a specific dom element to get the input from.
  38682. * @param element Defines the element the controls should be listened from
  38683. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38684. */
  38685. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38686. /**
  38687. * Detach the current controls from the specified dom element.
  38688. * @param element Defines the element to stop listening the inputs from
  38689. */
  38690. detachControl(element: Nullable<HTMLElement>): void;
  38691. /**
  38692. * Gets the class name of the current intput.
  38693. * @returns the class name
  38694. */
  38695. getClassName(): string;
  38696. /** @hidden */
  38697. _onLostFocus(e: FocusEvent): void;
  38698. /**
  38699. * Get the friendly name associated with the input class.
  38700. * @returns the input friendly name
  38701. */
  38702. getSimpleName(): string;
  38703. /**
  38704. * Update the current camera state depending on the inputs that have been used this frame.
  38705. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38706. */
  38707. checkInputs(): void;
  38708. }
  38709. }
  38710. declare module "babylonjs/Cameras/Inputs/followCameraMouseWheelInput" {
  38711. import { Nullable } from "babylonjs/types";
  38712. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38713. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38714. /**
  38715. * Manage the mouse wheel inputs to control a follow camera.
  38716. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38717. */
  38718. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  38719. /**
  38720. * Defines the camera the input is attached to.
  38721. */
  38722. camera: FollowCamera;
  38723. /**
  38724. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  38725. */
  38726. axisControlRadius: boolean;
  38727. /**
  38728. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  38729. */
  38730. axisControlHeight: boolean;
  38731. /**
  38732. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  38733. */
  38734. axisControlRotation: boolean;
  38735. /**
  38736. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  38737. * relation to mouseWheel events.
  38738. */
  38739. wheelPrecision: number;
  38740. /**
  38741. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  38742. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  38743. */
  38744. wheelDeltaPercentage: number;
  38745. private _wheel;
  38746. private _observer;
  38747. /**
  38748. * Attach the input controls to a specific dom element to get the input from.
  38749. * @param element Defines the element the controls should be listened from
  38750. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38751. */
  38752. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38753. /**
  38754. * Detach the current controls from the specified dom element.
  38755. * @param element Defines the element to stop listening the inputs from
  38756. */
  38757. detachControl(element: Nullable<HTMLElement>): void;
  38758. /**
  38759. * Gets the class name of the current intput.
  38760. * @returns the class name
  38761. */
  38762. getClassName(): string;
  38763. /**
  38764. * Get the friendly name associated with the input class.
  38765. * @returns the input friendly name
  38766. */
  38767. getSimpleName(): string;
  38768. }
  38769. }
  38770. declare module "babylonjs/Cameras/Inputs/followCameraPointersInput" {
  38771. import { Nullable } from "babylonjs/types";
  38772. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38773. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  38774. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  38775. /**
  38776. * Manage the pointers inputs to control an follow camera.
  38777. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38778. */
  38779. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  38780. /**
  38781. * Defines the camera the input is attached to.
  38782. */
  38783. camera: FollowCamera;
  38784. /**
  38785. * Gets the class name of the current input.
  38786. * @returns the class name
  38787. */
  38788. getClassName(): string;
  38789. /**
  38790. * Defines the pointer angular sensibility along the X axis or how fast is
  38791. * the camera rotating.
  38792. * A negative number will reverse the axis direction.
  38793. */
  38794. angularSensibilityX: number;
  38795. /**
  38796. * Defines the pointer angular sensibility along the Y axis or how fast is
  38797. * the camera rotating.
  38798. * A negative number will reverse the axis direction.
  38799. */
  38800. angularSensibilityY: number;
  38801. /**
  38802. * Defines the pointer pinch precision or how fast is the camera zooming.
  38803. * A negative number will reverse the axis direction.
  38804. */
  38805. pinchPrecision: number;
  38806. /**
  38807. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  38808. * from 0.
  38809. * It defines the percentage of current camera.radius to use as delta when
  38810. * pinch zoom is used.
  38811. */
  38812. pinchDeltaPercentage: number;
  38813. /**
  38814. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  38815. */
  38816. axisXControlRadius: boolean;
  38817. /**
  38818. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  38819. */
  38820. axisXControlHeight: boolean;
  38821. /**
  38822. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  38823. */
  38824. axisXControlRotation: boolean;
  38825. /**
  38826. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  38827. */
  38828. axisYControlRadius: boolean;
  38829. /**
  38830. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  38831. */
  38832. axisYControlHeight: boolean;
  38833. /**
  38834. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  38835. */
  38836. axisYControlRotation: boolean;
  38837. /**
  38838. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  38839. */
  38840. axisPinchControlRadius: boolean;
  38841. /**
  38842. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  38843. */
  38844. axisPinchControlHeight: boolean;
  38845. /**
  38846. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  38847. */
  38848. axisPinchControlRotation: boolean;
  38849. /**
  38850. * Log error messages if basic misconfiguration has occurred.
  38851. */
  38852. warningEnable: boolean;
  38853. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  38854. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  38855. private _warningCounter;
  38856. private _warning;
  38857. }
  38858. }
  38859. declare module "babylonjs/Cameras/followCameraInputsManager" {
  38860. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  38861. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38862. /**
  38863. * Default Inputs manager for the FollowCamera.
  38864. * It groups all the default supported inputs for ease of use.
  38865. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38866. */
  38867. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  38868. /**
  38869. * Instantiates a new FollowCameraInputsManager.
  38870. * @param camera Defines the camera the inputs belong to
  38871. */
  38872. constructor(camera: FollowCamera);
  38873. /**
  38874. * Add keyboard input support to the input manager.
  38875. * @returns the current input manager
  38876. */
  38877. addKeyboard(): FollowCameraInputsManager;
  38878. /**
  38879. * Add mouse wheel input support to the input manager.
  38880. * @returns the current input manager
  38881. */
  38882. addMouseWheel(): FollowCameraInputsManager;
  38883. /**
  38884. * Add pointers input support to the input manager.
  38885. * @returns the current input manager
  38886. */
  38887. addPointers(): FollowCameraInputsManager;
  38888. /**
  38889. * Add orientation input support to the input manager.
  38890. * @returns the current input manager
  38891. */
  38892. addVRDeviceOrientation(): FollowCameraInputsManager;
  38893. }
  38894. }
  38895. declare module "babylonjs/Cameras/followCamera" {
  38896. import { Nullable } from "babylonjs/types";
  38897. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  38898. import { Scene } from "babylonjs/scene";
  38899. import { Vector3 } from "babylonjs/Maths/math.vector";
  38900. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38901. import { FollowCameraInputsManager } from "babylonjs/Cameras/followCameraInputsManager";
  38902. /**
  38903. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  38904. * an arc rotate version arcFollowCamera are available.
  38905. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38906. */
  38907. export class FollowCamera extends TargetCamera {
  38908. /**
  38909. * Distance the follow camera should follow an object at
  38910. */
  38911. radius: number;
  38912. /**
  38913. * Minimum allowed distance of the camera to the axis of rotation
  38914. * (The camera can not get closer).
  38915. * This can help limiting how the Camera is able to move in the scene.
  38916. */
  38917. lowerRadiusLimit: Nullable<number>;
  38918. /**
  38919. * Maximum allowed distance of the camera to the axis of rotation
  38920. * (The camera can not get further).
  38921. * This can help limiting how the Camera is able to move in the scene.
  38922. */
  38923. upperRadiusLimit: Nullable<number>;
  38924. /**
  38925. * Define a rotation offset between the camera and the object it follows
  38926. */
  38927. rotationOffset: number;
  38928. /**
  38929. * Minimum allowed angle to camera position relative to target object.
  38930. * This can help limiting how the Camera is able to move in the scene.
  38931. */
  38932. lowerRotationOffsetLimit: Nullable<number>;
  38933. /**
  38934. * Maximum allowed angle to camera position relative to target object.
  38935. * This can help limiting how the Camera is able to move in the scene.
  38936. */
  38937. upperRotationOffsetLimit: Nullable<number>;
  38938. /**
  38939. * Define a height offset between the camera and the object it follows.
  38940. * It can help following an object from the top (like a car chaing a plane)
  38941. */
  38942. heightOffset: number;
  38943. /**
  38944. * Minimum allowed height of camera position relative to target object.
  38945. * This can help limiting how the Camera is able to move in the scene.
  38946. */
  38947. lowerHeightOffsetLimit: Nullable<number>;
  38948. /**
  38949. * Maximum allowed height of camera position relative to target object.
  38950. * This can help limiting how the Camera is able to move in the scene.
  38951. */
  38952. upperHeightOffsetLimit: Nullable<number>;
  38953. /**
  38954. * Define how fast the camera can accelerate to follow it s target.
  38955. */
  38956. cameraAcceleration: number;
  38957. /**
  38958. * Define the speed limit of the camera following an object.
  38959. */
  38960. maxCameraSpeed: number;
  38961. /**
  38962. * Define the target of the camera.
  38963. */
  38964. lockedTarget: Nullable<AbstractMesh>;
  38965. /**
  38966. * Defines the input associated with the camera.
  38967. */
  38968. inputs: FollowCameraInputsManager;
  38969. /**
  38970. * Instantiates the follow camera.
  38971. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38972. * @param name Define the name of the camera in the scene
  38973. * @param position Define the position of the camera
  38974. * @param scene Define the scene the camera belong to
  38975. * @param lockedTarget Define the target of the camera
  38976. */
  38977. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  38978. private _follow;
  38979. /**
  38980. * Attached controls to the current camera.
  38981. * @param element Defines the element the controls should be listened from
  38982. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38983. */
  38984. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38985. /**
  38986. * Detach the current controls from the camera.
  38987. * The camera will stop reacting to inputs.
  38988. * @param element Defines the element to stop listening the inputs from
  38989. */
  38990. detachControl(element: HTMLElement): void;
  38991. /** @hidden */
  38992. _checkInputs(): void;
  38993. private _checkLimits;
  38994. /**
  38995. * Gets the camera class name.
  38996. * @returns the class name
  38997. */
  38998. getClassName(): string;
  38999. }
  39000. /**
  39001. * Arc Rotate version of the follow camera.
  39002. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  39003. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39004. */
  39005. export class ArcFollowCamera extends TargetCamera {
  39006. /** The longitudinal angle of the camera */
  39007. alpha: number;
  39008. /** The latitudinal angle of the camera */
  39009. beta: number;
  39010. /** The radius of the camera from its target */
  39011. radius: number;
  39012. /** Define the camera target (the messh it should follow) */
  39013. target: Nullable<AbstractMesh>;
  39014. private _cartesianCoordinates;
  39015. /**
  39016. * Instantiates a new ArcFollowCamera
  39017. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39018. * @param name Define the name of the camera
  39019. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  39020. * @param beta Define the rotation angle of the camera around the elevation axis
  39021. * @param radius Define the radius of the camera from its target point
  39022. * @param target Define the target of the camera
  39023. * @param scene Define the scene the camera belongs to
  39024. */
  39025. constructor(name: string,
  39026. /** The longitudinal angle of the camera */
  39027. alpha: number,
  39028. /** The latitudinal angle of the camera */
  39029. beta: number,
  39030. /** The radius of the camera from its target */
  39031. radius: number,
  39032. /** Define the camera target (the messh it should follow) */
  39033. target: Nullable<AbstractMesh>, scene: Scene);
  39034. private _follow;
  39035. /** @hidden */
  39036. _checkInputs(): void;
  39037. /**
  39038. * Returns the class name of the object.
  39039. * It is mostly used internally for serialization purposes.
  39040. */
  39041. getClassName(): string;
  39042. }
  39043. }
  39044. declare module "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput" {
  39045. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39046. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39047. import { Nullable } from "babylonjs/types";
  39048. /**
  39049. * Manage the keyboard inputs to control the movement of a follow camera.
  39050. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39051. */
  39052. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  39053. /**
  39054. * Defines the camera the input is attached to.
  39055. */
  39056. camera: FollowCamera;
  39057. /**
  39058. * Defines the list of key codes associated with the up action (increase heightOffset)
  39059. */
  39060. keysHeightOffsetIncr: number[];
  39061. /**
  39062. * Defines the list of key codes associated with the down action (decrease heightOffset)
  39063. */
  39064. keysHeightOffsetDecr: number[];
  39065. /**
  39066. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  39067. */
  39068. keysHeightOffsetModifierAlt: boolean;
  39069. /**
  39070. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  39071. */
  39072. keysHeightOffsetModifierCtrl: boolean;
  39073. /**
  39074. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  39075. */
  39076. keysHeightOffsetModifierShift: boolean;
  39077. /**
  39078. * Defines the list of key codes associated with the left action (increase rotationOffset)
  39079. */
  39080. keysRotationOffsetIncr: number[];
  39081. /**
  39082. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  39083. */
  39084. keysRotationOffsetDecr: number[];
  39085. /**
  39086. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  39087. */
  39088. keysRotationOffsetModifierAlt: boolean;
  39089. /**
  39090. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  39091. */
  39092. keysRotationOffsetModifierCtrl: boolean;
  39093. /**
  39094. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  39095. */
  39096. keysRotationOffsetModifierShift: boolean;
  39097. /**
  39098. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  39099. */
  39100. keysRadiusIncr: number[];
  39101. /**
  39102. * Defines the list of key codes associated with the zoom-out action (increase radius)
  39103. */
  39104. keysRadiusDecr: number[];
  39105. /**
  39106. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  39107. */
  39108. keysRadiusModifierAlt: boolean;
  39109. /**
  39110. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  39111. */
  39112. keysRadiusModifierCtrl: boolean;
  39113. /**
  39114. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  39115. */
  39116. keysRadiusModifierShift: boolean;
  39117. /**
  39118. * Defines the rate of change of heightOffset.
  39119. */
  39120. heightSensibility: number;
  39121. /**
  39122. * Defines the rate of change of rotationOffset.
  39123. */
  39124. rotationSensibility: number;
  39125. /**
  39126. * Defines the rate of change of radius.
  39127. */
  39128. radiusSensibility: number;
  39129. private _keys;
  39130. private _ctrlPressed;
  39131. private _altPressed;
  39132. private _shiftPressed;
  39133. private _onCanvasBlurObserver;
  39134. private _onKeyboardObserver;
  39135. private _engine;
  39136. private _scene;
  39137. /**
  39138. * Attach the input controls to a specific dom element to get the input from.
  39139. * @param element Defines the element the controls should be listened from
  39140. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39141. */
  39142. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39143. /**
  39144. * Detach the current controls from the specified dom element.
  39145. * @param element Defines the element to stop listening the inputs from
  39146. */
  39147. detachControl(element: Nullable<HTMLElement>): void;
  39148. /**
  39149. * Update the current camera state depending on the inputs that have been used this frame.
  39150. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39151. */
  39152. checkInputs(): void;
  39153. /**
  39154. * Gets the class name of the current input.
  39155. * @returns the class name
  39156. */
  39157. getClassName(): string;
  39158. /**
  39159. * Get the friendly name associated with the input class.
  39160. * @returns the input friendly name
  39161. */
  39162. getSimpleName(): string;
  39163. /**
  39164. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39165. * allow modification of the heightOffset value.
  39166. */
  39167. private _modifierHeightOffset;
  39168. /**
  39169. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39170. * allow modification of the rotationOffset value.
  39171. */
  39172. private _modifierRotationOffset;
  39173. /**
  39174. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39175. * allow modification of the radius value.
  39176. */
  39177. private _modifierRadius;
  39178. }
  39179. }
  39180. declare module "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput" {
  39181. import { Nullable } from "babylonjs/types";
  39182. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39183. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39184. import { Observable } from "babylonjs/Misc/observable";
  39185. module "babylonjs/Cameras/freeCameraInputsManager" {
  39186. interface FreeCameraInputsManager {
  39187. /**
  39188. * @hidden
  39189. */
  39190. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  39191. /**
  39192. * Add orientation input support to the input manager.
  39193. * @returns the current input manager
  39194. */
  39195. addDeviceOrientation(): FreeCameraInputsManager;
  39196. }
  39197. }
  39198. /**
  39199. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  39200. * Screen rotation is taken into account.
  39201. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39202. */
  39203. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  39204. private _camera;
  39205. private _screenOrientationAngle;
  39206. private _constantTranform;
  39207. private _screenQuaternion;
  39208. private _alpha;
  39209. private _beta;
  39210. private _gamma;
  39211. /**
  39212. * Can be used to detect if a device orientation sensor is availible on a device
  39213. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  39214. * @returns a promise that will resolve on orientation change
  39215. */
  39216. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  39217. /**
  39218. * @hidden
  39219. */
  39220. _onDeviceOrientationChangedObservable: Observable<void>;
  39221. /**
  39222. * Instantiates a new input
  39223. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39224. */
  39225. constructor();
  39226. /**
  39227. * Define the camera controlled by the input.
  39228. */
  39229. camera: FreeCamera;
  39230. /**
  39231. * Attach the input controls to a specific dom element to get the input from.
  39232. * @param element Defines the element the controls should be listened from
  39233. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39234. */
  39235. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39236. private _orientationChanged;
  39237. private _deviceOrientation;
  39238. /**
  39239. * Detach the current controls from the specified dom element.
  39240. * @param element Defines the element to stop listening the inputs from
  39241. */
  39242. detachControl(element: Nullable<HTMLElement>): void;
  39243. /**
  39244. * Update the current camera state depending on the inputs that have been used this frame.
  39245. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39246. */
  39247. checkInputs(): void;
  39248. /**
  39249. * Gets the class name of the current intput.
  39250. * @returns the class name
  39251. */
  39252. getClassName(): string;
  39253. /**
  39254. * Get the friendly name associated with the input class.
  39255. * @returns the input friendly name
  39256. */
  39257. getSimpleName(): string;
  39258. }
  39259. }
  39260. declare module "babylonjs/Cameras/Inputs/freeCameraGamepadInput" {
  39261. import { Nullable } from "babylonjs/types";
  39262. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39263. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39264. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39265. /**
  39266. * Manage the gamepad inputs to control a free camera.
  39267. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39268. */
  39269. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  39270. /**
  39271. * Define the camera the input is attached to.
  39272. */
  39273. camera: FreeCamera;
  39274. /**
  39275. * Define the Gamepad controlling the input
  39276. */
  39277. gamepad: Nullable<Gamepad>;
  39278. /**
  39279. * Defines the gamepad rotation sensiblity.
  39280. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  39281. */
  39282. gamepadAngularSensibility: number;
  39283. /**
  39284. * Defines the gamepad move sensiblity.
  39285. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  39286. */
  39287. gamepadMoveSensibility: number;
  39288. private _onGamepadConnectedObserver;
  39289. private _onGamepadDisconnectedObserver;
  39290. private _cameraTransform;
  39291. private _deltaTransform;
  39292. private _vector3;
  39293. private _vector2;
  39294. /**
  39295. * Attach the input controls to a specific dom element to get the input from.
  39296. * @param element Defines the element the controls should be listened from
  39297. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39298. */
  39299. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39300. /**
  39301. * Detach the current controls from the specified dom element.
  39302. * @param element Defines the element to stop listening the inputs from
  39303. */
  39304. detachControl(element: Nullable<HTMLElement>): void;
  39305. /**
  39306. * Update the current camera state depending on the inputs that have been used this frame.
  39307. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39308. */
  39309. checkInputs(): void;
  39310. /**
  39311. * Gets the class name of the current intput.
  39312. * @returns the class name
  39313. */
  39314. getClassName(): string;
  39315. /**
  39316. * Get the friendly name associated with the input class.
  39317. * @returns the input friendly name
  39318. */
  39319. getSimpleName(): string;
  39320. }
  39321. }
  39322. declare module "babylonjs/Misc/virtualJoystick" {
  39323. import { Nullable } from "babylonjs/types";
  39324. import { Vector3 } from "babylonjs/Maths/math.vector";
  39325. /**
  39326. * Defines the potential axis of a Joystick
  39327. */
  39328. export enum JoystickAxis {
  39329. /** X axis */
  39330. X = 0,
  39331. /** Y axis */
  39332. Y = 1,
  39333. /** Z axis */
  39334. Z = 2
  39335. }
  39336. /**
  39337. * Class used to define virtual joystick (used in touch mode)
  39338. */
  39339. export class VirtualJoystick {
  39340. /**
  39341. * Gets or sets a boolean indicating that left and right values must be inverted
  39342. */
  39343. reverseLeftRight: boolean;
  39344. /**
  39345. * Gets or sets a boolean indicating that up and down values must be inverted
  39346. */
  39347. reverseUpDown: boolean;
  39348. /**
  39349. * Gets the offset value for the position (ie. the change of the position value)
  39350. */
  39351. deltaPosition: Vector3;
  39352. /**
  39353. * Gets a boolean indicating if the virtual joystick was pressed
  39354. */
  39355. pressed: boolean;
  39356. /**
  39357. * Canvas the virtual joystick will render onto, default z-index of this is 5
  39358. */
  39359. static Canvas: Nullable<HTMLCanvasElement>;
  39360. private static _globalJoystickIndex;
  39361. private static vjCanvasContext;
  39362. private static vjCanvasWidth;
  39363. private static vjCanvasHeight;
  39364. private static halfWidth;
  39365. private _action;
  39366. private _axisTargetedByLeftAndRight;
  39367. private _axisTargetedByUpAndDown;
  39368. private _joystickSensibility;
  39369. private _inversedSensibility;
  39370. private _joystickPointerID;
  39371. private _joystickColor;
  39372. private _joystickPointerPos;
  39373. private _joystickPreviousPointerPos;
  39374. private _joystickPointerStartPos;
  39375. private _deltaJoystickVector;
  39376. private _leftJoystick;
  39377. private _touches;
  39378. private _onPointerDownHandlerRef;
  39379. private _onPointerMoveHandlerRef;
  39380. private _onPointerUpHandlerRef;
  39381. private _onResize;
  39382. /**
  39383. * Creates a new virtual joystick
  39384. * @param leftJoystick defines that the joystick is for left hand (false by default)
  39385. */
  39386. constructor(leftJoystick?: boolean);
  39387. /**
  39388. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  39389. * @param newJoystickSensibility defines the new sensibility
  39390. */
  39391. setJoystickSensibility(newJoystickSensibility: number): void;
  39392. private _onPointerDown;
  39393. private _onPointerMove;
  39394. private _onPointerUp;
  39395. /**
  39396. * Change the color of the virtual joystick
  39397. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  39398. */
  39399. setJoystickColor(newColor: string): void;
  39400. /**
  39401. * Defines a callback to call when the joystick is touched
  39402. * @param action defines the callback
  39403. */
  39404. setActionOnTouch(action: () => any): void;
  39405. /**
  39406. * Defines which axis you'd like to control for left & right
  39407. * @param axis defines the axis to use
  39408. */
  39409. setAxisForLeftRight(axis: JoystickAxis): void;
  39410. /**
  39411. * Defines which axis you'd like to control for up & down
  39412. * @param axis defines the axis to use
  39413. */
  39414. setAxisForUpDown(axis: JoystickAxis): void;
  39415. private _drawVirtualJoystick;
  39416. /**
  39417. * Release internal HTML canvas
  39418. */
  39419. releaseCanvas(): void;
  39420. }
  39421. }
  39422. declare module "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput" {
  39423. import { VirtualJoystick } from "babylonjs/Misc/virtualJoystick";
  39424. import { Nullable } from "babylonjs/types";
  39425. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39426. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39427. module "babylonjs/Cameras/freeCameraInputsManager" {
  39428. interface FreeCameraInputsManager {
  39429. /**
  39430. * Add virtual joystick input support to the input manager.
  39431. * @returns the current input manager
  39432. */
  39433. addVirtualJoystick(): FreeCameraInputsManager;
  39434. }
  39435. }
  39436. /**
  39437. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  39438. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39439. */
  39440. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  39441. /**
  39442. * Defines the camera the input is attached to.
  39443. */
  39444. camera: FreeCamera;
  39445. private _leftjoystick;
  39446. private _rightjoystick;
  39447. /**
  39448. * Gets the left stick of the virtual joystick.
  39449. * @returns The virtual Joystick
  39450. */
  39451. getLeftJoystick(): VirtualJoystick;
  39452. /**
  39453. * Gets the right stick of the virtual joystick.
  39454. * @returns The virtual Joystick
  39455. */
  39456. getRightJoystick(): VirtualJoystick;
  39457. /**
  39458. * Update the current camera state depending on the inputs that have been used this frame.
  39459. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39460. */
  39461. checkInputs(): void;
  39462. /**
  39463. * Attach the input controls to a specific dom element to get the input from.
  39464. * @param element Defines the element the controls should be listened from
  39465. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39466. */
  39467. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39468. /**
  39469. * Detach the current controls from the specified dom element.
  39470. * @param element Defines the element to stop listening the inputs from
  39471. */
  39472. detachControl(element: Nullable<HTMLElement>): void;
  39473. /**
  39474. * Gets the class name of the current intput.
  39475. * @returns the class name
  39476. */
  39477. getClassName(): string;
  39478. /**
  39479. * Get the friendly name associated with the input class.
  39480. * @returns the input friendly name
  39481. */
  39482. getSimpleName(): string;
  39483. }
  39484. }
  39485. declare module "babylonjs/Cameras/Inputs/index" {
  39486. export * from "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput";
  39487. export * from "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput";
  39488. export * from "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput";
  39489. export * from "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput";
  39490. export * from "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  39491. export * from "babylonjs/Cameras/Inputs/flyCameraKeyboardInput";
  39492. export * from "babylonjs/Cameras/Inputs/flyCameraMouseInput";
  39493. export * from "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput";
  39494. export * from "babylonjs/Cameras/Inputs/followCameraMouseWheelInput";
  39495. export * from "babylonjs/Cameras/Inputs/followCameraPointersInput";
  39496. export * from "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  39497. export * from "babylonjs/Cameras/Inputs/freeCameraGamepadInput";
  39498. export * from "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput";
  39499. export * from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  39500. export * from "babylonjs/Cameras/Inputs/freeCameraTouchInput";
  39501. export * from "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  39502. }
  39503. declare module "babylonjs/Cameras/touchCamera" {
  39504. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39505. import { Scene } from "babylonjs/scene";
  39506. import { Vector3 } from "babylonjs/Maths/math.vector";
  39507. /**
  39508. * This represents a FPS type of camera controlled by touch.
  39509. * This is like a universal camera minus the Gamepad controls.
  39510. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39511. */
  39512. export class TouchCamera extends FreeCamera {
  39513. /**
  39514. * Defines the touch sensibility for rotation.
  39515. * The higher the faster.
  39516. */
  39517. touchAngularSensibility: number;
  39518. /**
  39519. * Defines the touch sensibility for move.
  39520. * The higher the faster.
  39521. */
  39522. touchMoveSensibility: number;
  39523. /**
  39524. * Instantiates a new touch camera.
  39525. * This represents a FPS type of camera controlled by touch.
  39526. * This is like a universal camera minus the Gamepad controls.
  39527. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39528. * @param name Define the name of the camera in the scene
  39529. * @param position Define the start position of the camera in the scene
  39530. * @param scene Define the scene the camera belongs to
  39531. */
  39532. constructor(name: string, position: Vector3, scene: Scene);
  39533. /**
  39534. * Gets the current object class name.
  39535. * @return the class name
  39536. */
  39537. getClassName(): string;
  39538. /** @hidden */
  39539. _setupInputs(): void;
  39540. }
  39541. }
  39542. declare module "babylonjs/Cameras/deviceOrientationCamera" {
  39543. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39544. import { Scene } from "babylonjs/scene";
  39545. import { Vector3 } from "babylonjs/Maths/math.vector";
  39546. import "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  39547. import { Axis } from "babylonjs/Maths/math.axis";
  39548. /**
  39549. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  39550. * being tilted forward or back and left or right.
  39551. */
  39552. export class DeviceOrientationCamera extends FreeCamera {
  39553. private _initialQuaternion;
  39554. private _quaternionCache;
  39555. private _tmpDragQuaternion;
  39556. private _disablePointerInputWhenUsingDeviceOrientation;
  39557. /**
  39558. * Creates a new device orientation camera
  39559. * @param name The name of the camera
  39560. * @param position The start position camera
  39561. * @param scene The scene the camera belongs to
  39562. */
  39563. constructor(name: string, position: Vector3, scene: Scene);
  39564. /**
  39565. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  39566. */
  39567. disablePointerInputWhenUsingDeviceOrientation: boolean;
  39568. private _dragFactor;
  39569. /**
  39570. * Enabled turning on the y axis when the orientation sensor is active
  39571. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  39572. */
  39573. enableHorizontalDragging(dragFactor?: number): void;
  39574. /**
  39575. * Gets the current instance class name ("DeviceOrientationCamera").
  39576. * This helps avoiding instanceof at run time.
  39577. * @returns the class name
  39578. */
  39579. getClassName(): string;
  39580. /**
  39581. * @hidden
  39582. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  39583. */
  39584. _checkInputs(): void;
  39585. /**
  39586. * Reset the camera to its default orientation on the specified axis only.
  39587. * @param axis The axis to reset
  39588. */
  39589. resetToCurrentRotation(axis?: Axis): void;
  39590. }
  39591. }
  39592. declare module "babylonjs/Gamepads/xboxGamepad" {
  39593. import { Observable } from "babylonjs/Misc/observable";
  39594. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39595. /**
  39596. * Defines supported buttons for XBox360 compatible gamepads
  39597. */
  39598. export enum Xbox360Button {
  39599. /** A */
  39600. A = 0,
  39601. /** B */
  39602. B = 1,
  39603. /** X */
  39604. X = 2,
  39605. /** Y */
  39606. Y = 3,
  39607. /** Start */
  39608. Start = 4,
  39609. /** Back */
  39610. Back = 5,
  39611. /** Left button */
  39612. LB = 6,
  39613. /** Right button */
  39614. RB = 7,
  39615. /** Left stick */
  39616. LeftStick = 8,
  39617. /** Right stick */
  39618. RightStick = 9
  39619. }
  39620. /** Defines values for XBox360 DPad */
  39621. export enum Xbox360Dpad {
  39622. /** Up */
  39623. Up = 0,
  39624. /** Down */
  39625. Down = 1,
  39626. /** Left */
  39627. Left = 2,
  39628. /** Right */
  39629. Right = 3
  39630. }
  39631. /**
  39632. * Defines a XBox360 gamepad
  39633. */
  39634. export class Xbox360Pad extends Gamepad {
  39635. private _leftTrigger;
  39636. private _rightTrigger;
  39637. private _onlefttriggerchanged;
  39638. private _onrighttriggerchanged;
  39639. private _onbuttondown;
  39640. private _onbuttonup;
  39641. private _ondpaddown;
  39642. private _ondpadup;
  39643. /** Observable raised when a button is pressed */
  39644. onButtonDownObservable: Observable<Xbox360Button>;
  39645. /** Observable raised when a button is released */
  39646. onButtonUpObservable: Observable<Xbox360Button>;
  39647. /** Observable raised when a pad is pressed */
  39648. onPadDownObservable: Observable<Xbox360Dpad>;
  39649. /** Observable raised when a pad is released */
  39650. onPadUpObservable: Observable<Xbox360Dpad>;
  39651. private _buttonA;
  39652. private _buttonB;
  39653. private _buttonX;
  39654. private _buttonY;
  39655. private _buttonBack;
  39656. private _buttonStart;
  39657. private _buttonLB;
  39658. private _buttonRB;
  39659. private _buttonLeftStick;
  39660. private _buttonRightStick;
  39661. private _dPadUp;
  39662. private _dPadDown;
  39663. private _dPadLeft;
  39664. private _dPadRight;
  39665. private _isXboxOnePad;
  39666. /**
  39667. * Creates a new XBox360 gamepad object
  39668. * @param id defines the id of this gamepad
  39669. * @param index defines its index
  39670. * @param gamepad defines the internal HTML gamepad object
  39671. * @param xboxOne defines if it is a XBox One gamepad
  39672. */
  39673. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  39674. /**
  39675. * Defines the callback to call when left trigger is pressed
  39676. * @param callback defines the callback to use
  39677. */
  39678. onlefttriggerchanged(callback: (value: number) => void): void;
  39679. /**
  39680. * Defines the callback to call when right trigger is pressed
  39681. * @param callback defines the callback to use
  39682. */
  39683. onrighttriggerchanged(callback: (value: number) => void): void;
  39684. /**
  39685. * Gets the left trigger value
  39686. */
  39687. /**
  39688. * Sets the left trigger value
  39689. */
  39690. leftTrigger: number;
  39691. /**
  39692. * Gets the right trigger value
  39693. */
  39694. /**
  39695. * Sets the right trigger value
  39696. */
  39697. rightTrigger: number;
  39698. /**
  39699. * Defines the callback to call when a button is pressed
  39700. * @param callback defines the callback to use
  39701. */
  39702. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  39703. /**
  39704. * Defines the callback to call when a button is released
  39705. * @param callback defines the callback to use
  39706. */
  39707. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  39708. /**
  39709. * Defines the callback to call when a pad is pressed
  39710. * @param callback defines the callback to use
  39711. */
  39712. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  39713. /**
  39714. * Defines the callback to call when a pad is released
  39715. * @param callback defines the callback to use
  39716. */
  39717. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  39718. private _setButtonValue;
  39719. private _setDPadValue;
  39720. /**
  39721. * Gets the value of the `A` button
  39722. */
  39723. /**
  39724. * Sets the value of the `A` button
  39725. */
  39726. buttonA: number;
  39727. /**
  39728. * Gets the value of the `B` button
  39729. */
  39730. /**
  39731. * Sets the value of the `B` button
  39732. */
  39733. buttonB: number;
  39734. /**
  39735. * Gets the value of the `X` button
  39736. */
  39737. /**
  39738. * Sets the value of the `X` button
  39739. */
  39740. buttonX: number;
  39741. /**
  39742. * Gets the value of the `Y` button
  39743. */
  39744. /**
  39745. * Sets the value of the `Y` button
  39746. */
  39747. buttonY: number;
  39748. /**
  39749. * Gets the value of the `Start` button
  39750. */
  39751. /**
  39752. * Sets the value of the `Start` button
  39753. */
  39754. buttonStart: number;
  39755. /**
  39756. * Gets the value of the `Back` button
  39757. */
  39758. /**
  39759. * Sets the value of the `Back` button
  39760. */
  39761. buttonBack: number;
  39762. /**
  39763. * Gets the value of the `Left` button
  39764. */
  39765. /**
  39766. * Sets the value of the `Left` button
  39767. */
  39768. buttonLB: number;
  39769. /**
  39770. * Gets the value of the `Right` button
  39771. */
  39772. /**
  39773. * Sets the value of the `Right` button
  39774. */
  39775. buttonRB: number;
  39776. /**
  39777. * Gets the value of the Left joystick
  39778. */
  39779. /**
  39780. * Sets the value of the Left joystick
  39781. */
  39782. buttonLeftStick: number;
  39783. /**
  39784. * Gets the value of the Right joystick
  39785. */
  39786. /**
  39787. * Sets the value of the Right joystick
  39788. */
  39789. buttonRightStick: number;
  39790. /**
  39791. * Gets the value of D-pad up
  39792. */
  39793. /**
  39794. * Sets the value of D-pad up
  39795. */
  39796. dPadUp: number;
  39797. /**
  39798. * Gets the value of D-pad down
  39799. */
  39800. /**
  39801. * Sets the value of D-pad down
  39802. */
  39803. dPadDown: number;
  39804. /**
  39805. * Gets the value of D-pad left
  39806. */
  39807. /**
  39808. * Sets the value of D-pad left
  39809. */
  39810. dPadLeft: number;
  39811. /**
  39812. * Gets the value of D-pad right
  39813. */
  39814. /**
  39815. * Sets the value of D-pad right
  39816. */
  39817. dPadRight: number;
  39818. /**
  39819. * Force the gamepad to synchronize with device values
  39820. */
  39821. update(): void;
  39822. /**
  39823. * Disposes the gamepad
  39824. */
  39825. dispose(): void;
  39826. }
  39827. }
  39828. declare module "babylonjs/Gamepads/dualShockGamepad" {
  39829. import { Observable } from "babylonjs/Misc/observable";
  39830. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39831. /**
  39832. * Defines supported buttons for DualShock compatible gamepads
  39833. */
  39834. export enum DualShockButton {
  39835. /** Cross */
  39836. Cross = 0,
  39837. /** Circle */
  39838. Circle = 1,
  39839. /** Square */
  39840. Square = 2,
  39841. /** Triangle */
  39842. Triangle = 3,
  39843. /** Options */
  39844. Options = 4,
  39845. /** Share */
  39846. Share = 5,
  39847. /** L1 */
  39848. L1 = 6,
  39849. /** R1 */
  39850. R1 = 7,
  39851. /** Left stick */
  39852. LeftStick = 8,
  39853. /** Right stick */
  39854. RightStick = 9
  39855. }
  39856. /** Defines values for DualShock DPad */
  39857. export enum DualShockDpad {
  39858. /** Up */
  39859. Up = 0,
  39860. /** Down */
  39861. Down = 1,
  39862. /** Left */
  39863. Left = 2,
  39864. /** Right */
  39865. Right = 3
  39866. }
  39867. /**
  39868. * Defines a DualShock gamepad
  39869. */
  39870. export class DualShockPad extends Gamepad {
  39871. private _leftTrigger;
  39872. private _rightTrigger;
  39873. private _onlefttriggerchanged;
  39874. private _onrighttriggerchanged;
  39875. private _onbuttondown;
  39876. private _onbuttonup;
  39877. private _ondpaddown;
  39878. private _ondpadup;
  39879. /** Observable raised when a button is pressed */
  39880. onButtonDownObservable: Observable<DualShockButton>;
  39881. /** Observable raised when a button is released */
  39882. onButtonUpObservable: Observable<DualShockButton>;
  39883. /** Observable raised when a pad is pressed */
  39884. onPadDownObservable: Observable<DualShockDpad>;
  39885. /** Observable raised when a pad is released */
  39886. onPadUpObservable: Observable<DualShockDpad>;
  39887. private _buttonCross;
  39888. private _buttonCircle;
  39889. private _buttonSquare;
  39890. private _buttonTriangle;
  39891. private _buttonShare;
  39892. private _buttonOptions;
  39893. private _buttonL1;
  39894. private _buttonR1;
  39895. private _buttonLeftStick;
  39896. private _buttonRightStick;
  39897. private _dPadUp;
  39898. private _dPadDown;
  39899. private _dPadLeft;
  39900. private _dPadRight;
  39901. /**
  39902. * Creates a new DualShock gamepad object
  39903. * @param id defines the id of this gamepad
  39904. * @param index defines its index
  39905. * @param gamepad defines the internal HTML gamepad object
  39906. */
  39907. constructor(id: string, index: number, gamepad: any);
  39908. /**
  39909. * Defines the callback to call when left trigger is pressed
  39910. * @param callback defines the callback to use
  39911. */
  39912. onlefttriggerchanged(callback: (value: number) => void): void;
  39913. /**
  39914. * Defines the callback to call when right trigger is pressed
  39915. * @param callback defines the callback to use
  39916. */
  39917. onrighttriggerchanged(callback: (value: number) => void): void;
  39918. /**
  39919. * Gets the left trigger value
  39920. */
  39921. /**
  39922. * Sets the left trigger value
  39923. */
  39924. leftTrigger: number;
  39925. /**
  39926. * Gets the right trigger value
  39927. */
  39928. /**
  39929. * Sets the right trigger value
  39930. */
  39931. rightTrigger: number;
  39932. /**
  39933. * Defines the callback to call when a button is pressed
  39934. * @param callback defines the callback to use
  39935. */
  39936. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  39937. /**
  39938. * Defines the callback to call when a button is released
  39939. * @param callback defines the callback to use
  39940. */
  39941. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  39942. /**
  39943. * Defines the callback to call when a pad is pressed
  39944. * @param callback defines the callback to use
  39945. */
  39946. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  39947. /**
  39948. * Defines the callback to call when a pad is released
  39949. * @param callback defines the callback to use
  39950. */
  39951. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  39952. private _setButtonValue;
  39953. private _setDPadValue;
  39954. /**
  39955. * Gets the value of the `Cross` button
  39956. */
  39957. /**
  39958. * Sets the value of the `Cross` button
  39959. */
  39960. buttonCross: number;
  39961. /**
  39962. * Gets the value of the `Circle` button
  39963. */
  39964. /**
  39965. * Sets the value of the `Circle` button
  39966. */
  39967. buttonCircle: number;
  39968. /**
  39969. * Gets the value of the `Square` button
  39970. */
  39971. /**
  39972. * Sets the value of the `Square` button
  39973. */
  39974. buttonSquare: number;
  39975. /**
  39976. * Gets the value of the `Triangle` button
  39977. */
  39978. /**
  39979. * Sets the value of the `Triangle` button
  39980. */
  39981. buttonTriangle: number;
  39982. /**
  39983. * Gets the value of the `Options` button
  39984. */
  39985. /**
  39986. * Sets the value of the `Options` button
  39987. */
  39988. buttonOptions: number;
  39989. /**
  39990. * Gets the value of the `Share` button
  39991. */
  39992. /**
  39993. * Sets the value of the `Share` button
  39994. */
  39995. buttonShare: number;
  39996. /**
  39997. * Gets the value of the `L1` button
  39998. */
  39999. /**
  40000. * Sets the value of the `L1` button
  40001. */
  40002. buttonL1: number;
  40003. /**
  40004. * Gets the value of the `R1` button
  40005. */
  40006. /**
  40007. * Sets the value of the `R1` button
  40008. */
  40009. buttonR1: number;
  40010. /**
  40011. * Gets the value of the Left joystick
  40012. */
  40013. /**
  40014. * Sets the value of the Left joystick
  40015. */
  40016. buttonLeftStick: number;
  40017. /**
  40018. * Gets the value of the Right joystick
  40019. */
  40020. /**
  40021. * Sets the value of the Right joystick
  40022. */
  40023. buttonRightStick: number;
  40024. /**
  40025. * Gets the value of D-pad up
  40026. */
  40027. /**
  40028. * Sets the value of D-pad up
  40029. */
  40030. dPadUp: number;
  40031. /**
  40032. * Gets the value of D-pad down
  40033. */
  40034. /**
  40035. * Sets the value of D-pad down
  40036. */
  40037. dPadDown: number;
  40038. /**
  40039. * Gets the value of D-pad left
  40040. */
  40041. /**
  40042. * Sets the value of D-pad left
  40043. */
  40044. dPadLeft: number;
  40045. /**
  40046. * Gets the value of D-pad right
  40047. */
  40048. /**
  40049. * Sets the value of D-pad right
  40050. */
  40051. dPadRight: number;
  40052. /**
  40053. * Force the gamepad to synchronize with device values
  40054. */
  40055. update(): void;
  40056. /**
  40057. * Disposes the gamepad
  40058. */
  40059. dispose(): void;
  40060. }
  40061. }
  40062. declare module "babylonjs/Gamepads/gamepadManager" {
  40063. import { Observable } from "babylonjs/Misc/observable";
  40064. import { Nullable } from "babylonjs/types";
  40065. import { Scene } from "babylonjs/scene";
  40066. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  40067. /**
  40068. * Manager for handling gamepads
  40069. */
  40070. export class GamepadManager {
  40071. private _scene?;
  40072. private _babylonGamepads;
  40073. private _oneGamepadConnected;
  40074. /** @hidden */
  40075. _isMonitoring: boolean;
  40076. private _gamepadEventSupported;
  40077. private _gamepadSupport;
  40078. /**
  40079. * observable to be triggered when the gamepad controller has been connected
  40080. */
  40081. onGamepadConnectedObservable: Observable<Gamepad>;
  40082. /**
  40083. * observable to be triggered when the gamepad controller has been disconnected
  40084. */
  40085. onGamepadDisconnectedObservable: Observable<Gamepad>;
  40086. private _onGamepadConnectedEvent;
  40087. private _onGamepadDisconnectedEvent;
  40088. /**
  40089. * Initializes the gamepad manager
  40090. * @param _scene BabylonJS scene
  40091. */
  40092. constructor(_scene?: Scene | undefined);
  40093. /**
  40094. * The gamepads in the game pad manager
  40095. */
  40096. readonly gamepads: Gamepad[];
  40097. /**
  40098. * Get the gamepad controllers based on type
  40099. * @param type The type of gamepad controller
  40100. * @returns Nullable gamepad
  40101. */
  40102. getGamepadByType(type?: number): Nullable<Gamepad>;
  40103. /**
  40104. * Disposes the gamepad manager
  40105. */
  40106. dispose(): void;
  40107. private _addNewGamepad;
  40108. private _startMonitoringGamepads;
  40109. private _stopMonitoringGamepads;
  40110. /** @hidden */
  40111. _checkGamepadsStatus(): void;
  40112. private _updateGamepadObjects;
  40113. }
  40114. }
  40115. declare module "babylonjs/Gamepads/gamepadSceneComponent" {
  40116. import { Nullable } from "babylonjs/types";
  40117. import { Scene } from "babylonjs/scene";
  40118. import { ISceneComponent } from "babylonjs/sceneComponent";
  40119. import { GamepadManager } from "babylonjs/Gamepads/gamepadManager";
  40120. module "babylonjs/scene" {
  40121. interface Scene {
  40122. /** @hidden */
  40123. _gamepadManager: Nullable<GamepadManager>;
  40124. /**
  40125. * Gets the gamepad manager associated with the scene
  40126. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  40127. */
  40128. gamepadManager: GamepadManager;
  40129. }
  40130. }
  40131. module "babylonjs/Cameras/freeCameraInputsManager" {
  40132. /**
  40133. * Interface representing a free camera inputs manager
  40134. */
  40135. interface FreeCameraInputsManager {
  40136. /**
  40137. * Adds gamepad input support to the FreeCameraInputsManager.
  40138. * @returns the FreeCameraInputsManager
  40139. */
  40140. addGamepad(): FreeCameraInputsManager;
  40141. }
  40142. }
  40143. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  40144. /**
  40145. * Interface representing an arc rotate camera inputs manager
  40146. */
  40147. interface ArcRotateCameraInputsManager {
  40148. /**
  40149. * Adds gamepad input support to the ArcRotateCamera InputManager.
  40150. * @returns the camera inputs manager
  40151. */
  40152. addGamepad(): ArcRotateCameraInputsManager;
  40153. }
  40154. }
  40155. /**
  40156. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  40157. */
  40158. export class GamepadSystemSceneComponent implements ISceneComponent {
  40159. /**
  40160. * The component name helpfull to identify the component in the list of scene components.
  40161. */
  40162. readonly name: string;
  40163. /**
  40164. * The scene the component belongs to.
  40165. */
  40166. scene: Scene;
  40167. /**
  40168. * Creates a new instance of the component for the given scene
  40169. * @param scene Defines the scene to register the component in
  40170. */
  40171. constructor(scene: Scene);
  40172. /**
  40173. * Registers the component in a given scene
  40174. */
  40175. register(): void;
  40176. /**
  40177. * Rebuilds the elements related to this component in case of
  40178. * context lost for instance.
  40179. */
  40180. rebuild(): void;
  40181. /**
  40182. * Disposes the component and the associated ressources
  40183. */
  40184. dispose(): void;
  40185. private _beforeCameraUpdate;
  40186. }
  40187. }
  40188. declare module "babylonjs/Cameras/universalCamera" {
  40189. import { TouchCamera } from "babylonjs/Cameras/touchCamera";
  40190. import { Scene } from "babylonjs/scene";
  40191. import { Vector3 } from "babylonjs/Maths/math.vector";
  40192. import "babylonjs/Gamepads/gamepadSceneComponent";
  40193. /**
  40194. * The Universal Camera is the one to choose for first person shooter type games, and works with all the keyboard, mouse, touch and gamepads. This replaces the earlier Free Camera,
  40195. * which still works and will still be found in many Playgrounds.
  40196. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40197. */
  40198. export class UniversalCamera extends TouchCamera {
  40199. /**
  40200. * Defines the gamepad rotation sensiblity.
  40201. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  40202. */
  40203. gamepadAngularSensibility: number;
  40204. /**
  40205. * Defines the gamepad move sensiblity.
  40206. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  40207. */
  40208. gamepadMoveSensibility: number;
  40209. /**
  40210. * The Universal Camera is the one to choose for first person shooter type games, and works with all the keyboard, mouse, touch and gamepads. This replaces the earlier Free Camera,
  40211. * which still works and will still be found in many Playgrounds.
  40212. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40213. * @param name Define the name of the camera in the scene
  40214. * @param position Define the start position of the camera in the scene
  40215. * @param scene Define the scene the camera belongs to
  40216. */
  40217. constructor(name: string, position: Vector3, scene: Scene);
  40218. /**
  40219. * Gets the current object class name.
  40220. * @return the class name
  40221. */
  40222. getClassName(): string;
  40223. }
  40224. }
  40225. declare module "babylonjs/Cameras/gamepadCamera" {
  40226. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40227. import { Scene } from "babylonjs/scene";
  40228. import { Vector3 } from "babylonjs/Maths/math.vector";
  40229. /**
  40230. * This represents a FPS type of camera. This is only here for back compat purpose.
  40231. * Please use the UniversalCamera instead as both are identical.
  40232. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40233. */
  40234. export class GamepadCamera extends UniversalCamera {
  40235. /**
  40236. * Instantiates a new Gamepad Camera
  40237. * This represents a FPS type of camera. This is only here for back compat purpose.
  40238. * Please use the UniversalCamera instead as both are identical.
  40239. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40240. * @param name Define the name of the camera in the scene
  40241. * @param position Define the start position of the camera in the scene
  40242. * @param scene Define the scene the camera belongs to
  40243. */
  40244. constructor(name: string, position: Vector3, scene: Scene);
  40245. /**
  40246. * Gets the current object class name.
  40247. * @return the class name
  40248. */
  40249. getClassName(): string;
  40250. }
  40251. }
  40252. declare module "babylonjs/Shaders/pass.fragment" {
  40253. /** @hidden */
  40254. export var passPixelShader: {
  40255. name: string;
  40256. shader: string;
  40257. };
  40258. }
  40259. declare module "babylonjs/Shaders/passCube.fragment" {
  40260. /** @hidden */
  40261. export var passCubePixelShader: {
  40262. name: string;
  40263. shader: string;
  40264. };
  40265. }
  40266. declare module "babylonjs/PostProcesses/passPostProcess" {
  40267. import { Nullable } from "babylonjs/types";
  40268. import { Camera } from "babylonjs/Cameras/camera";
  40269. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  40270. import { Engine } from "babylonjs/Engines/engine";
  40271. import "babylonjs/Shaders/pass.fragment";
  40272. import "babylonjs/Shaders/passCube.fragment";
  40273. /**
  40274. * PassPostProcess which produces an output the same as it's input
  40275. */
  40276. export class PassPostProcess extends PostProcess {
  40277. /**
  40278. * Creates the PassPostProcess
  40279. * @param name The name of the effect.
  40280. * @param options The required width/height ratio to downsize to before computing the render pass.
  40281. * @param camera The camera to apply the render pass to.
  40282. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40283. * @param engine The engine which the post process will be applied. (default: current engine)
  40284. * @param reusable If the post process can be reused on the same frame. (default: false)
  40285. * @param textureType The type of texture to be used when performing the post processing.
  40286. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  40287. */
  40288. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  40289. }
  40290. /**
  40291. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  40292. */
  40293. export class PassCubePostProcess extends PostProcess {
  40294. private _face;
  40295. /**
  40296. * Gets or sets the cube face to display.
  40297. * * 0 is +X
  40298. * * 1 is -X
  40299. * * 2 is +Y
  40300. * * 3 is -Y
  40301. * * 4 is +Z
  40302. * * 5 is -Z
  40303. */
  40304. face: number;
  40305. /**
  40306. * Creates the PassCubePostProcess
  40307. * @param name The name of the effect.
  40308. * @param options The required width/height ratio to downsize to before computing the render pass.
  40309. * @param camera The camera to apply the render pass to.
  40310. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40311. * @param engine The engine which the post process will be applied. (default: current engine)
  40312. * @param reusable If the post process can be reused on the same frame. (default: false)
  40313. * @param textureType The type of texture to be used when performing the post processing.
  40314. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  40315. */
  40316. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  40317. }
  40318. }
  40319. declare module "babylonjs/Shaders/anaglyph.fragment" {
  40320. /** @hidden */
  40321. export var anaglyphPixelShader: {
  40322. name: string;
  40323. shader: string;
  40324. };
  40325. }
  40326. declare module "babylonjs/PostProcesses/anaglyphPostProcess" {
  40327. import { Engine } from "babylonjs/Engines/engine";
  40328. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  40329. import { Camera } from "babylonjs/Cameras/camera";
  40330. import "babylonjs/Shaders/anaglyph.fragment";
  40331. /**
  40332. * Postprocess used to generate anaglyphic rendering
  40333. */
  40334. export class AnaglyphPostProcess extends PostProcess {
  40335. private _passedProcess;
  40336. /**
  40337. * Creates a new AnaglyphPostProcess
  40338. * @param name defines postprocess name
  40339. * @param options defines creation options or target ratio scale
  40340. * @param rigCameras defines cameras using this postprocess
  40341. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  40342. * @param engine defines hosting engine
  40343. * @param reusable defines if the postprocess will be reused multiple times per frame
  40344. */
  40345. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  40346. }
  40347. }
  40348. declare module "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode" { }
  40349. declare module "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera" {
  40350. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40351. import { Scene } from "babylonjs/scene";
  40352. import { Vector3 } from "babylonjs/Maths/math.vector";
  40353. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40354. /**
  40355. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  40356. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40357. */
  40358. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  40359. /**
  40360. * Creates a new AnaglyphArcRotateCamera
  40361. * @param name defines camera name
  40362. * @param alpha defines alpha angle (in radians)
  40363. * @param beta defines beta angle (in radians)
  40364. * @param radius defines radius
  40365. * @param target defines camera target
  40366. * @param interaxialDistance defines distance between each color axis
  40367. * @param scene defines the hosting scene
  40368. */
  40369. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  40370. /**
  40371. * Gets camera class name
  40372. * @returns AnaglyphArcRotateCamera
  40373. */
  40374. getClassName(): string;
  40375. }
  40376. }
  40377. declare module "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera" {
  40378. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40379. import { Scene } from "babylonjs/scene";
  40380. import { Vector3 } from "babylonjs/Maths/math.vector";
  40381. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40382. /**
  40383. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  40384. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40385. */
  40386. export class AnaglyphFreeCamera extends FreeCamera {
  40387. /**
  40388. * Creates a new AnaglyphFreeCamera
  40389. * @param name defines camera name
  40390. * @param position defines initial position
  40391. * @param interaxialDistance defines distance between each color axis
  40392. * @param scene defines the hosting scene
  40393. */
  40394. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40395. /**
  40396. * Gets camera class name
  40397. * @returns AnaglyphFreeCamera
  40398. */
  40399. getClassName(): string;
  40400. }
  40401. }
  40402. declare module "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera" {
  40403. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  40404. import { Scene } from "babylonjs/scene";
  40405. import { Vector3 } from "babylonjs/Maths/math.vector";
  40406. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40407. /**
  40408. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  40409. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40410. */
  40411. export class AnaglyphGamepadCamera extends GamepadCamera {
  40412. /**
  40413. * Creates a new AnaglyphGamepadCamera
  40414. * @param name defines camera name
  40415. * @param position defines initial position
  40416. * @param interaxialDistance defines distance between each color axis
  40417. * @param scene defines the hosting scene
  40418. */
  40419. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40420. /**
  40421. * Gets camera class name
  40422. * @returns AnaglyphGamepadCamera
  40423. */
  40424. getClassName(): string;
  40425. }
  40426. }
  40427. declare module "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera" {
  40428. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40429. import { Scene } from "babylonjs/scene";
  40430. import { Vector3 } from "babylonjs/Maths/math.vector";
  40431. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40432. /**
  40433. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  40434. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40435. */
  40436. export class AnaglyphUniversalCamera extends UniversalCamera {
  40437. /**
  40438. * Creates a new AnaglyphUniversalCamera
  40439. * @param name defines camera name
  40440. * @param position defines initial position
  40441. * @param interaxialDistance defines distance between each color axis
  40442. * @param scene defines the hosting scene
  40443. */
  40444. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40445. /**
  40446. * Gets camera class name
  40447. * @returns AnaglyphUniversalCamera
  40448. */
  40449. getClassName(): string;
  40450. }
  40451. }
  40452. declare module "babylonjs/Shaders/stereoscopicInterlace.fragment" {
  40453. /** @hidden */
  40454. export var stereoscopicInterlacePixelShader: {
  40455. name: string;
  40456. shader: string;
  40457. };
  40458. }
  40459. declare module "babylonjs/PostProcesses/stereoscopicInterlacePostProcess" {
  40460. import { Camera } from "babylonjs/Cameras/camera";
  40461. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  40462. import { Engine } from "babylonjs/Engines/engine";
  40463. import "babylonjs/Shaders/stereoscopicInterlace.fragment";
  40464. /**
  40465. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  40466. */
  40467. export class StereoscopicInterlacePostProcess extends PostProcess {
  40468. private _stepSize;
  40469. private _passedProcess;
  40470. /**
  40471. * Initializes a StereoscopicInterlacePostProcess
  40472. * @param name The name of the effect.
  40473. * @param rigCameras The rig cameras to be appled to the post process
  40474. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  40475. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40476. * @param engine The engine which the post process will be applied. (default: current engine)
  40477. * @param reusable If the post process can be reused on the same frame. (default: false)
  40478. */
  40479. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  40480. }
  40481. }
  40482. declare module "babylonjs/Cameras/RigModes/stereoscopicRigMode" { }
  40483. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera" {
  40484. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40485. import { Scene } from "babylonjs/scene";
  40486. import { Vector3 } from "babylonjs/Maths/math.vector";
  40487. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40488. /**
  40489. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  40490. * @see http://doc.babylonjs.com/features/cameras
  40491. */
  40492. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  40493. /**
  40494. * Creates a new StereoscopicArcRotateCamera
  40495. * @param name defines camera name
  40496. * @param alpha defines alpha angle (in radians)
  40497. * @param beta defines beta angle (in radians)
  40498. * @param radius defines radius
  40499. * @param target defines camera target
  40500. * @param interaxialDistance defines distance between each color axis
  40501. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40502. * @param scene defines the hosting scene
  40503. */
  40504. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40505. /**
  40506. * Gets camera class name
  40507. * @returns StereoscopicArcRotateCamera
  40508. */
  40509. getClassName(): string;
  40510. }
  40511. }
  40512. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera" {
  40513. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40514. import { Scene } from "babylonjs/scene";
  40515. import { Vector3 } from "babylonjs/Maths/math.vector";
  40516. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40517. /**
  40518. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  40519. * @see http://doc.babylonjs.com/features/cameras
  40520. */
  40521. export class StereoscopicFreeCamera extends FreeCamera {
  40522. /**
  40523. * Creates a new StereoscopicFreeCamera
  40524. * @param name defines camera name
  40525. * @param position defines initial position
  40526. * @param interaxialDistance defines distance between each color axis
  40527. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40528. * @param scene defines the hosting scene
  40529. */
  40530. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40531. /**
  40532. * Gets camera class name
  40533. * @returns StereoscopicFreeCamera
  40534. */
  40535. getClassName(): string;
  40536. }
  40537. }
  40538. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera" {
  40539. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  40540. import { Scene } from "babylonjs/scene";
  40541. import { Vector3 } from "babylonjs/Maths/math.vector";
  40542. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40543. /**
  40544. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  40545. * @see http://doc.babylonjs.com/features/cameras
  40546. */
  40547. export class StereoscopicGamepadCamera extends GamepadCamera {
  40548. /**
  40549. * Creates a new StereoscopicGamepadCamera
  40550. * @param name defines camera name
  40551. * @param position defines initial position
  40552. * @param interaxialDistance defines distance between each color axis
  40553. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40554. * @param scene defines the hosting scene
  40555. */
  40556. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40557. /**
  40558. * Gets camera class name
  40559. * @returns StereoscopicGamepadCamera
  40560. */
  40561. getClassName(): string;
  40562. }
  40563. }
  40564. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera" {
  40565. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40566. import { Scene } from "babylonjs/scene";
  40567. import { Vector3 } from "babylonjs/Maths/math.vector";
  40568. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40569. /**
  40570. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  40571. * @see http://doc.babylonjs.com/features/cameras
  40572. */
  40573. export class StereoscopicUniversalCamera extends UniversalCamera {
  40574. /**
  40575. * Creates a new StereoscopicUniversalCamera
  40576. * @param name defines camera name
  40577. * @param position defines initial position
  40578. * @param interaxialDistance defines distance between each color axis
  40579. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40580. * @param scene defines the hosting scene
  40581. */
  40582. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40583. /**
  40584. * Gets camera class name
  40585. * @returns StereoscopicUniversalCamera
  40586. */
  40587. getClassName(): string;
  40588. }
  40589. }
  40590. declare module "babylonjs/Cameras/Stereoscopic/index" {
  40591. export * from "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera";
  40592. export * from "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera";
  40593. export * from "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera";
  40594. export * from "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera";
  40595. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera";
  40596. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera";
  40597. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera";
  40598. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera";
  40599. }
  40600. declare module "babylonjs/Cameras/virtualJoysticksCamera" {
  40601. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40602. import { Scene } from "babylonjs/scene";
  40603. import { Vector3 } from "babylonjs/Maths/math.vector";
  40604. import "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  40605. /**
  40606. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  40607. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  40608. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  40609. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  40610. */
  40611. export class VirtualJoysticksCamera extends FreeCamera {
  40612. /**
  40613. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  40614. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  40615. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  40616. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  40617. * @param name Define the name of the camera in the scene
  40618. * @param position Define the start position of the camera in the scene
  40619. * @param scene Define the scene the camera belongs to
  40620. */
  40621. constructor(name: string, position: Vector3, scene: Scene);
  40622. /**
  40623. * Gets the current object class name.
  40624. * @return the class name
  40625. */
  40626. getClassName(): string;
  40627. }
  40628. }
  40629. declare module "babylonjs/Cameras/VR/vrCameraMetrics" {
  40630. import { Matrix } from "babylonjs/Maths/math.vector";
  40631. /**
  40632. * This represents all the required metrics to create a VR camera.
  40633. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  40634. */
  40635. export class VRCameraMetrics {
  40636. /**
  40637. * Define the horizontal resolution off the screen.
  40638. */
  40639. hResolution: number;
  40640. /**
  40641. * Define the vertical resolution off the screen.
  40642. */
  40643. vResolution: number;
  40644. /**
  40645. * Define the horizontal screen size.
  40646. */
  40647. hScreenSize: number;
  40648. /**
  40649. * Define the vertical screen size.
  40650. */
  40651. vScreenSize: number;
  40652. /**
  40653. * Define the vertical screen center position.
  40654. */
  40655. vScreenCenter: number;
  40656. /**
  40657. * Define the distance of the eyes to the screen.
  40658. */
  40659. eyeToScreenDistance: number;
  40660. /**
  40661. * Define the distance between both lenses
  40662. */
  40663. lensSeparationDistance: number;
  40664. /**
  40665. * Define the distance between both viewer's eyes.
  40666. */
  40667. interpupillaryDistance: number;
  40668. /**
  40669. * Define the distortion factor of the VR postprocess.
  40670. * Please, touch with care.
  40671. */
  40672. distortionK: number[];
  40673. /**
  40674. * Define the chromatic aberration correction factors for the VR post process.
  40675. */
  40676. chromaAbCorrection: number[];
  40677. /**
  40678. * Define the scale factor of the post process.
  40679. * The smaller the better but the slower.
  40680. */
  40681. postProcessScaleFactor: number;
  40682. /**
  40683. * Define an offset for the lens center.
  40684. */
  40685. lensCenterOffset: number;
  40686. /**
  40687. * Define if the current vr camera should compensate the distortion of the lense or not.
  40688. */
  40689. compensateDistortion: boolean;
  40690. /**
  40691. * Defines if multiview should be enabled when rendering (Default: false)
  40692. */
  40693. multiviewEnabled: boolean;
  40694. /**
  40695. * Gets the rendering aspect ratio based on the provided resolutions.
  40696. */
  40697. readonly aspectRatio: number;
  40698. /**
  40699. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  40700. */
  40701. readonly aspectRatioFov: number;
  40702. /**
  40703. * @hidden
  40704. */
  40705. readonly leftHMatrix: Matrix;
  40706. /**
  40707. * @hidden
  40708. */
  40709. readonly rightHMatrix: Matrix;
  40710. /**
  40711. * @hidden
  40712. */
  40713. readonly leftPreViewMatrix: Matrix;
  40714. /**
  40715. * @hidden
  40716. */
  40717. readonly rightPreViewMatrix: Matrix;
  40718. /**
  40719. * Get the default VRMetrics based on the most generic setup.
  40720. * @returns the default vr metrics
  40721. */
  40722. static GetDefault(): VRCameraMetrics;
  40723. }
  40724. }
  40725. declare module "babylonjs/Shaders/vrDistortionCorrection.fragment" {
  40726. /** @hidden */
  40727. export var vrDistortionCorrectionPixelShader: {
  40728. name: string;
  40729. shader: string;
  40730. };
  40731. }
  40732. declare module "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess" {
  40733. import { Camera } from "babylonjs/Cameras/camera";
  40734. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40735. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  40736. import "babylonjs/Shaders/vrDistortionCorrection.fragment";
  40737. /**
  40738. * VRDistortionCorrectionPostProcess used for mobile VR
  40739. */
  40740. export class VRDistortionCorrectionPostProcess extends PostProcess {
  40741. private _isRightEye;
  40742. private _distortionFactors;
  40743. private _postProcessScaleFactor;
  40744. private _lensCenterOffset;
  40745. private _scaleIn;
  40746. private _scaleFactor;
  40747. private _lensCenter;
  40748. /**
  40749. * Initializes the VRDistortionCorrectionPostProcess
  40750. * @param name The name of the effect.
  40751. * @param camera The camera to apply the render pass to.
  40752. * @param isRightEye If this is for the right eye distortion
  40753. * @param vrMetrics All the required metrics for the VR camera
  40754. */
  40755. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  40756. }
  40757. }
  40758. declare module "babylonjs/Cameras/RigModes/vrRigMode" { }
  40759. declare module "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera" {
  40760. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40761. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40762. import { Scene } from "babylonjs/scene";
  40763. import { Vector3 } from "babylonjs/Maths/math.vector";
  40764. import "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  40765. import "babylonjs/Cameras/RigModes/vrRigMode";
  40766. /**
  40767. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  40768. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40769. */
  40770. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  40771. /**
  40772. * Creates a new VRDeviceOrientationArcRotateCamera
  40773. * @param name defines camera name
  40774. * @param alpha defines the camera rotation along the logitudinal axis
  40775. * @param beta defines the camera rotation along the latitudinal axis
  40776. * @param radius defines the camera distance from its target
  40777. * @param target defines the camera target
  40778. * @param scene defines the scene the camera belongs to
  40779. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40780. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40781. */
  40782. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40783. /**
  40784. * Gets camera class name
  40785. * @returns VRDeviceOrientationArcRotateCamera
  40786. */
  40787. getClassName(): string;
  40788. }
  40789. }
  40790. declare module "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera" {
  40791. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  40792. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40793. import { Scene } from "babylonjs/scene";
  40794. import { Vector3 } from "babylonjs/Maths/math.vector";
  40795. import "babylonjs/Cameras/RigModes/vrRigMode";
  40796. /**
  40797. * Camera used to simulate VR rendering (based on FreeCamera)
  40798. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40799. */
  40800. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  40801. /**
  40802. * Creates a new VRDeviceOrientationFreeCamera
  40803. * @param name defines camera name
  40804. * @param position defines the start position of the camera
  40805. * @param scene defines the scene the camera belongs to
  40806. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40807. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40808. */
  40809. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40810. /**
  40811. * Gets camera class name
  40812. * @returns VRDeviceOrientationFreeCamera
  40813. */
  40814. getClassName(): string;
  40815. }
  40816. }
  40817. declare module "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera" {
  40818. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  40819. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40820. import { Scene } from "babylonjs/scene";
  40821. import { Vector3 } from "babylonjs/Maths/math.vector";
  40822. import "babylonjs/Gamepads/gamepadSceneComponent";
  40823. /**
  40824. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  40825. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40826. */
  40827. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  40828. /**
  40829. * Creates a new VRDeviceOrientationGamepadCamera
  40830. * @param name defines camera name
  40831. * @param position defines the start position of the camera
  40832. * @param scene defines the scene the camera belongs to
  40833. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40834. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40835. */
  40836. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40837. /**
  40838. * Gets camera class name
  40839. * @returns VRDeviceOrientationGamepadCamera
  40840. */
  40841. getClassName(): string;
  40842. }
  40843. }
  40844. declare module "babylonjs/Materials/pushMaterial" {
  40845. import { Nullable } from "babylonjs/types";
  40846. import { Scene } from "babylonjs/scene";
  40847. import { Matrix } from "babylonjs/Maths/math.vector";
  40848. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  40849. import { Mesh } from "babylonjs/Meshes/mesh";
  40850. import { Material } from "babylonjs/Materials/material";
  40851. import { Effect } from "babylonjs/Materials/effect";
  40852. /**
  40853. * Base class of materials working in push mode in babylon JS
  40854. * @hidden
  40855. */
  40856. export class PushMaterial extends Material {
  40857. protected _activeEffect: Effect;
  40858. protected _normalMatrix: Matrix;
  40859. /**
  40860. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  40861. * This means that the material can keep using a previous shader while a new one is being compiled.
  40862. * This is mostly used when shader parallel compilation is supported (true by default)
  40863. */
  40864. allowShaderHotSwapping: boolean;
  40865. constructor(name: string, scene: Scene);
  40866. getEffect(): Effect;
  40867. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  40868. /**
  40869. * Binds the given world matrix to the active effect
  40870. *
  40871. * @param world the matrix to bind
  40872. */
  40873. bindOnlyWorldMatrix(world: Matrix): void;
  40874. /**
  40875. * Binds the given normal matrix to the active effect
  40876. *
  40877. * @param normalMatrix the matrix to bind
  40878. */
  40879. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  40880. bind(world: Matrix, mesh?: Mesh): void;
  40881. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  40882. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  40883. }
  40884. }
  40885. declare module "babylonjs/Materials/materialFlags" {
  40886. /**
  40887. * This groups all the flags used to control the materials channel.
  40888. */
  40889. export class MaterialFlags {
  40890. private static _DiffuseTextureEnabled;
  40891. /**
  40892. * Are diffuse textures enabled in the application.
  40893. */
  40894. static DiffuseTextureEnabled: boolean;
  40895. private static _AmbientTextureEnabled;
  40896. /**
  40897. * Are ambient textures enabled in the application.
  40898. */
  40899. static AmbientTextureEnabled: boolean;
  40900. private static _OpacityTextureEnabled;
  40901. /**
  40902. * Are opacity textures enabled in the application.
  40903. */
  40904. static OpacityTextureEnabled: boolean;
  40905. private static _ReflectionTextureEnabled;
  40906. /**
  40907. * Are reflection textures enabled in the application.
  40908. */
  40909. static ReflectionTextureEnabled: boolean;
  40910. private static _EmissiveTextureEnabled;
  40911. /**
  40912. * Are emissive textures enabled in the application.
  40913. */
  40914. static EmissiveTextureEnabled: boolean;
  40915. private static _SpecularTextureEnabled;
  40916. /**
  40917. * Are specular textures enabled in the application.
  40918. */
  40919. static SpecularTextureEnabled: boolean;
  40920. private static _BumpTextureEnabled;
  40921. /**
  40922. * Are bump textures enabled in the application.
  40923. */
  40924. static BumpTextureEnabled: boolean;
  40925. private static _LightmapTextureEnabled;
  40926. /**
  40927. * Are lightmap textures enabled in the application.
  40928. */
  40929. static LightmapTextureEnabled: boolean;
  40930. private static _RefractionTextureEnabled;
  40931. /**
  40932. * Are refraction textures enabled in the application.
  40933. */
  40934. static RefractionTextureEnabled: boolean;
  40935. private static _ColorGradingTextureEnabled;
  40936. /**
  40937. * Are color grading textures enabled in the application.
  40938. */
  40939. static ColorGradingTextureEnabled: boolean;
  40940. private static _FresnelEnabled;
  40941. /**
  40942. * Are fresnels enabled in the application.
  40943. */
  40944. static FresnelEnabled: boolean;
  40945. private static _ClearCoatTextureEnabled;
  40946. /**
  40947. * Are clear coat textures enabled in the application.
  40948. */
  40949. static ClearCoatTextureEnabled: boolean;
  40950. private static _ClearCoatBumpTextureEnabled;
  40951. /**
  40952. * Are clear coat bump textures enabled in the application.
  40953. */
  40954. static ClearCoatBumpTextureEnabled: boolean;
  40955. private static _ClearCoatTintTextureEnabled;
  40956. /**
  40957. * Are clear coat tint textures enabled in the application.
  40958. */
  40959. static ClearCoatTintTextureEnabled: boolean;
  40960. private static _SheenTextureEnabled;
  40961. /**
  40962. * Are sheen textures enabled in the application.
  40963. */
  40964. static SheenTextureEnabled: boolean;
  40965. private static _AnisotropicTextureEnabled;
  40966. /**
  40967. * Are anisotropic textures enabled in the application.
  40968. */
  40969. static AnisotropicTextureEnabled: boolean;
  40970. private static _ThicknessTextureEnabled;
  40971. /**
  40972. * Are thickness textures enabled in the application.
  40973. */
  40974. static ThicknessTextureEnabled: boolean;
  40975. }
  40976. }
  40977. declare module "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration" {
  40978. /** @hidden */
  40979. export var defaultFragmentDeclaration: {
  40980. name: string;
  40981. shader: string;
  40982. };
  40983. }
  40984. declare module "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration" {
  40985. /** @hidden */
  40986. export var defaultUboDeclaration: {
  40987. name: string;
  40988. shader: string;
  40989. };
  40990. }
  40991. declare module "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration" {
  40992. /** @hidden */
  40993. export var lightFragmentDeclaration: {
  40994. name: string;
  40995. shader: string;
  40996. };
  40997. }
  40998. declare module "babylonjs/Shaders/ShadersInclude/lightUboDeclaration" {
  40999. /** @hidden */
  41000. export var lightUboDeclaration: {
  41001. name: string;
  41002. shader: string;
  41003. };
  41004. }
  41005. declare module "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions" {
  41006. /** @hidden */
  41007. export var lightsFragmentFunctions: {
  41008. name: string;
  41009. shader: string;
  41010. };
  41011. }
  41012. declare module "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions" {
  41013. /** @hidden */
  41014. export var shadowsFragmentFunctions: {
  41015. name: string;
  41016. shader: string;
  41017. };
  41018. }
  41019. declare module "babylonjs/Shaders/ShadersInclude/fresnelFunction" {
  41020. /** @hidden */
  41021. export var fresnelFunction: {
  41022. name: string;
  41023. shader: string;
  41024. };
  41025. }
  41026. declare module "babylonjs/Shaders/ShadersInclude/reflectionFunction" {
  41027. /** @hidden */
  41028. export var reflectionFunction: {
  41029. name: string;
  41030. shader: string;
  41031. };
  41032. }
  41033. declare module "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions" {
  41034. /** @hidden */
  41035. export var bumpFragmentFunctions: {
  41036. name: string;
  41037. shader: string;
  41038. };
  41039. }
  41040. declare module "babylonjs/Shaders/ShadersInclude/logDepthDeclaration" {
  41041. /** @hidden */
  41042. export var logDepthDeclaration: {
  41043. name: string;
  41044. shader: string;
  41045. };
  41046. }
  41047. declare module "babylonjs/Shaders/ShadersInclude/bumpFragment" {
  41048. /** @hidden */
  41049. export var bumpFragment: {
  41050. name: string;
  41051. shader: string;
  41052. };
  41053. }
  41054. declare module "babylonjs/Shaders/ShadersInclude/depthPrePass" {
  41055. /** @hidden */
  41056. export var depthPrePass: {
  41057. name: string;
  41058. shader: string;
  41059. };
  41060. }
  41061. declare module "babylonjs/Shaders/ShadersInclude/lightFragment" {
  41062. /** @hidden */
  41063. export var lightFragment: {
  41064. name: string;
  41065. shader: string;
  41066. };
  41067. }
  41068. declare module "babylonjs/Shaders/ShadersInclude/logDepthFragment" {
  41069. /** @hidden */
  41070. export var logDepthFragment: {
  41071. name: string;
  41072. shader: string;
  41073. };
  41074. }
  41075. declare module "babylonjs/Shaders/default.fragment" {
  41076. import "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration";
  41077. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  41078. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41079. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  41080. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  41081. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  41082. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  41083. import "babylonjs/Shaders/ShadersInclude/fresnelFunction";
  41084. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  41085. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  41086. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  41087. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  41088. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  41089. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  41090. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  41091. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  41092. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  41093. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  41094. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  41095. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  41096. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  41097. /** @hidden */
  41098. export var defaultPixelShader: {
  41099. name: string;
  41100. shader: string;
  41101. };
  41102. }
  41103. declare module "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration" {
  41104. /** @hidden */
  41105. export var defaultVertexDeclaration: {
  41106. name: string;
  41107. shader: string;
  41108. };
  41109. }
  41110. declare module "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration" {
  41111. /** @hidden */
  41112. export var bumpVertexDeclaration: {
  41113. name: string;
  41114. shader: string;
  41115. };
  41116. }
  41117. declare module "babylonjs/Shaders/ShadersInclude/bumpVertex" {
  41118. /** @hidden */
  41119. export var bumpVertex: {
  41120. name: string;
  41121. shader: string;
  41122. };
  41123. }
  41124. declare module "babylonjs/Shaders/ShadersInclude/fogVertex" {
  41125. /** @hidden */
  41126. export var fogVertex: {
  41127. name: string;
  41128. shader: string;
  41129. };
  41130. }
  41131. declare module "babylonjs/Shaders/ShadersInclude/shadowsVertex" {
  41132. /** @hidden */
  41133. export var shadowsVertex: {
  41134. name: string;
  41135. shader: string;
  41136. };
  41137. }
  41138. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertex" {
  41139. /** @hidden */
  41140. export var pointCloudVertex: {
  41141. name: string;
  41142. shader: string;
  41143. };
  41144. }
  41145. declare module "babylonjs/Shaders/ShadersInclude/logDepthVertex" {
  41146. /** @hidden */
  41147. export var logDepthVertex: {
  41148. name: string;
  41149. shader: string;
  41150. };
  41151. }
  41152. declare module "babylonjs/Shaders/default.vertex" {
  41153. import "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration";
  41154. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  41155. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41156. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  41157. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  41158. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  41159. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  41160. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  41161. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  41162. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  41163. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  41164. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  41165. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  41166. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  41167. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  41168. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  41169. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  41170. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  41171. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  41172. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  41173. import "babylonjs/Shaders/ShadersInclude/pointCloudVertex";
  41174. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  41175. /** @hidden */
  41176. export var defaultVertexShader: {
  41177. name: string;
  41178. shader: string;
  41179. };
  41180. }
  41181. declare module "babylonjs/Materials/standardMaterial" {
  41182. import { SmartArray } from "babylonjs/Misc/smartArray";
  41183. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  41184. import { Nullable } from "babylonjs/types";
  41185. import { Scene } from "babylonjs/scene";
  41186. import { Matrix } from "babylonjs/Maths/math.vector";
  41187. import { Color3 } from "babylonjs/Maths/math.color";
  41188. import { SubMesh } from "babylonjs/Meshes/subMesh";
  41189. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  41190. import { Mesh } from "babylonjs/Meshes/mesh";
  41191. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  41192. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  41193. import { FresnelParameters } from "babylonjs/Materials/fresnelParameters";
  41194. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  41195. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  41196. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  41197. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  41198. import "babylonjs/Shaders/default.fragment";
  41199. import "babylonjs/Shaders/default.vertex";
  41200. /** @hidden */
  41201. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  41202. MAINUV1: boolean;
  41203. MAINUV2: boolean;
  41204. DIFFUSE: boolean;
  41205. DIFFUSEDIRECTUV: number;
  41206. AMBIENT: boolean;
  41207. AMBIENTDIRECTUV: number;
  41208. OPACITY: boolean;
  41209. OPACITYDIRECTUV: number;
  41210. OPACITYRGB: boolean;
  41211. REFLECTION: boolean;
  41212. EMISSIVE: boolean;
  41213. EMISSIVEDIRECTUV: number;
  41214. SPECULAR: boolean;
  41215. SPECULARDIRECTUV: number;
  41216. BUMP: boolean;
  41217. BUMPDIRECTUV: number;
  41218. PARALLAX: boolean;
  41219. PARALLAXOCCLUSION: boolean;
  41220. SPECULAROVERALPHA: boolean;
  41221. CLIPPLANE: boolean;
  41222. CLIPPLANE2: boolean;
  41223. CLIPPLANE3: boolean;
  41224. CLIPPLANE4: boolean;
  41225. ALPHATEST: boolean;
  41226. DEPTHPREPASS: boolean;
  41227. ALPHAFROMDIFFUSE: boolean;
  41228. POINTSIZE: boolean;
  41229. FOG: boolean;
  41230. SPECULARTERM: boolean;
  41231. DIFFUSEFRESNEL: boolean;
  41232. OPACITYFRESNEL: boolean;
  41233. REFLECTIONFRESNEL: boolean;
  41234. REFRACTIONFRESNEL: boolean;
  41235. EMISSIVEFRESNEL: boolean;
  41236. FRESNEL: boolean;
  41237. NORMAL: boolean;
  41238. UV1: boolean;
  41239. UV2: boolean;
  41240. VERTEXCOLOR: boolean;
  41241. VERTEXALPHA: boolean;
  41242. NUM_BONE_INFLUENCERS: number;
  41243. BonesPerMesh: number;
  41244. BONETEXTURE: boolean;
  41245. INSTANCES: boolean;
  41246. GLOSSINESS: boolean;
  41247. ROUGHNESS: boolean;
  41248. EMISSIVEASILLUMINATION: boolean;
  41249. LINKEMISSIVEWITHDIFFUSE: boolean;
  41250. REFLECTIONFRESNELFROMSPECULAR: boolean;
  41251. LIGHTMAP: boolean;
  41252. LIGHTMAPDIRECTUV: number;
  41253. OBJECTSPACE_NORMALMAP: boolean;
  41254. USELIGHTMAPASSHADOWMAP: boolean;
  41255. REFLECTIONMAP_3D: boolean;
  41256. REFLECTIONMAP_SPHERICAL: boolean;
  41257. REFLECTIONMAP_PLANAR: boolean;
  41258. REFLECTIONMAP_CUBIC: boolean;
  41259. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  41260. REFLECTIONMAP_PROJECTION: boolean;
  41261. REFLECTIONMAP_SKYBOX: boolean;
  41262. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  41263. REFLECTIONMAP_EXPLICIT: boolean;
  41264. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  41265. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  41266. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  41267. INVERTCUBICMAP: boolean;
  41268. LOGARITHMICDEPTH: boolean;
  41269. REFRACTION: boolean;
  41270. REFRACTIONMAP_3D: boolean;
  41271. REFLECTIONOVERALPHA: boolean;
  41272. TWOSIDEDLIGHTING: boolean;
  41273. SHADOWFLOAT: boolean;
  41274. MORPHTARGETS: boolean;
  41275. MORPHTARGETS_NORMAL: boolean;
  41276. MORPHTARGETS_TANGENT: boolean;
  41277. MORPHTARGETS_UV: boolean;
  41278. NUM_MORPH_INFLUENCERS: number;
  41279. NONUNIFORMSCALING: boolean;
  41280. PREMULTIPLYALPHA: boolean;
  41281. IMAGEPROCESSING: boolean;
  41282. VIGNETTE: boolean;
  41283. VIGNETTEBLENDMODEMULTIPLY: boolean;
  41284. VIGNETTEBLENDMODEOPAQUE: boolean;
  41285. TONEMAPPING: boolean;
  41286. TONEMAPPING_ACES: boolean;
  41287. CONTRAST: boolean;
  41288. COLORCURVES: boolean;
  41289. COLORGRADING: boolean;
  41290. COLORGRADING3D: boolean;
  41291. SAMPLER3DGREENDEPTH: boolean;
  41292. SAMPLER3DBGRMAP: boolean;
  41293. IMAGEPROCESSINGPOSTPROCESS: boolean;
  41294. MULTIVIEW: boolean;
  41295. /**
  41296. * If the reflection texture on this material is in linear color space
  41297. * @hidden
  41298. */
  41299. IS_REFLECTION_LINEAR: boolean;
  41300. /**
  41301. * If the refraction texture on this material is in linear color space
  41302. * @hidden
  41303. */
  41304. IS_REFRACTION_LINEAR: boolean;
  41305. EXPOSURE: boolean;
  41306. constructor();
  41307. setReflectionMode(modeToEnable: string): void;
  41308. }
  41309. /**
  41310. * This is the default material used in Babylon. It is the best trade off between quality
  41311. * and performances.
  41312. * @see http://doc.babylonjs.com/babylon101/materials
  41313. */
  41314. export class StandardMaterial extends PushMaterial {
  41315. private _diffuseTexture;
  41316. /**
  41317. * The basic texture of the material as viewed under a light.
  41318. */
  41319. diffuseTexture: Nullable<BaseTexture>;
  41320. private _ambientTexture;
  41321. /**
  41322. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  41323. */
  41324. ambientTexture: Nullable<BaseTexture>;
  41325. private _opacityTexture;
  41326. /**
  41327. * Define the transparency of the material from a texture.
  41328. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  41329. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  41330. */
  41331. opacityTexture: Nullable<BaseTexture>;
  41332. private _reflectionTexture;
  41333. /**
  41334. * Define the texture used to display the reflection.
  41335. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41336. */
  41337. reflectionTexture: Nullable<BaseTexture>;
  41338. private _emissiveTexture;
  41339. /**
  41340. * Define texture of the material as if self lit.
  41341. * This will be mixed in the final result even in the absence of light.
  41342. */
  41343. emissiveTexture: Nullable<BaseTexture>;
  41344. private _specularTexture;
  41345. /**
  41346. * Define how the color and intensity of the highlight given by the light in the material.
  41347. */
  41348. specularTexture: Nullable<BaseTexture>;
  41349. private _bumpTexture;
  41350. /**
  41351. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  41352. * These are made by creating a normal map from an image. The means to do this can be found on the web, a search for 'normal map generator' will bring up free and paid for methods of doing this.
  41353. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  41354. */
  41355. bumpTexture: Nullable<BaseTexture>;
  41356. private _lightmapTexture;
  41357. /**
  41358. * Complex lighting can be computationally expensive to compute at runtime.
  41359. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  41360. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  41361. */
  41362. lightmapTexture: Nullable<BaseTexture>;
  41363. private _refractionTexture;
  41364. /**
  41365. * Define the texture used to display the refraction.
  41366. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41367. */
  41368. refractionTexture: Nullable<BaseTexture>;
  41369. /**
  41370. * The color of the material lit by the environmental background lighting.
  41371. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  41372. */
  41373. ambientColor: Color3;
  41374. /**
  41375. * The basic color of the material as viewed under a light.
  41376. */
  41377. diffuseColor: Color3;
  41378. /**
  41379. * Define how the color and intensity of the highlight given by the light in the material.
  41380. */
  41381. specularColor: Color3;
  41382. /**
  41383. * Define the color of the material as if self lit.
  41384. * This will be mixed in the final result even in the absence of light.
  41385. */
  41386. emissiveColor: Color3;
  41387. /**
  41388. * Defines how sharp are the highlights in the material.
  41389. * The bigger the value the sharper giving a more glossy feeling to the result.
  41390. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  41391. */
  41392. specularPower: number;
  41393. private _useAlphaFromDiffuseTexture;
  41394. /**
  41395. * Does the transparency come from the diffuse texture alpha channel.
  41396. */
  41397. useAlphaFromDiffuseTexture: boolean;
  41398. private _useEmissiveAsIllumination;
  41399. /**
  41400. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  41401. */
  41402. useEmissiveAsIllumination: boolean;
  41403. private _linkEmissiveWithDiffuse;
  41404. /**
  41405. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  41406. * the emissive level when the final color is close to one.
  41407. */
  41408. linkEmissiveWithDiffuse: boolean;
  41409. private _useSpecularOverAlpha;
  41410. /**
  41411. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  41412. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  41413. */
  41414. useSpecularOverAlpha: boolean;
  41415. private _useReflectionOverAlpha;
  41416. /**
  41417. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  41418. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  41419. */
  41420. useReflectionOverAlpha: boolean;
  41421. private _disableLighting;
  41422. /**
  41423. * Does lights from the scene impacts this material.
  41424. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  41425. */
  41426. disableLighting: boolean;
  41427. private _useObjectSpaceNormalMap;
  41428. /**
  41429. * Allows using an object space normal map (instead of tangent space).
  41430. */
  41431. useObjectSpaceNormalMap: boolean;
  41432. private _useParallax;
  41433. /**
  41434. * Is parallax enabled or not.
  41435. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  41436. */
  41437. useParallax: boolean;
  41438. private _useParallaxOcclusion;
  41439. /**
  41440. * Is parallax occlusion enabled or not.
  41441. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  41442. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  41443. */
  41444. useParallaxOcclusion: boolean;
  41445. /**
  41446. * Apply a scaling factor that determine which "depth" the height map should reprensent. A value between 0.05 and 0.1 is reasonnable in Parallax, you can reach 0.2 using Parallax Occlusion.
  41447. */
  41448. parallaxScaleBias: number;
  41449. private _roughness;
  41450. /**
  41451. * Helps to define how blurry the reflections should appears in the material.
  41452. */
  41453. roughness: number;
  41454. /**
  41455. * In case of refraction, define the value of the index of refraction.
  41456. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41457. */
  41458. indexOfRefraction: number;
  41459. /**
  41460. * Invert the refraction texture alongside the y axis.
  41461. * It can be useful with procedural textures or probe for instance.
  41462. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41463. */
  41464. invertRefractionY: boolean;
  41465. /**
  41466. * Defines the alpha limits in alpha test mode.
  41467. */
  41468. alphaCutOff: number;
  41469. private _useLightmapAsShadowmap;
  41470. /**
  41471. * In case of light mapping, define whether the map contains light or shadow informations.
  41472. */
  41473. useLightmapAsShadowmap: boolean;
  41474. private _diffuseFresnelParameters;
  41475. /**
  41476. * Define the diffuse fresnel parameters of the material.
  41477. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41478. */
  41479. diffuseFresnelParameters: FresnelParameters;
  41480. private _opacityFresnelParameters;
  41481. /**
  41482. * Define the opacity fresnel parameters of the material.
  41483. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41484. */
  41485. opacityFresnelParameters: FresnelParameters;
  41486. private _reflectionFresnelParameters;
  41487. /**
  41488. * Define the reflection fresnel parameters of the material.
  41489. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41490. */
  41491. reflectionFresnelParameters: FresnelParameters;
  41492. private _refractionFresnelParameters;
  41493. /**
  41494. * Define the refraction fresnel parameters of the material.
  41495. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41496. */
  41497. refractionFresnelParameters: FresnelParameters;
  41498. private _emissiveFresnelParameters;
  41499. /**
  41500. * Define the emissive fresnel parameters of the material.
  41501. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41502. */
  41503. emissiveFresnelParameters: FresnelParameters;
  41504. private _useReflectionFresnelFromSpecular;
  41505. /**
  41506. * If true automatically deducts the fresnels values from the material specularity.
  41507. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41508. */
  41509. useReflectionFresnelFromSpecular: boolean;
  41510. private _useGlossinessFromSpecularMapAlpha;
  41511. /**
  41512. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  41513. */
  41514. useGlossinessFromSpecularMapAlpha: boolean;
  41515. private _maxSimultaneousLights;
  41516. /**
  41517. * Defines the maximum number of lights that can be used in the material
  41518. */
  41519. maxSimultaneousLights: number;
  41520. private _invertNormalMapX;
  41521. /**
  41522. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  41523. */
  41524. invertNormalMapX: boolean;
  41525. private _invertNormalMapY;
  41526. /**
  41527. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  41528. */
  41529. invertNormalMapY: boolean;
  41530. private _twoSidedLighting;
  41531. /**
  41532. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  41533. */
  41534. twoSidedLighting: boolean;
  41535. /**
  41536. * Default configuration related to image processing available in the standard Material.
  41537. */
  41538. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  41539. /**
  41540. * Gets the image processing configuration used either in this material.
  41541. */
  41542. /**
  41543. * Sets the Default image processing configuration used either in the this material.
  41544. *
  41545. * If sets to null, the scene one is in use.
  41546. */
  41547. imageProcessingConfiguration: ImageProcessingConfiguration;
  41548. /**
  41549. * Keep track of the image processing observer to allow dispose and replace.
  41550. */
  41551. private _imageProcessingObserver;
  41552. /**
  41553. * Attaches a new image processing configuration to the Standard Material.
  41554. * @param configuration
  41555. */
  41556. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  41557. /**
  41558. * Gets wether the color curves effect is enabled.
  41559. */
  41560. /**
  41561. * Sets wether the color curves effect is enabled.
  41562. */
  41563. cameraColorCurvesEnabled: boolean;
  41564. /**
  41565. * Gets wether the color grading effect is enabled.
  41566. */
  41567. /**
  41568. * Gets wether the color grading effect is enabled.
  41569. */
  41570. cameraColorGradingEnabled: boolean;
  41571. /**
  41572. * Gets wether tonemapping is enabled or not.
  41573. */
  41574. /**
  41575. * Sets wether tonemapping is enabled or not
  41576. */
  41577. cameraToneMappingEnabled: boolean;
  41578. /**
  41579. * The camera exposure used on this material.
  41580. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  41581. * This corresponds to a photographic exposure.
  41582. */
  41583. /**
  41584. * The camera exposure used on this material.
  41585. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  41586. * This corresponds to a photographic exposure.
  41587. */
  41588. cameraExposure: number;
  41589. /**
  41590. * Gets The camera contrast used on this material.
  41591. */
  41592. /**
  41593. * Sets The camera contrast used on this material.
  41594. */
  41595. cameraContrast: number;
  41596. /**
  41597. * Gets the Color Grading 2D Lookup Texture.
  41598. */
  41599. /**
  41600. * Sets the Color Grading 2D Lookup Texture.
  41601. */
  41602. cameraColorGradingTexture: Nullable<BaseTexture>;
  41603. /**
  41604. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  41605. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  41606. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  41607. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  41608. */
  41609. /**
  41610. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  41611. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  41612. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  41613. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  41614. */
  41615. cameraColorCurves: Nullable<ColorCurves>;
  41616. /**
  41617. * Custom callback helping to override the default shader used in the material.
  41618. */
  41619. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  41620. protected _renderTargets: SmartArray<RenderTargetTexture>;
  41621. protected _worldViewProjectionMatrix: Matrix;
  41622. protected _globalAmbientColor: Color3;
  41623. protected _useLogarithmicDepth: boolean;
  41624. protected _rebuildInParallel: boolean;
  41625. /**
  41626. * Instantiates a new standard material.
  41627. * This is the default material used in Babylon. It is the best trade off between quality
  41628. * and performances.
  41629. * @see http://doc.babylonjs.com/babylon101/materials
  41630. * @param name Define the name of the material in the scene
  41631. * @param scene Define the scene the material belong to
  41632. */
  41633. constructor(name: string, scene: Scene);
  41634. /**
  41635. * Gets a boolean indicating that current material needs to register RTT
  41636. */
  41637. readonly hasRenderTargetTextures: boolean;
  41638. /**
  41639. * Gets the current class name of the material e.g. "StandardMaterial"
  41640. * Mainly use in serialization.
  41641. * @returns the class name
  41642. */
  41643. getClassName(): string;
  41644. /**
  41645. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  41646. * You can try switching to logarithmic depth.
  41647. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  41648. */
  41649. useLogarithmicDepth: boolean;
  41650. /**
  41651. * Specifies if the material will require alpha blending
  41652. * @returns a boolean specifying if alpha blending is needed
  41653. */
  41654. needAlphaBlending(): boolean;
  41655. /**
  41656. * Specifies if this material should be rendered in alpha test mode
  41657. * @returns a boolean specifying if an alpha test is needed.
  41658. */
  41659. needAlphaTesting(): boolean;
  41660. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  41661. /**
  41662. * Get the texture used for alpha test purpose.
  41663. * @returns the diffuse texture in case of the standard material.
  41664. */
  41665. getAlphaTestTexture(): Nullable<BaseTexture>;
  41666. /**
  41667. * Get if the submesh is ready to be used and all its information available.
  41668. * Child classes can use it to update shaders
  41669. * @param mesh defines the mesh to check
  41670. * @param subMesh defines which submesh to check
  41671. * @param useInstances specifies that instances should be used
  41672. * @returns a boolean indicating that the submesh is ready or not
  41673. */
  41674. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  41675. /**
  41676. * Builds the material UBO layouts.
  41677. * Used internally during the effect preparation.
  41678. */
  41679. buildUniformLayout(): void;
  41680. /**
  41681. * Unbinds the material from the mesh
  41682. */
  41683. unbind(): void;
  41684. /**
  41685. * Binds the submesh to this material by preparing the effect and shader to draw
  41686. * @param world defines the world transformation matrix
  41687. * @param mesh defines the mesh containing the submesh
  41688. * @param subMesh defines the submesh to bind the material to
  41689. */
  41690. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  41691. /**
  41692. * Get the list of animatables in the material.
  41693. * @returns the list of animatables object used in the material
  41694. */
  41695. getAnimatables(): IAnimatable[];
  41696. /**
  41697. * Gets the active textures from the material
  41698. * @returns an array of textures
  41699. */
  41700. getActiveTextures(): BaseTexture[];
  41701. /**
  41702. * Specifies if the material uses a texture
  41703. * @param texture defines the texture to check against the material
  41704. * @returns a boolean specifying if the material uses the texture
  41705. */
  41706. hasTexture(texture: BaseTexture): boolean;
  41707. /**
  41708. * Disposes the material
  41709. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  41710. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  41711. */
  41712. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  41713. /**
  41714. * Makes a duplicate of the material, and gives it a new name
  41715. * @param name defines the new name for the duplicated material
  41716. * @returns the cloned material
  41717. */
  41718. clone(name: string): StandardMaterial;
  41719. /**
  41720. * Serializes this material in a JSON representation
  41721. * @returns the serialized material object
  41722. */
  41723. serialize(): any;
  41724. /**
  41725. * Creates a standard material from parsed material data
  41726. * @param source defines the JSON representation of the material
  41727. * @param scene defines the hosting scene
  41728. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  41729. * @returns a new standard material
  41730. */
  41731. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  41732. /**
  41733. * Are diffuse textures enabled in the application.
  41734. */
  41735. static DiffuseTextureEnabled: boolean;
  41736. /**
  41737. * Are ambient textures enabled in the application.
  41738. */
  41739. static AmbientTextureEnabled: boolean;
  41740. /**
  41741. * Are opacity textures enabled in the application.
  41742. */
  41743. static OpacityTextureEnabled: boolean;
  41744. /**
  41745. * Are reflection textures enabled in the application.
  41746. */
  41747. static ReflectionTextureEnabled: boolean;
  41748. /**
  41749. * Are emissive textures enabled in the application.
  41750. */
  41751. static EmissiveTextureEnabled: boolean;
  41752. /**
  41753. * Are specular textures enabled in the application.
  41754. */
  41755. static SpecularTextureEnabled: boolean;
  41756. /**
  41757. * Are bump textures enabled in the application.
  41758. */
  41759. static BumpTextureEnabled: boolean;
  41760. /**
  41761. * Are lightmap textures enabled in the application.
  41762. */
  41763. static LightmapTextureEnabled: boolean;
  41764. /**
  41765. * Are refraction textures enabled in the application.
  41766. */
  41767. static RefractionTextureEnabled: boolean;
  41768. /**
  41769. * Are color grading textures enabled in the application.
  41770. */
  41771. static ColorGradingTextureEnabled: boolean;
  41772. /**
  41773. * Are fresnels enabled in the application.
  41774. */
  41775. static FresnelEnabled: boolean;
  41776. }
  41777. }
  41778. declare module "babylonjs/Materials/Textures/dynamicTexture" {
  41779. import { Scene } from "babylonjs/scene";
  41780. import { Texture } from "babylonjs/Materials/Textures/texture";
  41781. /**
  41782. * A class extending Texture allowing drawing on a texture
  41783. * @see http://doc.babylonjs.com/how_to/dynamictexture
  41784. */
  41785. export class DynamicTexture extends Texture {
  41786. private _generateMipMaps;
  41787. private _canvas;
  41788. private _context;
  41789. private _engine;
  41790. /**
  41791. * Creates a DynamicTexture
  41792. * @param name defines the name of the texture
  41793. * @param options provides 3 alternatives for width and height of texture, a canvas, object with width and height properties, number for both width and height
  41794. * @param scene defines the scene where you want the texture
  41795. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  41796. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  41797. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  41798. */
  41799. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  41800. /**
  41801. * Get the current class name of the texture useful for serialization or dynamic coding.
  41802. * @returns "DynamicTexture"
  41803. */
  41804. getClassName(): string;
  41805. /**
  41806. * Gets the current state of canRescale
  41807. */
  41808. readonly canRescale: boolean;
  41809. private _recreate;
  41810. /**
  41811. * Scales the texture
  41812. * @param ratio the scale factor to apply to both width and height
  41813. */
  41814. scale(ratio: number): void;
  41815. /**
  41816. * Resizes the texture
  41817. * @param width the new width
  41818. * @param height the new height
  41819. */
  41820. scaleTo(width: number, height: number): void;
  41821. /**
  41822. * Gets the context of the canvas used by the texture
  41823. * @returns the canvas context of the dynamic texture
  41824. */
  41825. getContext(): CanvasRenderingContext2D;
  41826. /**
  41827. * Clears the texture
  41828. */
  41829. clear(): void;
  41830. /**
  41831. * Updates the texture
  41832. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  41833. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  41834. */
  41835. update(invertY?: boolean, premulAlpha?: boolean): void;
  41836. /**
  41837. * Draws text onto the texture
  41838. * @param text defines the text to be drawn
  41839. * @param x defines the placement of the text from the left
  41840. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  41841. * @param font defines the font to be used with font-style, font-size, font-name
  41842. * @param color defines the color used for the text
  41843. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  41844. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  41845. * @param update defines whether texture is immediately update (default is true)
  41846. */
  41847. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  41848. /**
  41849. * Clones the texture
  41850. * @returns the clone of the texture.
  41851. */
  41852. clone(): DynamicTexture;
  41853. /**
  41854. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  41855. * @returns a serialized dynamic texture object
  41856. */
  41857. serialize(): any;
  41858. /** @hidden */
  41859. _rebuild(): void;
  41860. }
  41861. }
  41862. declare module "babylonjs/Shaders/imageProcessing.fragment" {
  41863. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  41864. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41865. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  41866. /** @hidden */
  41867. export var imageProcessingPixelShader: {
  41868. name: string;
  41869. shader: string;
  41870. };
  41871. }
  41872. declare module "babylonjs/PostProcesses/imageProcessingPostProcess" {
  41873. import { Nullable } from "babylonjs/types";
  41874. import { Color4 } from "babylonjs/Maths/math.color";
  41875. import { Camera } from "babylonjs/Cameras/camera";
  41876. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  41877. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  41878. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  41879. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  41880. import { Engine } from "babylonjs/Engines/engine";
  41881. import "babylonjs/Shaders/imageProcessing.fragment";
  41882. import "babylonjs/Shaders/postprocess.vertex";
  41883. /**
  41884. * ImageProcessingPostProcess
  41885. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  41886. */
  41887. export class ImageProcessingPostProcess extends PostProcess {
  41888. /**
  41889. * Default configuration related to image processing available in the PBR Material.
  41890. */
  41891. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  41892. /**
  41893. * Gets the image processing configuration used either in this material.
  41894. */
  41895. /**
  41896. * Sets the Default image processing configuration used either in the this material.
  41897. *
  41898. * If sets to null, the scene one is in use.
  41899. */
  41900. imageProcessingConfiguration: ImageProcessingConfiguration;
  41901. /**
  41902. * Keep track of the image processing observer to allow dispose and replace.
  41903. */
  41904. private _imageProcessingObserver;
  41905. /**
  41906. * Attaches a new image processing configuration to the PBR Material.
  41907. * @param configuration
  41908. */
  41909. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  41910. /**
  41911. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  41912. */
  41913. /**
  41914. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  41915. */
  41916. colorCurves: Nullable<ColorCurves>;
  41917. /**
  41918. * Gets wether the color curves effect is enabled.
  41919. */
  41920. /**
  41921. * Sets wether the color curves effect is enabled.
  41922. */
  41923. colorCurvesEnabled: boolean;
  41924. /**
  41925. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  41926. */
  41927. /**
  41928. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  41929. */
  41930. colorGradingTexture: Nullable<BaseTexture>;
  41931. /**
  41932. * Gets wether the color grading effect is enabled.
  41933. */
  41934. /**
  41935. * Gets wether the color grading effect is enabled.
  41936. */
  41937. colorGradingEnabled: boolean;
  41938. /**
  41939. * Gets exposure used in the effect.
  41940. */
  41941. /**
  41942. * Sets exposure used in the effect.
  41943. */
  41944. exposure: number;
  41945. /**
  41946. * Gets wether tonemapping is enabled or not.
  41947. */
  41948. /**
  41949. * Sets wether tonemapping is enabled or not
  41950. */
  41951. toneMappingEnabled: boolean;
  41952. /**
  41953. * Gets the type of tone mapping effect.
  41954. */
  41955. /**
  41956. * Sets the type of tone mapping effect.
  41957. */
  41958. toneMappingType: number;
  41959. /**
  41960. * Gets contrast used in the effect.
  41961. */
  41962. /**
  41963. * Sets contrast used in the effect.
  41964. */
  41965. contrast: number;
  41966. /**
  41967. * Gets Vignette stretch size.
  41968. */
  41969. /**
  41970. * Sets Vignette stretch size.
  41971. */
  41972. vignetteStretch: number;
  41973. /**
  41974. * Gets Vignette centre X Offset.
  41975. */
  41976. /**
  41977. * Sets Vignette centre X Offset.
  41978. */
  41979. vignetteCentreX: number;
  41980. /**
  41981. * Gets Vignette centre Y Offset.
  41982. */
  41983. /**
  41984. * Sets Vignette centre Y Offset.
  41985. */
  41986. vignetteCentreY: number;
  41987. /**
  41988. * Gets Vignette weight or intensity of the vignette effect.
  41989. */
  41990. /**
  41991. * Sets Vignette weight or intensity of the vignette effect.
  41992. */
  41993. vignetteWeight: number;
  41994. /**
  41995. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  41996. * if vignetteEnabled is set to true.
  41997. */
  41998. /**
  41999. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  42000. * if vignetteEnabled is set to true.
  42001. */
  42002. vignetteColor: Color4;
  42003. /**
  42004. * Gets Camera field of view used by the Vignette effect.
  42005. */
  42006. /**
  42007. * Sets Camera field of view used by the Vignette effect.
  42008. */
  42009. vignetteCameraFov: number;
  42010. /**
  42011. * Gets the vignette blend mode allowing different kind of effect.
  42012. */
  42013. /**
  42014. * Sets the vignette blend mode allowing different kind of effect.
  42015. */
  42016. vignetteBlendMode: number;
  42017. /**
  42018. * Gets wether the vignette effect is enabled.
  42019. */
  42020. /**
  42021. * Sets wether the vignette effect is enabled.
  42022. */
  42023. vignetteEnabled: boolean;
  42024. private _fromLinearSpace;
  42025. /**
  42026. * Gets wether the input of the processing is in Gamma or Linear Space.
  42027. */
  42028. /**
  42029. * Sets wether the input of the processing is in Gamma or Linear Space.
  42030. */
  42031. fromLinearSpace: boolean;
  42032. /**
  42033. * Defines cache preventing GC.
  42034. */
  42035. private _defines;
  42036. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  42037. /**
  42038. * "ImageProcessingPostProcess"
  42039. * @returns "ImageProcessingPostProcess"
  42040. */
  42041. getClassName(): string;
  42042. protected _updateParameters(): void;
  42043. dispose(camera?: Camera): void;
  42044. }
  42045. }
  42046. declare module "babylonjs/Meshes/Builders/groundBuilder" {
  42047. import { Scene } from "babylonjs/scene";
  42048. import { Color3 } from "babylonjs/Maths/math.color";
  42049. import { Mesh } from "babylonjs/Meshes/mesh";
  42050. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  42051. import { Nullable } from "babylonjs/types";
  42052. /**
  42053. * Class containing static functions to help procedurally build meshes
  42054. */
  42055. export class GroundBuilder {
  42056. /**
  42057. * Creates a ground mesh
  42058. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  42059. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  42060. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  42061. * @param name defines the name of the mesh
  42062. * @param options defines the options used to create the mesh
  42063. * @param scene defines the hosting scene
  42064. * @returns the ground mesh
  42065. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  42066. */
  42067. static CreateGround(name: string, options: {
  42068. width?: number;
  42069. height?: number;
  42070. subdivisions?: number;
  42071. subdivisionsX?: number;
  42072. subdivisionsY?: number;
  42073. updatable?: boolean;
  42074. }, scene: any): Mesh;
  42075. /**
  42076. * Creates a tiled ground mesh
  42077. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  42078. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  42079. * * The parameter `subdivisions` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  42080. * * The parameter `precision` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  42081. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42082. * @param name defines the name of the mesh
  42083. * @param options defines the options used to create the mesh
  42084. * @param scene defines the hosting scene
  42085. * @returns the tiled ground mesh
  42086. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  42087. */
  42088. static CreateTiledGround(name: string, options: {
  42089. xmin: number;
  42090. zmin: number;
  42091. xmax: number;
  42092. zmax: number;
  42093. subdivisions?: {
  42094. w: number;
  42095. h: number;
  42096. };
  42097. precision?: {
  42098. w: number;
  42099. h: number;
  42100. };
  42101. updatable?: boolean;
  42102. }, scene?: Nullable<Scene>): Mesh;
  42103. /**
  42104. * Creates a ground mesh from a height map
  42105. * * The parameter `url` sets the URL of the height map image resource.
  42106. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  42107. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  42108. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  42109. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  42110. * * The parameter `colorFilter` (optional Color3, default (0.3, 0.59, 0.11) ) is the filter to apply to the image pixel colors to compute the height.
  42111. * * The parameter `onReady` is a javascript callback function that will be called once the mesh is just built (the height map download can last some time).
  42112. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  42113. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42114. * @param name defines the name of the mesh
  42115. * @param url defines the url to the height map
  42116. * @param options defines the options used to create the mesh
  42117. * @param scene defines the hosting scene
  42118. * @returns the ground mesh
  42119. * @see https://doc.babylonjs.com/babylon101/height_map
  42120. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  42121. */
  42122. static CreateGroundFromHeightMap(name: string, url: string, options: {
  42123. width?: number;
  42124. height?: number;
  42125. subdivisions?: number;
  42126. minHeight?: number;
  42127. maxHeight?: number;
  42128. colorFilter?: Color3;
  42129. alphaFilter?: number;
  42130. updatable?: boolean;
  42131. onReady?: (mesh: GroundMesh) => void;
  42132. }, scene?: Nullable<Scene>): GroundMesh;
  42133. }
  42134. }
  42135. declare module "babylonjs/Meshes/Builders/torusBuilder" {
  42136. import { Vector4 } from "babylonjs/Maths/math.vector";
  42137. import { Mesh } from "babylonjs/Meshes/mesh";
  42138. /**
  42139. * Class containing static functions to help procedurally build meshes
  42140. */
  42141. export class TorusBuilder {
  42142. /**
  42143. * Creates a torus mesh
  42144. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  42145. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  42146. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  42147. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  42148. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  42149. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42150. * @param name defines the name of the mesh
  42151. * @param options defines the options used to create the mesh
  42152. * @param scene defines the hosting scene
  42153. * @returns the torus mesh
  42154. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  42155. */
  42156. static CreateTorus(name: string, options: {
  42157. diameter?: number;
  42158. thickness?: number;
  42159. tessellation?: number;
  42160. updatable?: boolean;
  42161. sideOrientation?: number;
  42162. frontUVs?: Vector4;
  42163. backUVs?: Vector4;
  42164. }, scene: any): Mesh;
  42165. }
  42166. }
  42167. declare module "babylonjs/Meshes/Builders/cylinderBuilder" {
  42168. import { Vector4 } from "babylonjs/Maths/math.vector";
  42169. import { Color4 } from "babylonjs/Maths/math.color";
  42170. import { Mesh } from "babylonjs/Meshes/mesh";
  42171. /**
  42172. * Class containing static functions to help procedurally build meshes
  42173. */
  42174. export class CylinderBuilder {
  42175. /**
  42176. * Creates a cylinder or a cone mesh
  42177. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  42178. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  42179. * * The parameters `diameterTop` and `diameterBottom` overwrite the parameter `diameter` and set respectively the top cap and bottom cap diameter (floats, default 1). The parameter "diameterBottom" can't be zero.
  42180. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  42181. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  42182. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  42183. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  42184. * * The parameter `cap` sets the way the cylinder is capped. Possible values : BABYLON.Mesh.NO_CAP, BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL (default).
  42185. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  42186. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of n Color3 elements) and `faceUV` (an array of n Vector4 elements).
  42187. * * The value of n is the number of cylinder faces. If the cylinder has only 1 subdivisions, n equals : top face + cylinder surface + bottom face = 3
  42188. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  42189. * * Finally, if the cylinder has 5 independent subdivisions and is enclose, n equals : top face + 5 x (stripe surface + 2 closing faces) + bottom face = 2 + 5 * 3 = 17
  42190. * * Each array (color or UVs) is always ordered the same way : the first element is the bottom cap, the last element is the top cap. The other elements are each a ring surface.
  42191. * * If `enclose` is false, a ring surface is one element.
  42192. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  42193. * * Example how to set colors and textures on a sliced cylinder : https://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
  42194. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  42195. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  42196. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42197. * @param name defines the name of the mesh
  42198. * @param options defines the options used to create the mesh
  42199. * @param scene defines the hosting scene
  42200. * @returns the cylinder mesh
  42201. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  42202. */
  42203. static CreateCylinder(name: string, options: {
  42204. height?: number;
  42205. diameterTop?: number;
  42206. diameterBottom?: number;
  42207. diameter?: number;
  42208. tessellation?: number;
  42209. subdivisions?: number;
  42210. arc?: number;
  42211. faceColors?: Color4[];
  42212. faceUV?: Vector4[];
  42213. updatable?: boolean;
  42214. hasRings?: boolean;
  42215. enclose?: boolean;
  42216. cap?: number;
  42217. sideOrientation?: number;
  42218. frontUVs?: Vector4;
  42219. backUVs?: Vector4;
  42220. }, scene: any): Mesh;
  42221. }
  42222. }
  42223. declare module "babylonjs/Cameras/VR/vrExperienceHelper" {
  42224. import { Observable } from "babylonjs/Misc/observable";
  42225. import { Nullable } from "babylonjs/types";
  42226. import { Camera } from "babylonjs/Cameras/camera";
  42227. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  42228. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  42229. import { WebVROptions, WebVRFreeCamera } from "babylonjs/Cameras/VR/webVRCamera";
  42230. import { Scene } from "babylonjs/scene";
  42231. import { Vector3 } from "babylonjs/Maths/math.vector";
  42232. import { Color3 } from "babylonjs/Maths/math.color";
  42233. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  42234. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42235. import { Mesh } from "babylonjs/Meshes/mesh";
  42236. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  42237. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  42238. import "babylonjs/Meshes/Builders/groundBuilder";
  42239. import "babylonjs/Meshes/Builders/torusBuilder";
  42240. import "babylonjs/Meshes/Builders/cylinderBuilder";
  42241. import "babylonjs/Gamepads/gamepadSceneComponent";
  42242. import "babylonjs/Animations/animatable";
  42243. /**
  42244. * Options to modify the vr teleportation behavior.
  42245. */
  42246. export interface VRTeleportationOptions {
  42247. /**
  42248. * The name of the mesh which should be used as the teleportation floor. (default: null)
  42249. */
  42250. floorMeshName?: string;
  42251. /**
  42252. * A list of meshes to be used as the teleportation floor. (default: empty)
  42253. */
  42254. floorMeshes?: Mesh[];
  42255. }
  42256. /**
  42257. * Options to modify the vr experience helper's behavior.
  42258. */
  42259. export interface VRExperienceHelperOptions extends WebVROptions {
  42260. /**
  42261. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  42262. */
  42263. createDeviceOrientationCamera?: boolean;
  42264. /**
  42265. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  42266. */
  42267. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  42268. /**
  42269. * Uses the main button on the controller to toggle the laser casted. (default: true)
  42270. */
  42271. laserToggle?: boolean;
  42272. /**
  42273. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  42274. */
  42275. floorMeshes?: Mesh[];
  42276. /**
  42277. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  42278. */
  42279. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  42280. }
  42281. /**
  42282. * Event containing information after VR has been entered
  42283. */
  42284. export class OnAfterEnteringVRObservableEvent {
  42285. /**
  42286. * If entering vr was successful
  42287. */
  42288. success: boolean;
  42289. }
  42290. /**
  42291. * Helps to quickly add VR support to an existing scene.
  42292. * See http://doc.babylonjs.com/how_to/webvr_helper
  42293. */
  42294. export class VRExperienceHelper {
  42295. /** Options to modify the vr experience helper's behavior. */
  42296. webVROptions: VRExperienceHelperOptions;
  42297. private _scene;
  42298. private _position;
  42299. private _btnVR;
  42300. private _btnVRDisplayed;
  42301. private _webVRsupported;
  42302. private _webVRready;
  42303. private _webVRrequesting;
  42304. private _webVRpresenting;
  42305. private _hasEnteredVR;
  42306. private _fullscreenVRpresenting;
  42307. private _canvas;
  42308. private _webVRCamera;
  42309. private _vrDeviceOrientationCamera;
  42310. private _deviceOrientationCamera;
  42311. private _existingCamera;
  42312. private _onKeyDown;
  42313. private _onVrDisplayPresentChange;
  42314. private _onVRDisplayChanged;
  42315. private _onVRRequestPresentStart;
  42316. private _onVRRequestPresentComplete;
  42317. /**
  42318. * Gets or sets a boolean indicating that gaze can be enabled even if pointer lock is not engage (useful on iOS where fullscreen mode and pointer lock are not supported)
  42319. */
  42320. enableGazeEvenWhenNoPointerLock: boolean;
  42321. /**
  42322. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  42323. */
  42324. exitVROnDoubleTap: boolean;
  42325. /**
  42326. * Observable raised right before entering VR.
  42327. */
  42328. onEnteringVRObservable: Observable<VRExperienceHelper>;
  42329. /**
  42330. * Observable raised when entering VR has completed.
  42331. */
  42332. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  42333. /**
  42334. * Observable raised when exiting VR.
  42335. */
  42336. onExitingVRObservable: Observable<VRExperienceHelper>;
  42337. /**
  42338. * Observable raised when controller mesh is loaded.
  42339. */
  42340. onControllerMeshLoadedObservable: Observable<WebVRController>;
  42341. /** Return this.onEnteringVRObservable
  42342. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  42343. */
  42344. readonly onEnteringVR: Observable<VRExperienceHelper>;
  42345. /** Return this.onExitingVRObservable
  42346. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  42347. */
  42348. readonly onExitingVR: Observable<VRExperienceHelper>;
  42349. /** Return this.onControllerMeshLoadedObservable
  42350. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  42351. */
  42352. readonly onControllerMeshLoaded: Observable<WebVRController>;
  42353. private _rayLength;
  42354. private _useCustomVRButton;
  42355. private _teleportationRequested;
  42356. private _teleportActive;
  42357. private _floorMeshName;
  42358. private _floorMeshesCollection;
  42359. private _rotationAllowed;
  42360. private _teleportBackwardsVector;
  42361. private _teleportationTarget;
  42362. private _isDefaultTeleportationTarget;
  42363. private _postProcessMove;
  42364. private _teleportationFillColor;
  42365. private _teleportationBorderColor;
  42366. private _rotationAngle;
  42367. private _haloCenter;
  42368. private _cameraGazer;
  42369. private _padSensibilityUp;
  42370. private _padSensibilityDown;
  42371. private _leftController;
  42372. private _rightController;
  42373. /**
  42374. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  42375. */
  42376. onNewMeshSelected: Observable<AbstractMesh>;
  42377. /**
  42378. * Observable raised when a new mesh is selected based on meshSelectionPredicate.
  42379. * This observable will provide the mesh and the controller used to select the mesh
  42380. */
  42381. onMeshSelectedWithController: Observable<{
  42382. mesh: AbstractMesh;
  42383. controller: WebVRController;
  42384. }>;
  42385. /**
  42386. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  42387. */
  42388. onNewMeshPicked: Observable<PickingInfo>;
  42389. private _circleEase;
  42390. /**
  42391. * Observable raised before camera teleportation
  42392. */
  42393. onBeforeCameraTeleport: Observable<Vector3>;
  42394. /**
  42395. * Observable raised after camera teleportation
  42396. */
  42397. onAfterCameraTeleport: Observable<Vector3>;
  42398. /**
  42399. * Observable raised when current selected mesh gets unselected
  42400. */
  42401. onSelectedMeshUnselected: Observable<AbstractMesh>;
  42402. private _raySelectionPredicate;
  42403. /**
  42404. * To be optionaly changed by user to define custom ray selection
  42405. */
  42406. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  42407. /**
  42408. * To be optionaly changed by user to define custom selection logic (after ray selection)
  42409. */
  42410. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  42411. /**
  42412. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  42413. */
  42414. teleportationEnabled: boolean;
  42415. private _defaultHeight;
  42416. private _teleportationInitialized;
  42417. private _interactionsEnabled;
  42418. private _interactionsRequested;
  42419. private _displayGaze;
  42420. private _displayLaserPointer;
  42421. /**
  42422. * The mesh used to display where the user is going to teleport.
  42423. */
  42424. /**
  42425. * Sets the mesh to be used to display where the user is going to teleport.
  42426. */
  42427. teleportationTarget: Mesh;
  42428. /**
  42429. * The mesh used to display where the user is selecting, this mesh will be cloned and set as the gazeTracker for the left and right controller
  42430. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  42431. * See http://doc.babylonjs.com/resources/baking_transformations
  42432. */
  42433. gazeTrackerMesh: Mesh;
  42434. /**
  42435. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  42436. */
  42437. updateGazeTrackerScale: boolean;
  42438. /**
  42439. * If the gaze trackers color should be updated when selecting meshes
  42440. */
  42441. updateGazeTrackerColor: boolean;
  42442. /**
  42443. * The gaze tracking mesh corresponding to the left controller
  42444. */
  42445. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  42446. /**
  42447. * The gaze tracking mesh corresponding to the right controller
  42448. */
  42449. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  42450. /**
  42451. * If the ray of the gaze should be displayed.
  42452. */
  42453. /**
  42454. * Sets if the ray of the gaze should be displayed.
  42455. */
  42456. displayGaze: boolean;
  42457. /**
  42458. * If the ray of the LaserPointer should be displayed.
  42459. */
  42460. /**
  42461. * Sets if the ray of the LaserPointer should be displayed.
  42462. */
  42463. displayLaserPointer: boolean;
  42464. /**
  42465. * The deviceOrientationCamera used as the camera when not in VR.
  42466. */
  42467. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  42468. /**
  42469. * Based on the current WebVR support, returns the current VR camera used.
  42470. */
  42471. readonly currentVRCamera: Nullable<Camera>;
  42472. /**
  42473. * The webVRCamera which is used when in VR.
  42474. */
  42475. readonly webVRCamera: WebVRFreeCamera;
  42476. /**
  42477. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  42478. */
  42479. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  42480. /**
  42481. * The html button that is used to trigger entering into VR.
  42482. */
  42483. readonly vrButton: Nullable<HTMLButtonElement>;
  42484. private readonly _teleportationRequestInitiated;
  42485. /**
  42486. * Defines wether or not Pointer lock should be requested when switching to
  42487. * full screen.
  42488. */
  42489. requestPointerLockOnFullScreen: boolean;
  42490. /**
  42491. * Instantiates a VRExperienceHelper.
  42492. * Helps to quickly add VR support to an existing scene.
  42493. * @param scene The scene the VRExperienceHelper belongs to.
  42494. * @param webVROptions Options to modify the vr experience helper's behavior.
  42495. */
  42496. constructor(scene: Scene,
  42497. /** Options to modify the vr experience helper's behavior. */
  42498. webVROptions?: VRExperienceHelperOptions);
  42499. private _onDefaultMeshLoaded;
  42500. private _onResize;
  42501. private _onFullscreenChange;
  42502. /**
  42503. * Gets a value indicating if we are currently in VR mode.
  42504. */
  42505. readonly isInVRMode: boolean;
  42506. private onVrDisplayPresentChange;
  42507. private onVRDisplayChanged;
  42508. private moveButtonToBottomRight;
  42509. private displayVRButton;
  42510. private updateButtonVisibility;
  42511. private _cachedAngularSensibility;
  42512. /**
  42513. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  42514. * Otherwise, will use the fullscreen API.
  42515. */
  42516. enterVR(): void;
  42517. /**
  42518. * Attempt to exit VR, or fullscreen.
  42519. */
  42520. exitVR(): void;
  42521. /**
  42522. * The position of the vr experience helper.
  42523. */
  42524. /**
  42525. * Sets the position of the vr experience helper.
  42526. */
  42527. position: Vector3;
  42528. /**
  42529. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  42530. */
  42531. enableInteractions(): void;
  42532. private readonly _noControllerIsActive;
  42533. private beforeRender;
  42534. private _isTeleportationFloor;
  42535. /**
  42536. * Adds a floor mesh to be used for teleportation.
  42537. * @param floorMesh the mesh to be used for teleportation.
  42538. */
  42539. addFloorMesh(floorMesh: Mesh): void;
  42540. /**
  42541. * Removes a floor mesh from being used for teleportation.
  42542. * @param floorMesh the mesh to be removed.
  42543. */
  42544. removeFloorMesh(floorMesh: Mesh): void;
  42545. /**
  42546. * Enables interactions and teleportation using the VR controllers and gaze.
  42547. * @param vrTeleportationOptions options to modify teleportation behavior.
  42548. */
  42549. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  42550. private _onNewGamepadConnected;
  42551. private _tryEnableInteractionOnController;
  42552. private _onNewGamepadDisconnected;
  42553. private _enableInteractionOnController;
  42554. private _checkTeleportWithRay;
  42555. private _checkRotate;
  42556. private _checkTeleportBackwards;
  42557. private _enableTeleportationOnController;
  42558. private _createTeleportationCircles;
  42559. private _displayTeleportationTarget;
  42560. private _hideTeleportationTarget;
  42561. private _rotateCamera;
  42562. private _moveTeleportationSelectorTo;
  42563. private _workingVector;
  42564. private _workingQuaternion;
  42565. private _workingMatrix;
  42566. /**
  42567. * Teleports the users feet to the desired location
  42568. * @param location The location where the user's feet should be placed
  42569. */
  42570. teleportCamera(location: Vector3): void;
  42571. private _convertNormalToDirectionOfRay;
  42572. private _castRayAndSelectObject;
  42573. private _notifySelectedMeshUnselected;
  42574. /**
  42575. * Sets the color of the laser ray from the vr controllers.
  42576. * @param color new color for the ray.
  42577. */
  42578. changeLaserColor(color: Color3): void;
  42579. /**
  42580. * Sets the color of the ray from the vr headsets gaze.
  42581. * @param color new color for the ray.
  42582. */
  42583. changeGazeColor(color: Color3): void;
  42584. /**
  42585. * Exits VR and disposes of the vr experience helper
  42586. */
  42587. dispose(): void;
  42588. /**
  42589. * Gets the name of the VRExperienceHelper class
  42590. * @returns "VRExperienceHelper"
  42591. */
  42592. getClassName(): string;
  42593. }
  42594. }
  42595. declare module "babylonjs/Cameras/VR/index" {
  42596. export * from "babylonjs/Cameras/VR/vrCameraMetrics";
  42597. export * from "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera";
  42598. export * from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  42599. export * from "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera";
  42600. export * from "babylonjs/Cameras/VR/vrExperienceHelper";
  42601. export * from "babylonjs/Cameras/VR/webVRCamera";
  42602. }
  42603. declare module "babylonjs/Cameras/XR/webXRSessionManager" {
  42604. import { Observable } from "babylonjs/Misc/observable";
  42605. import { Nullable } from "babylonjs/types";
  42606. import { IDisposable, Scene } from "babylonjs/scene";
  42607. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  42608. /**
  42609. * Manages an XRSession to work with Babylon's engine
  42610. * @see https://doc.babylonjs.com/how_to/webxr
  42611. */
  42612. export class WebXRSessionManager implements IDisposable {
  42613. private scene;
  42614. /**
  42615. * Fires every time a new xrFrame arrives which can be used to update the camera
  42616. */
  42617. onXRFrameObservable: Observable<any>;
  42618. /**
  42619. * Fires when the xr session is ended either by the device or manually done
  42620. */
  42621. onXRSessionEnded: Observable<any>;
  42622. /**
  42623. * Underlying xr session
  42624. */
  42625. session: XRSession;
  42626. /**
  42627. * Type of reference space used when creating the session
  42628. */
  42629. referenceSpace: XRReferenceSpace;
  42630. /** @hidden */
  42631. _sessionRenderTargetTexture: Nullable<RenderTargetTexture>;
  42632. /**
  42633. * Current XR frame
  42634. */
  42635. currentFrame: Nullable<XRFrame>;
  42636. private _xrNavigator;
  42637. private baseLayer;
  42638. /**
  42639. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  42640. * @param scene The scene which the session should be created for
  42641. */
  42642. constructor(scene: Scene);
  42643. /**
  42644. * Initializes the manager
  42645. * After initialization enterXR can be called to start an XR session
  42646. * @returns Promise which resolves after it is initialized
  42647. */
  42648. initializeAsync(): Promise<void>;
  42649. /**
  42650. * Initializes an xr session
  42651. * @param xrSessionMode mode to initialize
  42652. * @returns a promise which will resolve once the session has been initialized
  42653. */
  42654. initializeSessionAsync(xrSessionMode: XRSessionMode): any;
  42655. /**
  42656. * Sets the reference space on the xr session
  42657. * @param referenceSpace space to set
  42658. * @returns a promise that will resolve once the reference space has been set
  42659. */
  42660. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  42661. /**
  42662. * Updates the render state of the session
  42663. * @param state state to set
  42664. * @returns a promise that resolves once the render state has been updated
  42665. */
  42666. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  42667. /**
  42668. * Starts rendering to the xr layer
  42669. * @returns a promise that will resolve once rendering has started
  42670. */
  42671. startRenderingToXRAsync(): Promise<void>;
  42672. /**
  42673. * Stops the xrSession and restores the renderloop
  42674. * @returns Promise which resolves after it exits XR
  42675. */
  42676. exitXRAsync(): Promise<unknown>;
  42677. /**
  42678. * Checks if a session would be supported for the creation options specified
  42679. * @param sessionMode session mode to check if supported eg. immersive-vr
  42680. * @returns true if supported
  42681. */
  42682. supportsSessionAsync(sessionMode: XRSessionMode): any;
  42683. /**
  42684. * @hidden
  42685. * Converts the render layer of xrSession to a render target
  42686. * @param session session to create render target for
  42687. * @param scene scene the new render target should be created for
  42688. */
  42689. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  42690. /**
  42691. * Disposes of the session manager
  42692. */
  42693. dispose(): void;
  42694. }
  42695. }
  42696. declare module "babylonjs/Cameras/XR/webXRCamera" {
  42697. import { Scene } from "babylonjs/scene";
  42698. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  42699. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  42700. /**
  42701. * WebXR Camera which holds the views for the xrSession
  42702. * @see https://doc.babylonjs.com/how_to/webxr
  42703. */
  42704. export class WebXRCamera extends FreeCamera {
  42705. private static _TmpMatrix;
  42706. /**
  42707. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  42708. * @param name the name of the camera
  42709. * @param scene the scene to add the camera to
  42710. */
  42711. constructor(name: string, scene: Scene);
  42712. private _updateNumberOfRigCameras;
  42713. /** @hidden */
  42714. _updateForDualEyeDebugging(pupilDistance?: number): void;
  42715. /**
  42716. * Updates the cameras position from the current pose information of the XR session
  42717. * @param xrSessionManager the session containing pose information
  42718. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  42719. */
  42720. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  42721. }
  42722. }
  42723. declare module "babylonjs/Cameras/XR/webXRManagedOutputCanvas" {
  42724. import { Nullable } from "babylonjs/types";
  42725. import { IDisposable } from "babylonjs/scene";
  42726. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  42727. /**
  42728. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  42729. */
  42730. export class WebXRManagedOutputCanvas implements IDisposable {
  42731. private helper;
  42732. private _canvas;
  42733. /**
  42734. * xrpresent context of the canvas which can be used to display/mirror xr content
  42735. */
  42736. canvasContext: WebGLRenderingContext;
  42737. /**
  42738. * xr layer for the canvas
  42739. */
  42740. xrLayer: Nullable<XRWebGLLayer>;
  42741. /**
  42742. * Initializes the xr layer for the session
  42743. * @param xrSession xr session
  42744. * @returns a promise that will resolve once the XR Layer has been created
  42745. */
  42746. initializeXRLayerAsync(xrSession: any): any;
  42747. /**
  42748. * Initializes the canvas to be added/removed upon entering/exiting xr
  42749. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  42750. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  42751. */
  42752. constructor(helper: WebXRExperienceHelper, canvas?: HTMLCanvasElement);
  42753. /**
  42754. * Disposes of the object
  42755. */
  42756. dispose(): void;
  42757. private _setManagedOutputCanvas;
  42758. private _addCanvas;
  42759. private _removeCanvas;
  42760. }
  42761. }
  42762. declare module "babylonjs/Cameras/XR/webXRExperienceHelper" {
  42763. import { Observable } from "babylonjs/Misc/observable";
  42764. import { IDisposable, Scene } from "babylonjs/scene";
  42765. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  42766. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42767. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  42768. import { WebXRCamera } from "babylonjs/Cameras/XR/webXRCamera";
  42769. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  42770. /**
  42771. * States of the webXR experience
  42772. */
  42773. export enum WebXRState {
  42774. /**
  42775. * Transitioning to being in XR mode
  42776. */
  42777. ENTERING_XR = 0,
  42778. /**
  42779. * Transitioning to non XR mode
  42780. */
  42781. EXITING_XR = 1,
  42782. /**
  42783. * In XR mode and presenting
  42784. */
  42785. IN_XR = 2,
  42786. /**
  42787. * Not entered XR mode
  42788. */
  42789. NOT_IN_XR = 3
  42790. }
  42791. /**
  42792. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  42793. * @see https://doc.babylonjs.com/how_to/webxr
  42794. */
  42795. export class WebXRExperienceHelper implements IDisposable {
  42796. private scene;
  42797. /**
  42798. * Container which stores the xr camera and controllers as children. This can be used to move the camera/user as the camera's position is updated by the xr device
  42799. */
  42800. container: AbstractMesh;
  42801. /**
  42802. * Camera used to render xr content
  42803. */
  42804. camera: WebXRCamera;
  42805. /**
  42806. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  42807. */
  42808. state: WebXRState;
  42809. private _setState;
  42810. private static _TmpVector;
  42811. /**
  42812. * Fires when the state of the experience helper has changed
  42813. */
  42814. onStateChangedObservable: Observable<WebXRState>;
  42815. /** Session manager used to keep track of xr session */
  42816. sessionManager: WebXRSessionManager;
  42817. private _nonVRCamera;
  42818. private _originalSceneAutoClear;
  42819. private _supported;
  42820. /**
  42821. * Creates the experience helper
  42822. * @param scene the scene to attach the experience helper to
  42823. * @returns a promise for the experience helper
  42824. */
  42825. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  42826. /**
  42827. * Creates a WebXRExperienceHelper
  42828. * @param scene The scene the helper should be created in
  42829. */
  42830. private constructor();
  42831. /**
  42832. * Exits XR mode and returns the scene to its original state
  42833. * @returns promise that resolves after xr mode has exited
  42834. */
  42835. exitXRAsync(): Promise<unknown>;
  42836. /**
  42837. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  42838. * @param sessionCreationOptions options for the XR session
  42839. * @param referenceSpaceType frame of reference of the XR session
  42840. * @param outputCanvas the output canvas that will be used to enter XR mode
  42841. * @returns promise that resolves after xr mode has entered
  42842. */
  42843. enterXRAsync(sessionCreationOptions: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, outputCanvas: WebXRManagedOutputCanvas): any;
  42844. /**
  42845. * Updates the global position of the camera by moving the camera's container
  42846. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  42847. * @param position The desired global position of the camera
  42848. */
  42849. setPositionOfCameraUsingContainer(position: Vector3): void;
  42850. /**
  42851. * Rotates the xr camera by rotating the camera's container around the camera's position
  42852. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  42853. * @param rotation the desired quaternion rotation to apply to the camera
  42854. */
  42855. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  42856. /**
  42857. * Disposes of the experience helper
  42858. */
  42859. dispose(): void;
  42860. }
  42861. }
  42862. declare module "babylonjs/Cameras/XR/webXREnterExitUI" {
  42863. import { Nullable } from "babylonjs/types";
  42864. import { Observable } from "babylonjs/Misc/observable";
  42865. import { IDisposable, Scene } from "babylonjs/scene";
  42866. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  42867. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  42868. /**
  42869. * Button which can be used to enter a different mode of XR
  42870. */
  42871. export class WebXREnterExitUIButton {
  42872. /** button element */
  42873. element: HTMLElement;
  42874. /** XR initialization options for the button */
  42875. sessionMode: XRSessionMode;
  42876. /** Reference space type */
  42877. referenceSpaceType: XRReferenceSpaceType;
  42878. /**
  42879. * Creates a WebXREnterExitUIButton
  42880. * @param element button element
  42881. * @param sessionMode XR initialization session mode
  42882. * @param referenceSpaceType the type of reference space to be used
  42883. */
  42884. constructor(
  42885. /** button element */
  42886. element: HTMLElement,
  42887. /** XR initialization options for the button */
  42888. sessionMode: XRSessionMode,
  42889. /** Reference space type */
  42890. referenceSpaceType: XRReferenceSpaceType);
  42891. /**
  42892. * Overwritable function which can be used to update the button's visuals when the state changes
  42893. * @param activeButton the current active button in the UI
  42894. */
  42895. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  42896. }
  42897. /**
  42898. * Options to create the webXR UI
  42899. */
  42900. export class WebXREnterExitUIOptions {
  42901. /**
  42902. * Context to enter xr with
  42903. */
  42904. webXRManagedOutputCanvas?: Nullable<WebXRManagedOutputCanvas>;
  42905. /**
  42906. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  42907. */
  42908. customButtons?: Array<WebXREnterExitUIButton>;
  42909. }
  42910. /**
  42911. * UI to allow the user to enter/exit XR mode
  42912. */
  42913. export class WebXREnterExitUI implements IDisposable {
  42914. private scene;
  42915. private _overlay;
  42916. private _buttons;
  42917. private _activeButton;
  42918. /**
  42919. * Fired every time the active button is changed.
  42920. *
  42921. * When xr is entered via a button that launches xr that button will be the callback parameter
  42922. *
  42923. * When exiting xr the callback parameter will be null)
  42924. */
  42925. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  42926. /**
  42927. * Creates UI to allow the user to enter/exit XR mode
  42928. * @param scene the scene to add the ui to
  42929. * @param helper the xr experience helper to enter/exit xr with
  42930. * @param options options to configure the UI
  42931. * @returns the created ui
  42932. */
  42933. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  42934. private constructor();
  42935. private _updateButtons;
  42936. /**
  42937. * Disposes of the object
  42938. */
  42939. dispose(): void;
  42940. }
  42941. }
  42942. declare module "babylonjs/Cameras/XR/webXRController" {
  42943. import { Nullable } from "babylonjs/types";
  42944. import { Observable } from "babylonjs/Misc/observable";
  42945. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42946. import { Ray } from "babylonjs/Culling/ray";
  42947. import { Scene } from "babylonjs/scene";
  42948. /**
  42949. * Represents an XR input
  42950. */
  42951. export class WebXRController {
  42952. private scene;
  42953. /** The underlying input source for the controller */
  42954. inputSource: XRInputSource;
  42955. private parentContainer;
  42956. /**
  42957. * Represents the part of the controller that is held. This may not exist if the controller is the head mounted display itself, if thats the case only the pointer from the head will be availible
  42958. */
  42959. grip?: AbstractMesh;
  42960. /**
  42961. * Pointer which can be used to select objects or attach a visible laser to
  42962. */
  42963. pointer: AbstractMesh;
  42964. /**
  42965. * Event that fires when the controller is removed/disposed
  42966. */
  42967. onDisposeObservable: Observable<{}>;
  42968. private _tmpMatrix;
  42969. private _tmpQuaternion;
  42970. private _tmpVector;
  42971. /**
  42972. * Creates the controller
  42973. * @see https://doc.babylonjs.com/how_to/webxr
  42974. * @param scene the scene which the controller should be associated to
  42975. * @param inputSource the underlying input source for the controller
  42976. * @param parentContainer parent that the controller meshes should be children of
  42977. */
  42978. constructor(scene: Scene,
  42979. /** The underlying input source for the controller */
  42980. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  42981. /**
  42982. * Updates the controller pose based on the given XRFrame
  42983. * @param xrFrame xr frame to update the pose with
  42984. * @param referenceSpace reference space to use
  42985. */
  42986. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  42987. /**
  42988. * Gets a world space ray coming from the controller
  42989. * @param result the resulting ray
  42990. */
  42991. getWorldPointerRayToRef(result: Ray): void;
  42992. /**
  42993. * Disposes of the object
  42994. */
  42995. dispose(): void;
  42996. }
  42997. }
  42998. declare module "babylonjs/Cameras/XR/webXRInput" {
  42999. import { Observable } from "babylonjs/Misc/observable";
  43000. import { IDisposable } from "babylonjs/scene";
  43001. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  43002. import { WebXRController } from "babylonjs/Cameras/XR/webXRController";
  43003. /**
  43004. * XR input used to track XR inputs such as controllers/rays
  43005. */
  43006. export class WebXRInput implements IDisposable {
  43007. /**
  43008. * Base experience the input listens to
  43009. */
  43010. baseExperience: WebXRExperienceHelper;
  43011. /**
  43012. * XR controllers being tracked
  43013. */
  43014. controllers: Array<WebXRController>;
  43015. private _frameObserver;
  43016. private _stateObserver;
  43017. /**
  43018. * Event when a controller has been connected/added
  43019. */
  43020. onControllerAddedObservable: Observable<WebXRController>;
  43021. /**
  43022. * Event when a controller has been removed/disconnected
  43023. */
  43024. onControllerRemovedObservable: Observable<WebXRController>;
  43025. /**
  43026. * Initializes the WebXRInput
  43027. * @param baseExperience experience helper which the input should be created for
  43028. */
  43029. constructor(
  43030. /**
  43031. * Base experience the input listens to
  43032. */
  43033. baseExperience: WebXRExperienceHelper);
  43034. private _onInputSourcesChange;
  43035. private _addAndRemoveControllers;
  43036. /**
  43037. * Disposes of the object
  43038. */
  43039. dispose(): void;
  43040. }
  43041. }
  43042. declare module "babylonjs/Cameras/XR/webXRControllerTeleportation" {
  43043. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43044. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43045. /**
  43046. * Enables teleportation
  43047. */
  43048. export class WebXRControllerTeleportation {
  43049. private _teleportationFillColor;
  43050. private _teleportationBorderColor;
  43051. private _tmpRay;
  43052. private _tmpVector;
  43053. /**
  43054. * Creates a WebXRControllerTeleportation
  43055. * @param input input manager to add teleportation to
  43056. * @param floorMeshes floormeshes which can be teleported to
  43057. */
  43058. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  43059. }
  43060. }
  43061. declare module "babylonjs/Cameras/XR/webXRControllerPointerSelection" {
  43062. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43063. /**
  43064. * Handles pointer input automatically for the pointer of XR controllers
  43065. */
  43066. export class WebXRControllerPointerSelection {
  43067. private static _idCounter;
  43068. private _tmpRay;
  43069. /**
  43070. * Creates a WebXRControllerPointerSelection
  43071. * @param input input manager to setup pointer selection
  43072. */
  43073. constructor(input: WebXRInput);
  43074. private _convertNormalToDirectionOfRay;
  43075. private _updatePointerDistance;
  43076. }
  43077. }
  43078. declare module "babylonjs/Loading/sceneLoader" {
  43079. import { Observable } from "babylonjs/Misc/observable";
  43080. import { Nullable } from "babylonjs/types";
  43081. import { Scene } from "babylonjs/scene";
  43082. import { Engine } from "babylonjs/Engines/engine";
  43083. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43084. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  43085. import { AssetContainer } from "babylonjs/assetContainer";
  43086. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  43087. import { Skeleton } from "babylonjs/Bones/skeleton";
  43088. /**
  43089. * Class used to represent data loading progression
  43090. */
  43091. export class SceneLoaderProgressEvent {
  43092. /** defines if data length to load can be evaluated */
  43093. readonly lengthComputable: boolean;
  43094. /** defines the loaded data length */
  43095. readonly loaded: number;
  43096. /** defines the data length to load */
  43097. readonly total: number;
  43098. /**
  43099. * Create a new progress event
  43100. * @param lengthComputable defines if data length to load can be evaluated
  43101. * @param loaded defines the loaded data length
  43102. * @param total defines the data length to load
  43103. */
  43104. constructor(
  43105. /** defines if data length to load can be evaluated */
  43106. lengthComputable: boolean,
  43107. /** defines the loaded data length */
  43108. loaded: number,
  43109. /** defines the data length to load */
  43110. total: number);
  43111. /**
  43112. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  43113. * @param event defines the source event
  43114. * @returns a new SceneLoaderProgressEvent
  43115. */
  43116. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  43117. }
  43118. /**
  43119. * Interface used by SceneLoader plugins to define supported file extensions
  43120. */
  43121. export interface ISceneLoaderPluginExtensions {
  43122. /**
  43123. * Defines the list of supported extensions
  43124. */
  43125. [extension: string]: {
  43126. isBinary: boolean;
  43127. };
  43128. }
  43129. /**
  43130. * Interface used by SceneLoader plugin factory
  43131. */
  43132. export interface ISceneLoaderPluginFactory {
  43133. /**
  43134. * Defines the name of the factory
  43135. */
  43136. name: string;
  43137. /**
  43138. * Function called to create a new plugin
  43139. * @return the new plugin
  43140. */
  43141. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  43142. /**
  43143. * Boolean indicating if the plugin can direct load specific data
  43144. */
  43145. canDirectLoad?: (data: string) => boolean;
  43146. }
  43147. /**
  43148. * Interface used to define a SceneLoader plugin
  43149. */
  43150. export interface ISceneLoaderPlugin {
  43151. /**
  43152. * The friendly name of this plugin.
  43153. */
  43154. name: string;
  43155. /**
  43156. * The file extensions supported by this plugin.
  43157. */
  43158. extensions: string | ISceneLoaderPluginExtensions;
  43159. /**
  43160. * Import meshes into a scene.
  43161. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43162. * @param scene The scene to import into
  43163. * @param data The data to import
  43164. * @param rootUrl The root url for scene and resources
  43165. * @param meshes The meshes array to import into
  43166. * @param particleSystems The particle systems array to import into
  43167. * @param skeletons The skeletons array to import into
  43168. * @param onError The callback when import fails
  43169. * @returns True if successful or false otherwise
  43170. */
  43171. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  43172. /**
  43173. * Load into a scene.
  43174. * @param scene The scene to load into
  43175. * @param data The data to import
  43176. * @param rootUrl The root url for scene and resources
  43177. * @param onError The callback when import fails
  43178. * @returns true if successful or false otherwise
  43179. */
  43180. load(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  43181. /**
  43182. * The callback that returns true if the data can be directly loaded.
  43183. */
  43184. canDirectLoad?: (data: string) => boolean;
  43185. /**
  43186. * The callback that allows custom handling of the root url based on the response url.
  43187. */
  43188. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  43189. /**
  43190. * Load into an asset container.
  43191. * @param scene The scene to load into
  43192. * @param data The data to import
  43193. * @param rootUrl The root url for scene and resources
  43194. * @param onError The callback when import fails
  43195. * @returns The loaded asset container
  43196. */
  43197. loadAssetContainer(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  43198. }
  43199. /**
  43200. * Interface used to define an async SceneLoader plugin
  43201. */
  43202. export interface ISceneLoaderPluginAsync {
  43203. /**
  43204. * The friendly name of this plugin.
  43205. */
  43206. name: string;
  43207. /**
  43208. * The file extensions supported by this plugin.
  43209. */
  43210. extensions: string | ISceneLoaderPluginExtensions;
  43211. /**
  43212. * Import meshes into a scene.
  43213. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43214. * @param scene The scene to import into
  43215. * @param data The data to import
  43216. * @param rootUrl The root url for scene and resources
  43217. * @param onProgress The callback when the load progresses
  43218. * @param fileName Defines the name of the file to load
  43219. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  43220. */
  43221. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  43222. meshes: AbstractMesh[];
  43223. particleSystems: IParticleSystem[];
  43224. skeletons: Skeleton[];
  43225. animationGroups: AnimationGroup[];
  43226. }>;
  43227. /**
  43228. * Load into a scene.
  43229. * @param scene The scene to load into
  43230. * @param data The data to import
  43231. * @param rootUrl The root url for scene and resources
  43232. * @param onProgress The callback when the load progresses
  43233. * @param fileName Defines the name of the file to load
  43234. * @returns Nothing
  43235. */
  43236. loadAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  43237. /**
  43238. * The callback that returns true if the data can be directly loaded.
  43239. */
  43240. canDirectLoad?: (data: string) => boolean;
  43241. /**
  43242. * The callback that allows custom handling of the root url based on the response url.
  43243. */
  43244. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  43245. /**
  43246. * Load into an asset container.
  43247. * @param scene The scene to load into
  43248. * @param data The data to import
  43249. * @param rootUrl The root url for scene and resources
  43250. * @param onProgress The callback when the load progresses
  43251. * @param fileName Defines the name of the file to load
  43252. * @returns The loaded asset container
  43253. */
  43254. loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  43255. }
  43256. /**
  43257. * Class used to load scene from various file formats using registered plugins
  43258. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  43259. */
  43260. export class SceneLoader {
  43261. /**
  43262. * No logging while loading
  43263. */
  43264. static readonly NO_LOGGING: number;
  43265. /**
  43266. * Minimal logging while loading
  43267. */
  43268. static readonly MINIMAL_LOGGING: number;
  43269. /**
  43270. * Summary logging while loading
  43271. */
  43272. static readonly SUMMARY_LOGGING: number;
  43273. /**
  43274. * Detailled logging while loading
  43275. */
  43276. static readonly DETAILED_LOGGING: number;
  43277. /**
  43278. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  43279. */
  43280. static ForceFullSceneLoadingForIncremental: boolean;
  43281. /**
  43282. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  43283. */
  43284. static ShowLoadingScreen: boolean;
  43285. /**
  43286. * Defines the current logging level (while loading the scene)
  43287. * @ignorenaming
  43288. */
  43289. static loggingLevel: number;
  43290. /**
  43291. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  43292. */
  43293. static CleanBoneMatrixWeights: boolean;
  43294. /**
  43295. * Event raised when a plugin is used to load a scene
  43296. */
  43297. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  43298. private static _registeredPlugins;
  43299. private static _getDefaultPlugin;
  43300. private static _getPluginForExtension;
  43301. private static _getPluginForDirectLoad;
  43302. private static _getPluginForFilename;
  43303. private static _getDirectLoad;
  43304. private static _loadData;
  43305. private static _getFileInfo;
  43306. /**
  43307. * Gets a plugin that can load the given extension
  43308. * @param extension defines the extension to load
  43309. * @returns a plugin or null if none works
  43310. */
  43311. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  43312. /**
  43313. * Gets a boolean indicating that the given extension can be loaded
  43314. * @param extension defines the extension to load
  43315. * @returns true if the extension is supported
  43316. */
  43317. static IsPluginForExtensionAvailable(extension: string): boolean;
  43318. /**
  43319. * Adds a new plugin to the list of registered plugins
  43320. * @param plugin defines the plugin to add
  43321. */
  43322. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  43323. /**
  43324. * Import meshes into a scene
  43325. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43326. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  43327. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  43328. * @param scene the instance of BABYLON.Scene to append to
  43329. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  43330. * @param onProgress a callback with a progress event for each file being loaded
  43331. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43332. * @param pluginExtension the extension used to determine the plugin
  43333. * @returns The loaded plugin
  43334. */
  43335. static ImportMesh(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], animationGroups: AnimationGroup[]) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  43336. /**
  43337. * Import meshes into a scene
  43338. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43339. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  43340. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  43341. * @param scene the instance of BABYLON.Scene to append to
  43342. * @param onProgress a callback with a progress event for each file being loaded
  43343. * @param pluginExtension the extension used to determine the plugin
  43344. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  43345. */
  43346. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  43347. meshes: AbstractMesh[];
  43348. particleSystems: IParticleSystem[];
  43349. skeletons: Skeleton[];
  43350. animationGroups: AnimationGroup[];
  43351. }>;
  43352. /**
  43353. * Load a scene
  43354. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  43355. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  43356. * @param engine is the instance of BABYLON.Engine to use to create the scene
  43357. * @param onSuccess a callback with the scene when import succeeds
  43358. * @param onProgress a callback with a progress event for each file being loaded
  43359. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43360. * @param pluginExtension the extension used to determine the plugin
  43361. * @returns The loaded plugin
  43362. */
  43363. static Load(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onSuccess?: Nullable<(scene: Scene) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  43364. /**
  43365. * Load a scene
  43366. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  43367. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  43368. * @param engine is the instance of BABYLON.Engine to use to create the scene
  43369. * @param onProgress a callback with a progress event for each file being loaded
  43370. * @param pluginExtension the extension used to determine the plugin
  43371. * @returns The loaded scene
  43372. */
  43373. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  43374. /**
  43375. * Append a scene
  43376. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  43377. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  43378. * @param scene is the instance of BABYLON.Scene to append to
  43379. * @param onSuccess a callback with the scene when import succeeds
  43380. * @param onProgress a callback with a progress event for each file being loaded
  43381. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43382. * @param pluginExtension the extension used to determine the plugin
  43383. * @returns The loaded plugin
  43384. */
  43385. static Append(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(scene: Scene) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  43386. /**
  43387. * Append a scene
  43388. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  43389. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  43390. * @param scene is the instance of BABYLON.Scene to append to
  43391. * @param onProgress a callback with a progress event for each file being loaded
  43392. * @param pluginExtension the extension used to determine the plugin
  43393. * @returns The given scene
  43394. */
  43395. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  43396. /**
  43397. * Load a scene into an asset container
  43398. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  43399. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  43400. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  43401. * @param onSuccess a callback with the scene when import succeeds
  43402. * @param onProgress a callback with a progress event for each file being loaded
  43403. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43404. * @param pluginExtension the extension used to determine the plugin
  43405. * @returns The loaded plugin
  43406. */
  43407. static LoadAssetContainer(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(assets: AssetContainer) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  43408. /**
  43409. * Load a scene into an asset container
  43410. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  43411. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene (default: empty string)
  43412. * @param scene is the instance of Scene to append to
  43413. * @param onProgress a callback with a progress event for each file being loaded
  43414. * @param pluginExtension the extension used to determine the plugin
  43415. * @returns The loaded asset container
  43416. */
  43417. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  43418. }
  43419. }
  43420. declare module "babylonjs/Gamepads/Controllers/genericController" {
  43421. import { Scene } from "babylonjs/scene";
  43422. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43423. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43424. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43425. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43426. /**
  43427. * Generic Controller
  43428. */
  43429. export class GenericController extends WebVRController {
  43430. /**
  43431. * Base Url for the controller model.
  43432. */
  43433. static readonly MODEL_BASE_URL: string;
  43434. /**
  43435. * File name for the controller model.
  43436. */
  43437. static readonly MODEL_FILENAME: string;
  43438. /**
  43439. * Creates a new GenericController from a gamepad
  43440. * @param vrGamepad the gamepad that the controller should be created from
  43441. */
  43442. constructor(vrGamepad: any);
  43443. /**
  43444. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43445. * @param scene scene in which to add meshes
  43446. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43447. */
  43448. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43449. /**
  43450. * Called once for each button that changed state since the last frame
  43451. * @param buttonIdx Which button index changed
  43452. * @param state New state of the button
  43453. * @param changes Which properties on the state changed since last frame
  43454. */
  43455. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43456. }
  43457. }
  43458. declare module "babylonjs/Gamepads/Controllers/windowsMotionController" {
  43459. import { Observable } from "babylonjs/Misc/observable";
  43460. import { Scene } from "babylonjs/scene";
  43461. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43462. import { Ray } from "babylonjs/Culling/ray";
  43463. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43464. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43465. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43466. /**
  43467. * Defines the WindowsMotionController object that the state of the windows motion controller
  43468. */
  43469. export class WindowsMotionController extends WebVRController {
  43470. /**
  43471. * The base url used to load the left and right controller models
  43472. */
  43473. static MODEL_BASE_URL: string;
  43474. /**
  43475. * The name of the left controller model file
  43476. */
  43477. static MODEL_LEFT_FILENAME: string;
  43478. /**
  43479. * The name of the right controller model file
  43480. */
  43481. static MODEL_RIGHT_FILENAME: string;
  43482. /**
  43483. * The controller name prefix for this controller type
  43484. */
  43485. static readonly GAMEPAD_ID_PREFIX: string;
  43486. /**
  43487. * The controller id pattern for this controller type
  43488. */
  43489. private static readonly GAMEPAD_ID_PATTERN;
  43490. private _loadedMeshInfo;
  43491. private readonly _mapping;
  43492. /**
  43493. * Fired when the trackpad on this controller is clicked
  43494. */
  43495. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  43496. /**
  43497. * Fired when the trackpad on this controller is modified
  43498. */
  43499. onTrackpadValuesChangedObservable: Observable<StickValues>;
  43500. /**
  43501. * The current x and y values of this controller's trackpad
  43502. */
  43503. trackpad: StickValues;
  43504. /**
  43505. * Creates a new WindowsMotionController from a gamepad
  43506. * @param vrGamepad the gamepad that the controller should be created from
  43507. */
  43508. constructor(vrGamepad: any);
  43509. /**
  43510. * Fired when the trigger on this controller is modified
  43511. */
  43512. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43513. /**
  43514. * Fired when the menu button on this controller is modified
  43515. */
  43516. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43517. /**
  43518. * Fired when the grip button on this controller is modified
  43519. */
  43520. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43521. /**
  43522. * Fired when the thumbstick button on this controller is modified
  43523. */
  43524. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43525. /**
  43526. * Fired when the touchpad button on this controller is modified
  43527. */
  43528. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43529. /**
  43530. * Fired when the touchpad values on this controller are modified
  43531. */
  43532. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  43533. private _updateTrackpad;
  43534. /**
  43535. * Called once per frame by the engine.
  43536. */
  43537. update(): void;
  43538. /**
  43539. * Called once for each button that changed state since the last frame
  43540. * @param buttonIdx Which button index changed
  43541. * @param state New state of the button
  43542. * @param changes Which properties on the state changed since last frame
  43543. */
  43544. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43545. /**
  43546. * Moves the buttons on the controller mesh based on their current state
  43547. * @param buttonName the name of the button to move
  43548. * @param buttonValue the value of the button which determines the buttons new position
  43549. */
  43550. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  43551. /**
  43552. * Moves the axis on the controller mesh based on its current state
  43553. * @param axis the index of the axis
  43554. * @param axisValue the value of the axis which determines the meshes new position
  43555. * @hidden
  43556. */
  43557. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  43558. /**
  43559. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43560. * @param scene scene in which to add meshes
  43561. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43562. */
  43563. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  43564. /**
  43565. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  43566. * can be transformed by button presses and axes values, based on this._mapping.
  43567. *
  43568. * @param scene scene in which the meshes exist
  43569. * @param meshes list of meshes that make up the controller model to process
  43570. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  43571. */
  43572. private processModel;
  43573. private createMeshInfo;
  43574. /**
  43575. * Gets the ray of the controller in the direction the controller is pointing
  43576. * @param length the length the resulting ray should be
  43577. * @returns a ray in the direction the controller is pointing
  43578. */
  43579. getForwardRay(length?: number): Ray;
  43580. /**
  43581. * Disposes of the controller
  43582. */
  43583. dispose(): void;
  43584. }
  43585. }
  43586. declare module "babylonjs/Gamepads/Controllers/oculusTouchController" {
  43587. import { Observable } from "babylonjs/Misc/observable";
  43588. import { Scene } from "babylonjs/scene";
  43589. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43590. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43591. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43592. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43593. /**
  43594. * Oculus Touch Controller
  43595. */
  43596. export class OculusTouchController extends WebVRController {
  43597. /**
  43598. * Base Url for the controller model.
  43599. */
  43600. static MODEL_BASE_URL: string;
  43601. /**
  43602. * File name for the left controller model.
  43603. */
  43604. static MODEL_LEFT_FILENAME: string;
  43605. /**
  43606. * File name for the right controller model.
  43607. */
  43608. static MODEL_RIGHT_FILENAME: string;
  43609. /**
  43610. * Base Url for the Quest controller model.
  43611. */
  43612. static QUEST_MODEL_BASE_URL: string;
  43613. /**
  43614. * @hidden
  43615. * If the controllers are running on a device that needs the updated Quest controller models
  43616. */
  43617. static _IsQuest: boolean;
  43618. /**
  43619. * Fired when the secondary trigger on this controller is modified
  43620. */
  43621. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  43622. /**
  43623. * Fired when the thumb rest on this controller is modified
  43624. */
  43625. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  43626. /**
  43627. * Creates a new OculusTouchController from a gamepad
  43628. * @param vrGamepad the gamepad that the controller should be created from
  43629. */
  43630. constructor(vrGamepad: any);
  43631. /**
  43632. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43633. * @param scene scene in which to add meshes
  43634. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43635. */
  43636. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43637. /**
  43638. * Fired when the A button on this controller is modified
  43639. */
  43640. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43641. /**
  43642. * Fired when the B button on this controller is modified
  43643. */
  43644. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43645. /**
  43646. * Fired when the X button on this controller is modified
  43647. */
  43648. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43649. /**
  43650. * Fired when the Y button on this controller is modified
  43651. */
  43652. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43653. /**
  43654. * Called once for each button that changed state since the last frame
  43655. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  43656. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  43657. * 2) secondary trigger (same)
  43658. * 3) A (right) X (left), touch, pressed = value
  43659. * 4) B / Y
  43660. * 5) thumb rest
  43661. * @param buttonIdx Which button index changed
  43662. * @param state New state of the button
  43663. * @param changes Which properties on the state changed since last frame
  43664. */
  43665. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43666. }
  43667. }
  43668. declare module "babylonjs/Gamepads/Controllers/viveController" {
  43669. import { Scene } from "babylonjs/scene";
  43670. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43671. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43672. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43673. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43674. import { Observable } from "babylonjs/Misc/observable";
  43675. /**
  43676. * Vive Controller
  43677. */
  43678. export class ViveController extends WebVRController {
  43679. /**
  43680. * Base Url for the controller model.
  43681. */
  43682. static MODEL_BASE_URL: string;
  43683. /**
  43684. * File name for the controller model.
  43685. */
  43686. static MODEL_FILENAME: string;
  43687. /**
  43688. * Creates a new ViveController from a gamepad
  43689. * @param vrGamepad the gamepad that the controller should be created from
  43690. */
  43691. constructor(vrGamepad: any);
  43692. /**
  43693. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43694. * @param scene scene in which to add meshes
  43695. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43696. */
  43697. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43698. /**
  43699. * Fired when the left button on this controller is modified
  43700. */
  43701. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43702. /**
  43703. * Fired when the right button on this controller is modified
  43704. */
  43705. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43706. /**
  43707. * Fired when the menu button on this controller is modified
  43708. */
  43709. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43710. /**
  43711. * Called once for each button that changed state since the last frame
  43712. * Vive mapping:
  43713. * 0: touchpad
  43714. * 1: trigger
  43715. * 2: left AND right buttons
  43716. * 3: menu button
  43717. * @param buttonIdx Which button index changed
  43718. * @param state New state of the button
  43719. * @param changes Which properties on the state changed since last frame
  43720. */
  43721. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43722. }
  43723. }
  43724. declare module "babylonjs/Cameras/XR/webXRControllerModelLoader" {
  43725. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43726. /**
  43727. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  43728. */
  43729. export class WebXRControllerModelLoader {
  43730. /**
  43731. * Creates the WebXRControllerModelLoader
  43732. * @param input xr input that creates the controllers
  43733. */
  43734. constructor(input: WebXRInput);
  43735. }
  43736. }
  43737. declare module "babylonjs/Cameras/XR/index" {
  43738. export * from "babylonjs/Cameras/XR/webXRCamera";
  43739. export * from "babylonjs/Cameras/XR/webXREnterExitUI";
  43740. export * from "babylonjs/Cameras/XR/webXRExperienceHelper";
  43741. export * from "babylonjs/Cameras/XR/webXRInput";
  43742. export * from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  43743. export * from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  43744. export * from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  43745. export * from "babylonjs/Cameras/XR/webXRController";
  43746. export * from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  43747. export * from "babylonjs/Cameras/XR/webXRSessionManager";
  43748. }
  43749. declare module "babylonjs/Cameras/RigModes/index" {
  43750. export * from "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  43751. export * from "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  43752. export * from "babylonjs/Cameras/RigModes/vrRigMode";
  43753. export * from "babylonjs/Cameras/RigModes/webVRRigMode";
  43754. }
  43755. declare module "babylonjs/Cameras/index" {
  43756. export * from "babylonjs/Cameras/Inputs/index";
  43757. export * from "babylonjs/Cameras/cameraInputsManager";
  43758. export * from "babylonjs/Cameras/camera";
  43759. export * from "babylonjs/Cameras/targetCamera";
  43760. export * from "babylonjs/Cameras/freeCamera";
  43761. export * from "babylonjs/Cameras/freeCameraInputsManager";
  43762. export * from "babylonjs/Cameras/touchCamera";
  43763. export * from "babylonjs/Cameras/arcRotateCamera";
  43764. export * from "babylonjs/Cameras/arcRotateCameraInputsManager";
  43765. export * from "babylonjs/Cameras/deviceOrientationCamera";
  43766. export * from "babylonjs/Cameras/flyCamera";
  43767. export * from "babylonjs/Cameras/flyCameraInputsManager";
  43768. export * from "babylonjs/Cameras/followCamera";
  43769. export * from "babylonjs/Cameras/followCameraInputsManager";
  43770. export * from "babylonjs/Cameras/gamepadCamera";
  43771. export * from "babylonjs/Cameras/Stereoscopic/index";
  43772. export * from "babylonjs/Cameras/universalCamera";
  43773. export * from "babylonjs/Cameras/virtualJoysticksCamera";
  43774. export * from "babylonjs/Cameras/VR/index";
  43775. export * from "babylonjs/Cameras/XR/index";
  43776. export * from "babylonjs/Cameras/RigModes/index";
  43777. }
  43778. declare module "babylonjs/Collisions/index" {
  43779. export * from "babylonjs/Collisions/collider";
  43780. export * from "babylonjs/Collisions/collisionCoordinator";
  43781. export * from "babylonjs/Collisions/pickingInfo";
  43782. export * from "babylonjs/Collisions/intersectionInfo";
  43783. export * from "babylonjs/Collisions/meshCollisionData";
  43784. }
  43785. declare module "babylonjs/Culling/Octrees/octreeBlock" {
  43786. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  43787. import { Vector3 } from "babylonjs/Maths/math.vector";
  43788. import { Ray } from "babylonjs/Culling/ray";
  43789. import { Plane } from "babylonjs/Maths/math.plane";
  43790. /**
  43791. * Contains an array of blocks representing the octree
  43792. */
  43793. export interface IOctreeContainer<T> {
  43794. /**
  43795. * Blocks within the octree
  43796. */
  43797. blocks: Array<OctreeBlock<T>>;
  43798. }
  43799. /**
  43800. * Class used to store a cell in an octree
  43801. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43802. */
  43803. export class OctreeBlock<T> {
  43804. /**
  43805. * Gets the content of the current block
  43806. */
  43807. entries: T[];
  43808. /**
  43809. * Gets the list of block children
  43810. */
  43811. blocks: Array<OctreeBlock<T>>;
  43812. private _depth;
  43813. private _maxDepth;
  43814. private _capacity;
  43815. private _minPoint;
  43816. private _maxPoint;
  43817. private _boundingVectors;
  43818. private _creationFunc;
  43819. /**
  43820. * Creates a new block
  43821. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  43822. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  43823. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  43824. * @param depth defines the current depth of this block in the octree
  43825. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  43826. * @param creationFunc defines a callback to call when an element is added to the block
  43827. */
  43828. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  43829. /**
  43830. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  43831. */
  43832. readonly capacity: number;
  43833. /**
  43834. * Gets the minimum vector (in world space) of the block's bounding box
  43835. */
  43836. readonly minPoint: Vector3;
  43837. /**
  43838. * Gets the maximum vector (in world space) of the block's bounding box
  43839. */
  43840. readonly maxPoint: Vector3;
  43841. /**
  43842. * Add a new element to this block
  43843. * @param entry defines the element to add
  43844. */
  43845. addEntry(entry: T): void;
  43846. /**
  43847. * Remove an element from this block
  43848. * @param entry defines the element to remove
  43849. */
  43850. removeEntry(entry: T): void;
  43851. /**
  43852. * Add an array of elements to this block
  43853. * @param entries defines the array of elements to add
  43854. */
  43855. addEntries(entries: T[]): void;
  43856. /**
  43857. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  43858. * @param frustumPlanes defines the frustum planes to test
  43859. * @param selection defines the array to store current content if selection is positive
  43860. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43861. */
  43862. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  43863. /**
  43864. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  43865. * @param sphereCenter defines the bounding sphere center
  43866. * @param sphereRadius defines the bounding sphere radius
  43867. * @param selection defines the array to store current content if selection is positive
  43868. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43869. */
  43870. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  43871. /**
  43872. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  43873. * @param ray defines the ray to test with
  43874. * @param selection defines the array to store current content if selection is positive
  43875. */
  43876. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  43877. /**
  43878. * Subdivide the content into child blocks (this block will then be empty)
  43879. */
  43880. createInnerBlocks(): void;
  43881. /**
  43882. * @hidden
  43883. */
  43884. static _CreateBlocks<T>(worldMin: Vector3, worldMax: Vector3, entries: T[], maxBlockCapacity: number, currentDepth: number, maxDepth: number, target: IOctreeContainer<T>, creationFunc: (entry: T, block: OctreeBlock<T>) => void): void;
  43885. }
  43886. }
  43887. declare module "babylonjs/Culling/Octrees/octree" {
  43888. import { SmartArray } from "babylonjs/Misc/smartArray";
  43889. import { Vector3 } from "babylonjs/Maths/math.vector";
  43890. import { SubMesh } from "babylonjs/Meshes/subMesh";
  43891. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43892. import { Ray } from "babylonjs/Culling/ray";
  43893. import { OctreeBlock } from "babylonjs/Culling/Octrees/octreeBlock";
  43894. import { Plane } from "babylonjs/Maths/math.plane";
  43895. /**
  43896. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  43897. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43898. */
  43899. export class Octree<T> {
  43900. /** Defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.) */
  43901. maxDepth: number;
  43902. /**
  43903. * Blocks within the octree containing objects
  43904. */
  43905. blocks: Array<OctreeBlock<T>>;
  43906. /**
  43907. * Content stored in the octree
  43908. */
  43909. dynamicContent: T[];
  43910. private _maxBlockCapacity;
  43911. private _selectionContent;
  43912. private _creationFunc;
  43913. /**
  43914. * Creates a octree
  43915. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43916. * @param creationFunc function to be used to instatiate the octree
  43917. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  43918. * @param maxDepth defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.)
  43919. */
  43920. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  43921. /** Defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.) */
  43922. maxDepth?: number);
  43923. /**
  43924. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  43925. * @param worldMin worldMin for the octree blocks var blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  43926. * @param worldMax worldMax for the octree blocks var blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  43927. * @param entries meshes to be added to the octree blocks
  43928. */
  43929. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  43930. /**
  43931. * Adds a mesh to the octree
  43932. * @param entry Mesh to add to the octree
  43933. */
  43934. addMesh(entry: T): void;
  43935. /**
  43936. * Remove an element from the octree
  43937. * @param entry defines the element to remove
  43938. */
  43939. removeMesh(entry: T): void;
  43940. /**
  43941. * Selects an array of meshes within the frustum
  43942. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  43943. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  43944. * @returns array of meshes within the frustum
  43945. */
  43946. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  43947. /**
  43948. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  43949. * @param sphereCenter defines the bounding sphere center
  43950. * @param sphereRadius defines the bounding sphere radius
  43951. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43952. * @returns an array of objects that intersect the sphere
  43953. */
  43954. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  43955. /**
  43956. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  43957. * @param ray defines the ray to test with
  43958. * @returns array of intersected objects
  43959. */
  43960. intersectsRay(ray: Ray): SmartArray<T>;
  43961. /**
  43962. * Adds a mesh into the octree block if it intersects the block
  43963. */
  43964. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  43965. /**
  43966. * Adds a submesh into the octree block if it intersects the block
  43967. */
  43968. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  43969. }
  43970. }
  43971. declare module "babylonjs/Culling/Octrees/octreeSceneComponent" {
  43972. import { ISmartArrayLike } from "babylonjs/Misc/smartArray";
  43973. import { Scene } from "babylonjs/scene";
  43974. import { SubMesh } from "babylonjs/Meshes/subMesh";
  43975. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43976. import { Ray } from "babylonjs/Culling/ray";
  43977. import { Octree } from "babylonjs/Culling/Octrees/octree";
  43978. import { Collider } from "babylonjs/Collisions/collider";
  43979. module "babylonjs/scene" {
  43980. interface Scene {
  43981. /**
  43982. * @hidden
  43983. * Backing Filed
  43984. */
  43985. _selectionOctree: Octree<AbstractMesh>;
  43986. /**
  43987. * Gets the octree used to boost mesh selection (picking)
  43988. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43989. */
  43990. selectionOctree: Octree<AbstractMesh>;
  43991. /**
  43992. * Creates or updates the octree used to boost selection (picking)
  43993. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43994. * @param maxCapacity defines the maximum capacity per leaf
  43995. * @param maxDepth defines the maximum depth of the octree
  43996. * @returns an octree of AbstractMesh
  43997. */
  43998. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  43999. }
  44000. }
  44001. module "babylonjs/Meshes/abstractMesh" {
  44002. interface AbstractMesh {
  44003. /**
  44004. * @hidden
  44005. * Backing Field
  44006. */
  44007. _submeshesOctree: Octree<SubMesh>;
  44008. /**
  44009. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  44010. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  44011. * @param maxCapacity defines the maximum size of each block (64 by default)
  44012. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  44013. * @returns the new octree
  44014. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  44015. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44016. */
  44017. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  44018. }
  44019. }
  44020. /**
  44021. * Defines the octree scene component responsible to manage any octrees
  44022. * in a given scene.
  44023. */
  44024. export class OctreeSceneComponent {
  44025. /**
  44026. * The component name help to identify the component in the list of scene components.
  44027. */
  44028. readonly name: string;
  44029. /**
  44030. * The scene the component belongs to.
  44031. */
  44032. scene: Scene;
  44033. /**
  44034. * Indicates if the meshes have been checked to make sure they are isEnabled()
  44035. */
  44036. readonly checksIsEnabled: boolean;
  44037. /**
  44038. * Creates a new instance of the component for the given scene
  44039. * @param scene Defines the scene to register the component in
  44040. */
  44041. constructor(scene: Scene);
  44042. /**
  44043. * Registers the component in a given scene
  44044. */
  44045. register(): void;
  44046. /**
  44047. * Return the list of active meshes
  44048. * @returns the list of active meshes
  44049. */
  44050. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  44051. /**
  44052. * Return the list of active sub meshes
  44053. * @param mesh The mesh to get the candidates sub meshes from
  44054. * @returns the list of active sub meshes
  44055. */
  44056. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  44057. private _tempRay;
  44058. /**
  44059. * Return the list of sub meshes intersecting with a given local ray
  44060. * @param mesh defines the mesh to find the submesh for
  44061. * @param localRay defines the ray in local space
  44062. * @returns the list of intersecting sub meshes
  44063. */
  44064. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  44065. /**
  44066. * Return the list of sub meshes colliding with a collider
  44067. * @param mesh defines the mesh to find the submesh for
  44068. * @param collider defines the collider to evaluate the collision against
  44069. * @returns the list of colliding sub meshes
  44070. */
  44071. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  44072. /**
  44073. * Rebuilds the elements related to this component in case of
  44074. * context lost for instance.
  44075. */
  44076. rebuild(): void;
  44077. /**
  44078. * Disposes the component and the associated ressources.
  44079. */
  44080. dispose(): void;
  44081. }
  44082. }
  44083. declare module "babylonjs/Culling/Octrees/index" {
  44084. export * from "babylonjs/Culling/Octrees/octree";
  44085. export * from "babylonjs/Culling/Octrees/octreeBlock";
  44086. export * from "babylonjs/Culling/Octrees/octreeSceneComponent";
  44087. }
  44088. declare module "babylonjs/Culling/index" {
  44089. export * from "babylonjs/Culling/boundingBox";
  44090. export * from "babylonjs/Culling/boundingInfo";
  44091. export * from "babylonjs/Culling/boundingSphere";
  44092. export * from "babylonjs/Culling/Octrees/index";
  44093. export * from "babylonjs/Culling/ray";
  44094. }
  44095. declare module "babylonjs/Rendering/utilityLayerRenderer" {
  44096. import { IDisposable, Scene } from "babylonjs/scene";
  44097. import { Nullable } from "babylonjs/types";
  44098. import { Observable } from "babylonjs/Misc/observable";
  44099. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44100. import { HemisphericLight } from "babylonjs/Lights/hemisphericLight";
  44101. import { Camera } from "babylonjs/Cameras/camera";
  44102. /**
  44103. * Renders a layer on top of an existing scene
  44104. */
  44105. export class UtilityLayerRenderer implements IDisposable {
  44106. /** the original scene that will be rendered on top of */
  44107. originalScene: Scene;
  44108. private _pointerCaptures;
  44109. private _lastPointerEvents;
  44110. private static _DefaultUtilityLayer;
  44111. private static _DefaultKeepDepthUtilityLayer;
  44112. private _sharedGizmoLight;
  44113. private _renderCamera;
  44114. /**
  44115. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  44116. * @returns the camera that is used when rendering the utility layer
  44117. */
  44118. getRenderCamera(): Nullable<Camera>;
  44119. /**
  44120. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  44121. * @param cam the camera that should be used when rendering the utility layer
  44122. */
  44123. setRenderCamera(cam: Nullable<Camera>): void;
  44124. /**
  44125. * @hidden
  44126. * Light which used by gizmos to get light shading
  44127. */
  44128. _getSharedGizmoLight(): HemisphericLight;
  44129. /**
  44130. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  44131. */
  44132. pickUtilitySceneFirst: boolean;
  44133. /**
  44134. * A shared utility layer that can be used to overlay objects into a scene (Depth map of the previous scene is cleared before drawing on top of it)
  44135. */
  44136. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  44137. /**
  44138. * A shared utility layer that can be used to embed objects into a scene (Depth map of the previous scene is not cleared before drawing on top of it)
  44139. */
  44140. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  44141. /**
  44142. * The scene that is rendered on top of the original scene
  44143. */
  44144. utilityLayerScene: Scene;
  44145. /**
  44146. * If the utility layer should automatically be rendered on top of existing scene
  44147. */
  44148. shouldRender: boolean;
  44149. /**
  44150. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  44151. */
  44152. onlyCheckPointerDownEvents: boolean;
  44153. /**
  44154. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  44155. */
  44156. processAllEvents: boolean;
  44157. /**
  44158. * Observable raised when the pointer move from the utility layer scene to the main scene
  44159. */
  44160. onPointerOutObservable: Observable<number>;
  44161. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  44162. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  44163. private _afterRenderObserver;
  44164. private _sceneDisposeObserver;
  44165. private _originalPointerObserver;
  44166. /**
  44167. * Instantiates a UtilityLayerRenderer
  44168. * @param originalScene the original scene that will be rendered on top of
  44169. * @param handleEvents boolean indicating if the utility layer should handle events
  44170. */
  44171. constructor(
  44172. /** the original scene that will be rendered on top of */
  44173. originalScene: Scene, handleEvents?: boolean);
  44174. private _notifyObservers;
  44175. /**
  44176. * Renders the utility layers scene on top of the original scene
  44177. */
  44178. render(): void;
  44179. /**
  44180. * Disposes of the renderer
  44181. */
  44182. dispose(): void;
  44183. private _updateCamera;
  44184. }
  44185. }
  44186. declare module "babylonjs/Gizmos/gizmo" {
  44187. import { Nullable } from "babylonjs/types";
  44188. import { IDisposable } from "babylonjs/scene";
  44189. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44190. import { Mesh } from "babylonjs/Meshes/mesh";
  44191. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44192. /**
  44193. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  44194. */
  44195. export class Gizmo implements IDisposable {
  44196. /** The utility layer the gizmo will be added to */
  44197. gizmoLayer: UtilityLayerRenderer;
  44198. /**
  44199. * The root mesh of the gizmo
  44200. */
  44201. _rootMesh: Mesh;
  44202. private _attachedMesh;
  44203. /**
  44204. * Ratio for the scale of the gizmo (Default: 1)
  44205. */
  44206. scaleRatio: number;
  44207. /**
  44208. * If a custom mesh has been set (Default: false)
  44209. */
  44210. protected _customMeshSet: boolean;
  44211. /**
  44212. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  44213. * * When set, interactions will be enabled
  44214. */
  44215. attachedMesh: Nullable<AbstractMesh>;
  44216. /**
  44217. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  44218. * @param mesh The mesh to replace the default mesh of the gizmo
  44219. */
  44220. setCustomMesh(mesh: Mesh): void;
  44221. /**
  44222. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  44223. */
  44224. updateGizmoRotationToMatchAttachedMesh: boolean;
  44225. /**
  44226. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  44227. */
  44228. updateGizmoPositionToMatchAttachedMesh: boolean;
  44229. /**
  44230. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  44231. */
  44232. updateScale: boolean;
  44233. protected _interactionsEnabled: boolean;
  44234. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44235. private _beforeRenderObserver;
  44236. private _tempVector;
  44237. /**
  44238. * Creates a gizmo
  44239. * @param gizmoLayer The utility layer the gizmo will be added to
  44240. */
  44241. constructor(
  44242. /** The utility layer the gizmo will be added to */
  44243. gizmoLayer?: UtilityLayerRenderer);
  44244. /**
  44245. * Updates the gizmo to match the attached mesh's position/rotation
  44246. */
  44247. protected _update(): void;
  44248. /**
  44249. * Disposes of the gizmo
  44250. */
  44251. dispose(): void;
  44252. }
  44253. }
  44254. declare module "babylonjs/Gizmos/planeDragGizmo" {
  44255. import { Observable } from "babylonjs/Misc/observable";
  44256. import { Nullable } from "babylonjs/types";
  44257. import { Vector3 } from "babylonjs/Maths/math.vector";
  44258. import { Color3 } from "babylonjs/Maths/math.color";
  44259. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44260. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44261. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  44262. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44263. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44264. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  44265. import { Scene } from "babylonjs/scene";
  44266. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  44267. /**
  44268. * Single plane drag gizmo
  44269. */
  44270. export class PlaneDragGizmo extends Gizmo {
  44271. /**
  44272. * Drag behavior responsible for the gizmos dragging interactions
  44273. */
  44274. dragBehavior: PointerDragBehavior;
  44275. private _pointerObserver;
  44276. /**
  44277. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44278. */
  44279. snapDistance: number;
  44280. /**
  44281. * Event that fires each time the gizmo snaps to a new location.
  44282. * * snapDistance is the the change in distance
  44283. */
  44284. onSnapObservable: Observable<{
  44285. snapDistance: number;
  44286. }>;
  44287. private _plane;
  44288. private _coloredMaterial;
  44289. private _hoverMaterial;
  44290. private _isEnabled;
  44291. private _parent;
  44292. /** @hidden */
  44293. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  44294. /** @hidden */
  44295. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  44296. /**
  44297. * Creates a PlaneDragGizmo
  44298. * @param gizmoLayer The utility layer the gizmo will be added to
  44299. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  44300. * @param color The color of the gizmo
  44301. */
  44302. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  44303. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44304. /**
  44305. * If the gizmo is enabled
  44306. */
  44307. isEnabled: boolean;
  44308. /**
  44309. * Disposes of the gizmo
  44310. */
  44311. dispose(): void;
  44312. }
  44313. }
  44314. declare module "babylonjs/Gizmos/positionGizmo" {
  44315. import { Observable } from "babylonjs/Misc/observable";
  44316. import { Nullable } from "babylonjs/types";
  44317. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44318. import { Mesh } from "babylonjs/Meshes/mesh";
  44319. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44320. import { AxisDragGizmo } from "babylonjs/Gizmos/axisDragGizmo";
  44321. import { PlaneDragGizmo } from "babylonjs/Gizmos/planeDragGizmo";
  44322. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44323. /**
  44324. * Gizmo that enables dragging a mesh along 3 axis
  44325. */
  44326. export class PositionGizmo extends Gizmo {
  44327. /**
  44328. * Internal gizmo used for interactions on the x axis
  44329. */
  44330. xGizmo: AxisDragGizmo;
  44331. /**
  44332. * Internal gizmo used for interactions on the y axis
  44333. */
  44334. yGizmo: AxisDragGizmo;
  44335. /**
  44336. * Internal gizmo used for interactions on the z axis
  44337. */
  44338. zGizmo: AxisDragGizmo;
  44339. /**
  44340. * Internal gizmo used for interactions on the yz plane
  44341. */
  44342. xPlaneGizmo: PlaneDragGizmo;
  44343. /**
  44344. * Internal gizmo used for interactions on the xz plane
  44345. */
  44346. yPlaneGizmo: PlaneDragGizmo;
  44347. /**
  44348. * Internal gizmo used for interactions on the xy plane
  44349. */
  44350. zPlaneGizmo: PlaneDragGizmo;
  44351. /**
  44352. * private variables
  44353. */
  44354. private _meshAttached;
  44355. private _updateGizmoRotationToMatchAttachedMesh;
  44356. private _snapDistance;
  44357. private _scaleRatio;
  44358. /** Fires an event when any of it's sub gizmos are dragged */
  44359. onDragStartObservable: Observable<unknown>;
  44360. /** Fires an event when any of it's sub gizmos are released from dragging */
  44361. onDragEndObservable: Observable<unknown>;
  44362. /**
  44363. * If set to true, planar drag is enabled
  44364. */
  44365. private _planarGizmoEnabled;
  44366. attachedMesh: Nullable<AbstractMesh>;
  44367. /**
  44368. * Creates a PositionGizmo
  44369. * @param gizmoLayer The utility layer the gizmo will be added to
  44370. */
  44371. constructor(gizmoLayer?: UtilityLayerRenderer);
  44372. /**
  44373. * If the planar drag gizmo is enabled
  44374. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  44375. */
  44376. planarGizmoEnabled: boolean;
  44377. updateGizmoRotationToMatchAttachedMesh: boolean;
  44378. /**
  44379. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44380. */
  44381. snapDistance: number;
  44382. /**
  44383. * Ratio for the scale of the gizmo (Default: 1)
  44384. */
  44385. scaleRatio: number;
  44386. /**
  44387. * Disposes of the gizmo
  44388. */
  44389. dispose(): void;
  44390. /**
  44391. * CustomMeshes are not supported by this gizmo
  44392. * @param mesh The mesh to replace the default mesh of the gizmo
  44393. */
  44394. setCustomMesh(mesh: Mesh): void;
  44395. }
  44396. }
  44397. declare module "babylonjs/Gizmos/axisDragGizmo" {
  44398. import { Observable } from "babylonjs/Misc/observable";
  44399. import { Nullable } from "babylonjs/types";
  44400. import { Vector3 } from "babylonjs/Maths/math.vector";
  44401. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44402. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44403. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  44404. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44405. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44406. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  44407. import { Scene } from "babylonjs/scene";
  44408. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  44409. import { Color3 } from "babylonjs/Maths/math.color";
  44410. /**
  44411. * Single axis drag gizmo
  44412. */
  44413. export class AxisDragGizmo extends Gizmo {
  44414. /**
  44415. * Drag behavior responsible for the gizmos dragging interactions
  44416. */
  44417. dragBehavior: PointerDragBehavior;
  44418. private _pointerObserver;
  44419. /**
  44420. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44421. */
  44422. snapDistance: number;
  44423. /**
  44424. * Event that fires each time the gizmo snaps to a new location.
  44425. * * snapDistance is the the change in distance
  44426. */
  44427. onSnapObservable: Observable<{
  44428. snapDistance: number;
  44429. }>;
  44430. private _isEnabled;
  44431. private _parent;
  44432. private _arrow;
  44433. private _coloredMaterial;
  44434. private _hoverMaterial;
  44435. /** @hidden */
  44436. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  44437. /** @hidden */
  44438. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  44439. /**
  44440. * Creates an AxisDragGizmo
  44441. * @param gizmoLayer The utility layer the gizmo will be added to
  44442. * @param dragAxis The axis which the gizmo will be able to drag on
  44443. * @param color The color of the gizmo
  44444. */
  44445. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  44446. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44447. /**
  44448. * If the gizmo is enabled
  44449. */
  44450. isEnabled: boolean;
  44451. /**
  44452. * Disposes of the gizmo
  44453. */
  44454. dispose(): void;
  44455. }
  44456. }
  44457. declare module "babylonjs/Debug/axesViewer" {
  44458. import { Vector3 } from "babylonjs/Maths/math.vector";
  44459. import { Nullable } from "babylonjs/types";
  44460. import { Scene } from "babylonjs/scene";
  44461. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44462. /**
  44463. * The Axes viewer will show 3 axes in a specific point in space
  44464. */
  44465. export class AxesViewer {
  44466. private _xAxis;
  44467. private _yAxis;
  44468. private _zAxis;
  44469. private _scaleLinesFactor;
  44470. private _instanced;
  44471. /**
  44472. * Gets the hosting scene
  44473. */
  44474. scene: Scene;
  44475. /**
  44476. * Gets or sets a number used to scale line length
  44477. */
  44478. scaleLines: number;
  44479. /** Gets the node hierarchy used to render x-axis */
  44480. readonly xAxis: TransformNode;
  44481. /** Gets the node hierarchy used to render y-axis */
  44482. readonly yAxis: TransformNode;
  44483. /** Gets the node hierarchy used to render z-axis */
  44484. readonly zAxis: TransformNode;
  44485. /**
  44486. * Creates a new AxesViewer
  44487. * @param scene defines the hosting scene
  44488. * @param scaleLines defines a number used to scale line length (1 by default)
  44489. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  44490. * @param xAxis defines the node hierarchy used to render the x-axis
  44491. * @param yAxis defines the node hierarchy used to render the y-axis
  44492. * @param zAxis defines the node hierarchy used to render the z-axis
  44493. */
  44494. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  44495. /**
  44496. * Force the viewer to update
  44497. * @param position defines the position of the viewer
  44498. * @param xaxis defines the x axis of the viewer
  44499. * @param yaxis defines the y axis of the viewer
  44500. * @param zaxis defines the z axis of the viewer
  44501. */
  44502. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  44503. /**
  44504. * Creates an instance of this axes viewer.
  44505. * @returns a new axes viewer with instanced meshes
  44506. */
  44507. createInstance(): AxesViewer;
  44508. /** Releases resources */
  44509. dispose(): void;
  44510. private static _SetRenderingGroupId;
  44511. }
  44512. }
  44513. declare module "babylonjs/Debug/boneAxesViewer" {
  44514. import { Nullable } from "babylonjs/types";
  44515. import { AxesViewer } from "babylonjs/Debug/axesViewer";
  44516. import { Vector3 } from "babylonjs/Maths/math.vector";
  44517. import { Mesh } from "babylonjs/Meshes/mesh";
  44518. import { Bone } from "babylonjs/Bones/bone";
  44519. import { Scene } from "babylonjs/scene";
  44520. /**
  44521. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  44522. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  44523. */
  44524. export class BoneAxesViewer extends AxesViewer {
  44525. /**
  44526. * Gets or sets the target mesh where to display the axes viewer
  44527. */
  44528. mesh: Nullable<Mesh>;
  44529. /**
  44530. * Gets or sets the target bone where to display the axes viewer
  44531. */
  44532. bone: Nullable<Bone>;
  44533. /** Gets current position */
  44534. pos: Vector3;
  44535. /** Gets direction of X axis */
  44536. xaxis: Vector3;
  44537. /** Gets direction of Y axis */
  44538. yaxis: Vector3;
  44539. /** Gets direction of Z axis */
  44540. zaxis: Vector3;
  44541. /**
  44542. * Creates a new BoneAxesViewer
  44543. * @param scene defines the hosting scene
  44544. * @param bone defines the target bone
  44545. * @param mesh defines the target mesh
  44546. * @param scaleLines defines a scaling factor for line length (1 by default)
  44547. */
  44548. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  44549. /**
  44550. * Force the viewer to update
  44551. */
  44552. update(): void;
  44553. /** Releases resources */
  44554. dispose(): void;
  44555. }
  44556. }
  44557. declare module "babylonjs/Debug/debugLayer" {
  44558. import { Scene } from "babylonjs/scene";
  44559. /**
  44560. * Interface used to define scene explorer extensibility option
  44561. */
  44562. export interface IExplorerExtensibilityOption {
  44563. /**
  44564. * Define the option label
  44565. */
  44566. label: string;
  44567. /**
  44568. * Defines the action to execute on click
  44569. */
  44570. action: (entity: any) => void;
  44571. }
  44572. /**
  44573. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  44574. */
  44575. export interface IExplorerExtensibilityGroup {
  44576. /**
  44577. * Defines a predicate to test if a given type mut be extended
  44578. */
  44579. predicate: (entity: any) => boolean;
  44580. /**
  44581. * Gets the list of options added to a type
  44582. */
  44583. entries: IExplorerExtensibilityOption[];
  44584. }
  44585. /**
  44586. * Interface used to define the options to use to create the Inspector
  44587. */
  44588. export interface IInspectorOptions {
  44589. /**
  44590. * Display in overlay mode (default: false)
  44591. */
  44592. overlay?: boolean;
  44593. /**
  44594. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  44595. */
  44596. globalRoot?: HTMLElement;
  44597. /**
  44598. * Display the Scene explorer
  44599. */
  44600. showExplorer?: boolean;
  44601. /**
  44602. * Display the property inspector
  44603. */
  44604. showInspector?: boolean;
  44605. /**
  44606. * Display in embed mode (both panes on the right)
  44607. */
  44608. embedMode?: boolean;
  44609. /**
  44610. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  44611. */
  44612. handleResize?: boolean;
  44613. /**
  44614. * Allow the panes to popup (default: true)
  44615. */
  44616. enablePopup?: boolean;
  44617. /**
  44618. * Allow the panes to be closed by users (default: true)
  44619. */
  44620. enableClose?: boolean;
  44621. /**
  44622. * Optional list of extensibility entries
  44623. */
  44624. explorerExtensibility?: IExplorerExtensibilityGroup[];
  44625. /**
  44626. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  44627. */
  44628. inspectorURL?: string;
  44629. }
  44630. module "babylonjs/scene" {
  44631. interface Scene {
  44632. /**
  44633. * @hidden
  44634. * Backing field
  44635. */
  44636. _debugLayer: DebugLayer;
  44637. /**
  44638. * Gets the debug layer (aka Inspector) associated with the scene
  44639. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44640. */
  44641. debugLayer: DebugLayer;
  44642. }
  44643. }
  44644. /**
  44645. * The debug layer (aka Inspector) is the go to tool in order to better understand
  44646. * what is happening in your scene
  44647. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44648. */
  44649. export class DebugLayer {
  44650. /**
  44651. * Define the url to get the inspector script from.
  44652. * By default it uses the babylonjs CDN.
  44653. * @ignoreNaming
  44654. */
  44655. static InspectorURL: string;
  44656. private _scene;
  44657. private BJSINSPECTOR;
  44658. private _onPropertyChangedObservable?;
  44659. /**
  44660. * Observable triggered when a property is changed through the inspector.
  44661. */
  44662. readonly onPropertyChangedObservable: any;
  44663. /**
  44664. * Instantiates a new debug layer.
  44665. * The debug layer (aka Inspector) is the go to tool in order to better understand
  44666. * what is happening in your scene
  44667. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44668. * @param scene Defines the scene to inspect
  44669. */
  44670. constructor(scene: Scene);
  44671. /** Creates the inspector window. */
  44672. private _createInspector;
  44673. /**
  44674. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  44675. * @param entity defines the entity to select
  44676. * @param lineContainerTitle defines the specific block to highlight
  44677. */
  44678. select(entity: any, lineContainerTitle?: string): void;
  44679. /** Get the inspector from bundle or global */
  44680. private _getGlobalInspector;
  44681. /**
  44682. * Get if the inspector is visible or not.
  44683. * @returns true if visible otherwise, false
  44684. */
  44685. isVisible(): boolean;
  44686. /**
  44687. * Hide the inspector and close its window.
  44688. */
  44689. hide(): void;
  44690. /**
  44691. * Launch the debugLayer.
  44692. * @param config Define the configuration of the inspector
  44693. * @return a promise fulfilled when the debug layer is visible
  44694. */
  44695. show(config?: IInspectorOptions): Promise<DebugLayer>;
  44696. }
  44697. }
  44698. declare module "babylonjs/Meshes/Builders/boxBuilder" {
  44699. import { Nullable } from "babylonjs/types";
  44700. import { Scene } from "babylonjs/scene";
  44701. import { Vector4 } from "babylonjs/Maths/math.vector";
  44702. import { Color4 } from "babylonjs/Maths/math.color";
  44703. import { Mesh } from "babylonjs/Meshes/mesh";
  44704. /**
  44705. * Class containing static functions to help procedurally build meshes
  44706. */
  44707. export class BoxBuilder {
  44708. /**
  44709. * Creates a box mesh
  44710. * * The parameter `size` sets the size (float) of each box side (default 1)
  44711. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  44712. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
  44713. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  44714. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  44715. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  44716. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44717. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  44718. * @param name defines the name of the mesh
  44719. * @param options defines the options used to create the mesh
  44720. * @param scene defines the hosting scene
  44721. * @returns the box mesh
  44722. */
  44723. static CreateBox(name: string, options: {
  44724. size?: number;
  44725. width?: number;
  44726. height?: number;
  44727. depth?: number;
  44728. faceUV?: Vector4[];
  44729. faceColors?: Color4[];
  44730. sideOrientation?: number;
  44731. frontUVs?: Vector4;
  44732. backUVs?: Vector4;
  44733. wrap?: boolean;
  44734. topBaseAt?: number;
  44735. bottomBaseAt?: number;
  44736. updatable?: boolean;
  44737. }, scene?: Nullable<Scene>): Mesh;
  44738. }
  44739. }
  44740. declare module "babylonjs/Meshes/Builders/sphereBuilder" {
  44741. import { Vector4 } from "babylonjs/Maths/math.vector";
  44742. import { Mesh } from "babylonjs/Meshes/mesh";
  44743. import { Scene } from "babylonjs/scene";
  44744. import { Nullable } from "babylonjs/types";
  44745. /**
  44746. * Class containing static functions to help procedurally build meshes
  44747. */
  44748. export class SphereBuilder {
  44749. /**
  44750. * Creates a sphere mesh
  44751. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  44752. * * You can set some different sphere dimensions, for instance to build an ellipsoid, by using the parameters `diameterX`, `diameterY` and `diameterZ` (all by default have the same value of `diameter`)
  44753. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  44754. * * You can create an unclosed sphere with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference (latitude) : 2 x PI x ratio
  44755. * * You can create an unclosed sphere on its height with the parameter `slice` (positive float, default1), valued between 0 and 1, what is the height ratio (longitude)
  44756. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  44757. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  44758. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44759. * @param name defines the name of the mesh
  44760. * @param options defines the options used to create the mesh
  44761. * @param scene defines the hosting scene
  44762. * @returns the sphere mesh
  44763. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  44764. */
  44765. static CreateSphere(name: string, options: {
  44766. segments?: number;
  44767. diameter?: number;
  44768. diameterX?: number;
  44769. diameterY?: number;
  44770. diameterZ?: number;
  44771. arc?: number;
  44772. slice?: number;
  44773. sideOrientation?: number;
  44774. frontUVs?: Vector4;
  44775. backUVs?: Vector4;
  44776. updatable?: boolean;
  44777. }, scene?: Nullable<Scene>): Mesh;
  44778. }
  44779. }
  44780. declare module "babylonjs/Debug/physicsViewer" {
  44781. import { Nullable } from "babylonjs/types";
  44782. import { Scene } from "babylonjs/scene";
  44783. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44784. import { Mesh } from "babylonjs/Meshes/mesh";
  44785. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  44786. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  44787. /**
  44788. * Used to show the physics impostor around the specific mesh
  44789. */
  44790. export class PhysicsViewer {
  44791. /** @hidden */
  44792. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  44793. /** @hidden */
  44794. protected _meshes: Array<Nullable<AbstractMesh>>;
  44795. /** @hidden */
  44796. protected _scene: Nullable<Scene>;
  44797. /** @hidden */
  44798. protected _numMeshes: number;
  44799. /** @hidden */
  44800. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  44801. private _renderFunction;
  44802. private _utilityLayer;
  44803. private _debugBoxMesh;
  44804. private _debugSphereMesh;
  44805. private _debugCylinderMesh;
  44806. private _debugMaterial;
  44807. private _debugMeshMeshes;
  44808. /**
  44809. * Creates a new PhysicsViewer
  44810. * @param scene defines the hosting scene
  44811. */
  44812. constructor(scene: Scene);
  44813. /** @hidden */
  44814. protected _updateDebugMeshes(): void;
  44815. /**
  44816. * Renders a specified physic impostor
  44817. * @param impostor defines the impostor to render
  44818. * @param targetMesh defines the mesh represented by the impostor
  44819. * @returns the new debug mesh used to render the impostor
  44820. */
  44821. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  44822. /**
  44823. * Hides a specified physic impostor
  44824. * @param impostor defines the impostor to hide
  44825. */
  44826. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  44827. private _getDebugMaterial;
  44828. private _getDebugBoxMesh;
  44829. private _getDebugSphereMesh;
  44830. private _getDebugCylinderMesh;
  44831. private _getDebugMeshMesh;
  44832. private _getDebugMesh;
  44833. /** Releases all resources */
  44834. dispose(): void;
  44835. }
  44836. }
  44837. declare module "babylonjs/Meshes/Builders/linesBuilder" {
  44838. import { Vector3 } from "babylonjs/Maths/math.vector";
  44839. import { Color4 } from "babylonjs/Maths/math.color";
  44840. import { Nullable } from "babylonjs/types";
  44841. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  44842. import { Scene } from "babylonjs/scene";
  44843. /**
  44844. * Class containing static functions to help procedurally build meshes
  44845. */
  44846. export class LinesBuilder {
  44847. /**
  44848. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  44849. * * A line system mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of lines as an input parameter
  44850. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  44851. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  44852. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  44853. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  44854. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  44855. * * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  44856. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  44857. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44858. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  44859. * @param name defines the name of the new line system
  44860. * @param options defines the options used to create the line system
  44861. * @param scene defines the hosting scene
  44862. * @returns a new line system mesh
  44863. */
  44864. static CreateLineSystem(name: string, options: {
  44865. lines: Vector3[][];
  44866. updatable?: boolean;
  44867. instance?: Nullable<LinesMesh>;
  44868. colors?: Nullable<Color4[][]>;
  44869. useVertexAlpha?: boolean;
  44870. }, scene: Nullable<Scene>): LinesMesh;
  44871. /**
  44872. * Creates a line mesh
  44873. * A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  44874. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  44875. * * The parameter `points` is an array successive Vector3
  44876. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  44877. * * The optional parameter `colors` is an array of successive Color4, one per line point
  44878. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  44879. * * When updating an instance, remember that only point positions can change, not the number of points
  44880. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44881. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  44882. * @param name defines the name of the new line system
  44883. * @param options defines the options used to create the line system
  44884. * @param scene defines the hosting scene
  44885. * @returns a new line mesh
  44886. */
  44887. static CreateLines(name: string, options: {
  44888. points: Vector3[];
  44889. updatable?: boolean;
  44890. instance?: Nullable<LinesMesh>;
  44891. colors?: Color4[];
  44892. useVertexAlpha?: boolean;
  44893. }, scene?: Nullable<Scene>): LinesMesh;
  44894. /**
  44895. * Creates a dashed line mesh
  44896. * * A dashed line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  44897. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  44898. * * The parameter `points` is an array successive Vector3
  44899. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  44900. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  44901. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  44902. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  44903. * * When updating an instance, remember that only point positions can change, not the number of points
  44904. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44905. * @param name defines the name of the mesh
  44906. * @param options defines the options used to create the mesh
  44907. * @param scene defines the hosting scene
  44908. * @returns the dashed line mesh
  44909. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  44910. */
  44911. static CreateDashedLines(name: string, options: {
  44912. points: Vector3[];
  44913. dashSize?: number;
  44914. gapSize?: number;
  44915. dashNb?: number;
  44916. updatable?: boolean;
  44917. instance?: LinesMesh;
  44918. }, scene?: Nullable<Scene>): LinesMesh;
  44919. }
  44920. }
  44921. declare module "babylonjs/Debug/rayHelper" {
  44922. import { Nullable } from "babylonjs/types";
  44923. import { Ray } from "babylonjs/Culling/ray";
  44924. import { Vector3 } from "babylonjs/Maths/math.vector";
  44925. import { Color3 } from "babylonjs/Maths/math.color";
  44926. import { Scene } from "babylonjs/scene";
  44927. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44928. import "babylonjs/Meshes/Builders/linesBuilder";
  44929. /**
  44930. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  44931. * in order to better appreciate the issue one might have.
  44932. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  44933. */
  44934. export class RayHelper {
  44935. /**
  44936. * Defines the ray we are currently tryin to visualize.
  44937. */
  44938. ray: Nullable<Ray>;
  44939. private _renderPoints;
  44940. private _renderLine;
  44941. private _renderFunction;
  44942. private _scene;
  44943. private _updateToMeshFunction;
  44944. private _attachedToMesh;
  44945. private _meshSpaceDirection;
  44946. private _meshSpaceOrigin;
  44947. /**
  44948. * Helper function to create a colored helper in a scene in one line.
  44949. * @param ray Defines the ray we are currently tryin to visualize
  44950. * @param scene Defines the scene the ray is used in
  44951. * @param color Defines the color we want to see the ray in
  44952. * @returns The newly created ray helper.
  44953. */
  44954. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  44955. /**
  44956. * Instantiate a new ray helper.
  44957. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  44958. * in order to better appreciate the issue one might have.
  44959. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  44960. * @param ray Defines the ray we are currently tryin to visualize
  44961. */
  44962. constructor(ray: Ray);
  44963. /**
  44964. * Shows the ray we are willing to debug.
  44965. * @param scene Defines the scene the ray needs to be rendered in
  44966. * @param color Defines the color the ray needs to be rendered in
  44967. */
  44968. show(scene: Scene, color?: Color3): void;
  44969. /**
  44970. * Hides the ray we are debugging.
  44971. */
  44972. hide(): void;
  44973. private _render;
  44974. /**
  44975. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  44976. * @param mesh Defines the mesh we want the helper attached to
  44977. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  44978. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  44979. * @param length Defines the length of the ray
  44980. */
  44981. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  44982. /**
  44983. * Detach the ray helper from the mesh it has previously been attached to.
  44984. */
  44985. detachFromMesh(): void;
  44986. private _updateToMesh;
  44987. /**
  44988. * Dispose the helper and release its associated resources.
  44989. */
  44990. dispose(): void;
  44991. }
  44992. }
  44993. declare module "babylonjs/Debug/skeletonViewer" {
  44994. import { Color3 } from "babylonjs/Maths/math.color";
  44995. import { Scene } from "babylonjs/scene";
  44996. import { Nullable } from "babylonjs/types";
  44997. import { Skeleton } from "babylonjs/Bones/skeleton";
  44998. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44999. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  45000. /**
  45001. * Class used to render a debug view of a given skeleton
  45002. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  45003. */
  45004. export class SkeletonViewer {
  45005. /** defines the skeleton to render */
  45006. skeleton: Skeleton;
  45007. /** defines the mesh attached to the skeleton */
  45008. mesh: AbstractMesh;
  45009. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  45010. autoUpdateBonesMatrices: boolean;
  45011. /** defines the rendering group id to use with the viewer */
  45012. renderingGroupId: number;
  45013. /** Gets or sets the color used to render the skeleton */
  45014. color: Color3;
  45015. private _scene;
  45016. private _debugLines;
  45017. private _debugMesh;
  45018. private _isEnabled;
  45019. private _renderFunction;
  45020. private _utilityLayer;
  45021. /**
  45022. * Returns the mesh used to render the bones
  45023. */
  45024. readonly debugMesh: Nullable<LinesMesh>;
  45025. /**
  45026. * Creates a new SkeletonViewer
  45027. * @param skeleton defines the skeleton to render
  45028. * @param mesh defines the mesh attached to the skeleton
  45029. * @param scene defines the hosting scene
  45030. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  45031. * @param renderingGroupId defines the rendering group id to use with the viewer
  45032. */
  45033. constructor(
  45034. /** defines the skeleton to render */
  45035. skeleton: Skeleton,
  45036. /** defines the mesh attached to the skeleton */
  45037. mesh: AbstractMesh, scene: Scene,
  45038. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  45039. autoUpdateBonesMatrices?: boolean,
  45040. /** defines the rendering group id to use with the viewer */
  45041. renderingGroupId?: number);
  45042. /** Gets or sets a boolean indicating if the viewer is enabled */
  45043. isEnabled: boolean;
  45044. private _getBonePosition;
  45045. private _getLinesForBonesWithLength;
  45046. private _getLinesForBonesNoLength;
  45047. /** Update the viewer to sync with current skeleton state */
  45048. update(): void;
  45049. /** Release associated resources */
  45050. dispose(): void;
  45051. }
  45052. }
  45053. declare module "babylonjs/Debug/index" {
  45054. export * from "babylonjs/Debug/axesViewer";
  45055. export * from "babylonjs/Debug/boneAxesViewer";
  45056. export * from "babylonjs/Debug/debugLayer";
  45057. export * from "babylonjs/Debug/physicsViewer";
  45058. export * from "babylonjs/Debug/rayHelper";
  45059. export * from "babylonjs/Debug/skeletonViewer";
  45060. }
  45061. declare module "babylonjs/Engines/nullEngine" {
  45062. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  45063. import { Scene } from "babylonjs/scene";
  45064. import { Engine } from "babylonjs/Engines/engine";
  45065. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  45066. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  45067. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  45068. import { Effect } from "babylonjs/Materials/effect";
  45069. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  45070. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  45071. import { IColor4Like, IViewportLike } from "babylonjs/Maths/math.like";
  45072. /**
  45073. * Options to create the null engine
  45074. */
  45075. export class NullEngineOptions {
  45076. /**
  45077. * Render width (Default: 512)
  45078. */
  45079. renderWidth: number;
  45080. /**
  45081. * Render height (Default: 256)
  45082. */
  45083. renderHeight: number;
  45084. /**
  45085. * Texture size (Default: 512)
  45086. */
  45087. textureSize: number;
  45088. /**
  45089. * If delta time between frames should be constant
  45090. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45091. */
  45092. deterministicLockstep: boolean;
  45093. /**
  45094. * Maximum about of steps between frames (Default: 4)
  45095. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45096. */
  45097. lockstepMaxSteps: number;
  45098. }
  45099. /**
  45100. * The null engine class provides support for headless version of babylon.js.
  45101. * This can be used in server side scenario or for testing purposes
  45102. */
  45103. export class NullEngine extends Engine {
  45104. private _options;
  45105. /**
  45106. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45107. */
  45108. isDeterministicLockStep(): boolean;
  45109. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  45110. getLockstepMaxSteps(): number;
  45111. /**
  45112. * Sets hardware scaling, used to save performance if needed
  45113. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  45114. */
  45115. getHardwareScalingLevel(): number;
  45116. constructor(options?: NullEngineOptions);
  45117. createVertexBuffer(vertices: FloatArray): DataBuffer;
  45118. createIndexBuffer(indices: IndicesArray): DataBuffer;
  45119. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  45120. getRenderWidth(useScreen?: boolean): number;
  45121. getRenderHeight(useScreen?: boolean): number;
  45122. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  45123. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  45124. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  45125. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  45126. bindSamplers(effect: Effect): void;
  45127. enableEffect(effect: Effect): void;
  45128. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  45129. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  45130. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  45131. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  45132. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  45133. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  45134. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  45135. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  45136. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  45137. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  45138. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  45139. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  45140. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  45141. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  45142. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  45143. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  45144. setFloat(uniform: WebGLUniformLocation, value: number): void;
  45145. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  45146. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  45147. setBool(uniform: WebGLUniformLocation, bool: number): void;
  45148. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  45149. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  45150. bindBuffers(vertexBuffers: {
  45151. [key: string]: VertexBuffer;
  45152. }, indexBuffer: DataBuffer, effect: Effect): void;
  45153. wipeCaches(bruteForce?: boolean): void;
  45154. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  45155. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  45156. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  45157. /** @hidden */
  45158. _createTexture(): WebGLTexture;
  45159. /** @hidden */
  45160. _releaseTexture(texture: InternalTexture): void;
  45161. createTexture(urlArg: string, noMipmap: boolean, invertY: boolean, scene: Scene, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<ArrayBuffer | HTMLImageElement>, fallBack?: InternalTexture, format?: number): InternalTexture;
  45162. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  45163. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  45164. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  45165. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  45166. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  45167. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  45168. areAllEffectsReady(): boolean;
  45169. /**
  45170. * @hidden
  45171. * Get the current error code of the webGL context
  45172. * @returns the error code
  45173. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  45174. */
  45175. getError(): number;
  45176. /** @hidden */
  45177. _getUnpackAlignement(): number;
  45178. /** @hidden */
  45179. _unpackFlipY(value: boolean): void;
  45180. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  45181. /**
  45182. * Updates a dynamic vertex buffer.
  45183. * @param vertexBuffer the vertex buffer to update
  45184. * @param data the data used to update the vertex buffer
  45185. * @param byteOffset the byte offset of the data (optional)
  45186. * @param byteLength the byte length of the data (optional)
  45187. */
  45188. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  45189. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  45190. /** @hidden */
  45191. _bindTexture(channel: number, texture: InternalTexture): void;
  45192. protected _deleteBuffer(buffer: WebGLBuffer): void;
  45193. releaseEffects(): void;
  45194. displayLoadingUI(): void;
  45195. hideLoadingUI(): void;
  45196. /** @hidden */
  45197. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45198. /** @hidden */
  45199. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45200. /** @hidden */
  45201. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45202. /** @hidden */
  45203. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  45204. }
  45205. }
  45206. declare module "babylonjs/Engines/Extensions/engine.occlusionQuery" {
  45207. import { Nullable, int } from "babylonjs/types";
  45208. import { _TimeToken } from "babylonjs/Instrumentation/timeToken";
  45209. /** @hidden */
  45210. export class _OcclusionDataStorage {
  45211. /** @hidden */
  45212. occlusionInternalRetryCounter: number;
  45213. /** @hidden */
  45214. isOcclusionQueryInProgress: boolean;
  45215. /** @hidden */
  45216. isOccluded: boolean;
  45217. /** @hidden */
  45218. occlusionRetryCount: number;
  45219. /** @hidden */
  45220. occlusionType: number;
  45221. /** @hidden */
  45222. occlusionQueryAlgorithmType: number;
  45223. }
  45224. module "babylonjs/Engines/engine" {
  45225. interface Engine {
  45226. /**
  45227. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  45228. * @return the new query
  45229. */
  45230. createQuery(): WebGLQuery;
  45231. /**
  45232. * Delete and release a webGL query
  45233. * @param query defines the query to delete
  45234. * @return the current engine
  45235. */
  45236. deleteQuery(query: WebGLQuery): Engine;
  45237. /**
  45238. * Check if a given query has resolved and got its value
  45239. * @param query defines the query to check
  45240. * @returns true if the query got its value
  45241. */
  45242. isQueryResultAvailable(query: WebGLQuery): boolean;
  45243. /**
  45244. * Gets the value of a given query
  45245. * @param query defines the query to check
  45246. * @returns the value of the query
  45247. */
  45248. getQueryResult(query: WebGLQuery): number;
  45249. /**
  45250. * Initiates an occlusion query
  45251. * @param algorithmType defines the algorithm to use
  45252. * @param query defines the query to use
  45253. * @returns the current engine
  45254. * @see http://doc.babylonjs.com/features/occlusionquery
  45255. */
  45256. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  45257. /**
  45258. * Ends an occlusion query
  45259. * @see http://doc.babylonjs.com/features/occlusionquery
  45260. * @param algorithmType defines the algorithm to use
  45261. * @returns the current engine
  45262. */
  45263. endOcclusionQuery(algorithmType: number): Engine;
  45264. /**
  45265. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  45266. * Please note that only one query can be issued at a time
  45267. * @returns a time token used to track the time span
  45268. */
  45269. startTimeQuery(): Nullable<_TimeToken>;
  45270. /**
  45271. * Ends a time query
  45272. * @param token defines the token used to measure the time span
  45273. * @returns the time spent (in ns)
  45274. */
  45275. endTimeQuery(token: _TimeToken): int;
  45276. /** @hidden */
  45277. _currentNonTimestampToken: Nullable<_TimeToken>;
  45278. /** @hidden */
  45279. _createTimeQuery(): WebGLQuery;
  45280. /** @hidden */
  45281. _deleteTimeQuery(query: WebGLQuery): void;
  45282. /** @hidden */
  45283. _getGlAlgorithmType(algorithmType: number): number;
  45284. /** @hidden */
  45285. _getTimeQueryResult(query: WebGLQuery): any;
  45286. /** @hidden */
  45287. _getTimeQueryAvailability(query: WebGLQuery): any;
  45288. }
  45289. }
  45290. module "babylonjs/Meshes/abstractMesh" {
  45291. interface AbstractMesh {
  45292. /**
  45293. * Backing filed
  45294. * @hidden
  45295. */
  45296. __occlusionDataStorage: _OcclusionDataStorage;
  45297. /**
  45298. * Access property
  45299. * @hidden
  45300. */
  45301. _occlusionDataStorage: _OcclusionDataStorage;
  45302. /**
  45303. * This number indicates the number of allowed retries before stop the occlusion query, this is useful if the occlusion query is taking long time before to the query result is retireved, the query result indicates if the object is visible within the scene or not and based on that Babylon.Js engine decideds to show or hide the object.
  45304. * The default value is -1 which means don't break the query and wait till the result
  45305. * @see http://doc.babylonjs.com/features/occlusionquery
  45306. */
  45307. occlusionRetryCount: number;
  45308. /**
  45309. * This property is responsible for starting the occlusion query within the Mesh or not, this property is also used to determine what should happen when the occlusionRetryCount is reached. It has supports 3 values:
  45310. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  45311. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  45312. * * OCCLUSION_TYPE_STRICT: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken restore the last state of the mesh occlusion if the mesh was visible then show the mesh if was hidden then hide don't show.
  45313. * @see http://doc.babylonjs.com/features/occlusionquery
  45314. */
  45315. occlusionType: number;
  45316. /**
  45317. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  45318. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  45319. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE (Default Value) which is mapped to GL_ANY_SAMPLES_PASSED_CONSERVATIVE which is a false positive algorithm that is faster than GL_ANY_SAMPLES_PASSED but less accurate.
  45320. * @see http://doc.babylonjs.com/features/occlusionquery
  45321. */
  45322. occlusionQueryAlgorithmType: number;
  45323. /**
  45324. * Gets or sets whether the mesh is occluded or not, it is used also to set the intial state of the mesh to be occluded or not
  45325. * @see http://doc.babylonjs.com/features/occlusionquery
  45326. */
  45327. isOccluded: boolean;
  45328. /**
  45329. * Flag to check the progress status of the query
  45330. * @see http://doc.babylonjs.com/features/occlusionquery
  45331. */
  45332. isOcclusionQueryInProgress: boolean;
  45333. }
  45334. }
  45335. }
  45336. declare module "babylonjs/Engines/Extensions/engine.transformFeedback" {
  45337. import { Nullable } from "babylonjs/types";
  45338. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  45339. /** @hidden */
  45340. export var _forceTransformFeedbackToBundle: boolean;
  45341. module "babylonjs/Engines/engine" {
  45342. interface Engine {
  45343. /**
  45344. * Creates a webGL transform feedback object
  45345. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  45346. * @returns the webGL transform feedback object
  45347. */
  45348. createTransformFeedback(): WebGLTransformFeedback;
  45349. /**
  45350. * Delete a webGL transform feedback object
  45351. * @param value defines the webGL transform feedback object to delete
  45352. */
  45353. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  45354. /**
  45355. * Bind a webGL transform feedback object to the webgl context
  45356. * @param value defines the webGL transform feedback object to bind
  45357. */
  45358. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  45359. /**
  45360. * Begins a transform feedback operation
  45361. * @param usePoints defines if points or triangles must be used
  45362. */
  45363. beginTransformFeedback(usePoints: boolean): void;
  45364. /**
  45365. * Ends a transform feedback operation
  45366. */
  45367. endTransformFeedback(): void;
  45368. /**
  45369. * Specify the varyings to use with transform feedback
  45370. * @param program defines the associated webGL program
  45371. * @param value defines the list of strings representing the varying names
  45372. */
  45373. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  45374. /**
  45375. * Bind a webGL buffer for a transform feedback operation
  45376. * @param value defines the webGL buffer to bind
  45377. */
  45378. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  45379. }
  45380. }
  45381. }
  45382. declare module "babylonjs/Materials/Textures/multiRenderTarget" {
  45383. import { Scene } from "babylonjs/scene";
  45384. import { Engine } from "babylonjs/Engines/engine";
  45385. import { Texture } from "babylonjs/Materials/Textures/texture";
  45386. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  45387. import "babylonjs/Engines/Extensions/engine.multiRender";
  45388. /**
  45389. * Creation options of the multi render target texture.
  45390. */
  45391. export interface IMultiRenderTargetOptions {
  45392. /**
  45393. * Define if the texture needs to create mip maps after render.
  45394. */
  45395. generateMipMaps?: boolean;
  45396. /**
  45397. * Define the types of all the draw buffers we want to create
  45398. */
  45399. types?: number[];
  45400. /**
  45401. * Define the sampling modes of all the draw buffers we want to create
  45402. */
  45403. samplingModes?: number[];
  45404. /**
  45405. * Define if a depth buffer is required
  45406. */
  45407. generateDepthBuffer?: boolean;
  45408. /**
  45409. * Define if a stencil buffer is required
  45410. */
  45411. generateStencilBuffer?: boolean;
  45412. /**
  45413. * Define if a depth texture is required instead of a depth buffer
  45414. */
  45415. generateDepthTexture?: boolean;
  45416. /**
  45417. * Define the number of desired draw buffers
  45418. */
  45419. textureCount?: number;
  45420. /**
  45421. * Define if aspect ratio should be adapted to the texture or stay the scene one
  45422. */
  45423. doNotChangeAspectRatio?: boolean;
  45424. /**
  45425. * Define the default type of the buffers we are creating
  45426. */
  45427. defaultType?: number;
  45428. }
  45429. /**
  45430. * A multi render target, like a render target provides the ability to render to a texture.
  45431. * Unlike the render target, it can render to several draw buffers in one draw.
  45432. * This is specially interesting in deferred rendering or for any effects requiring more than
  45433. * just one color from a single pass.
  45434. */
  45435. export class MultiRenderTarget extends RenderTargetTexture {
  45436. private _internalTextures;
  45437. private _textures;
  45438. private _multiRenderTargetOptions;
  45439. /**
  45440. * Get if draw buffers are currently supported by the used hardware and browser.
  45441. */
  45442. readonly isSupported: boolean;
  45443. /**
  45444. * Get the list of textures generated by the multi render target.
  45445. */
  45446. readonly textures: Texture[];
  45447. /**
  45448. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  45449. */
  45450. readonly depthTexture: Texture;
  45451. /**
  45452. * Set the wrapping mode on U of all the textures we are rendering to.
  45453. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  45454. */
  45455. wrapU: number;
  45456. /**
  45457. * Set the wrapping mode on V of all the textures we are rendering to.
  45458. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  45459. */
  45460. wrapV: number;
  45461. /**
  45462. * Instantiate a new multi render target texture.
  45463. * A multi render target, like a render target provides the ability to render to a texture.
  45464. * Unlike the render target, it can render to several draw buffers in one draw.
  45465. * This is specially interesting in deferred rendering or for any effects requiring more than
  45466. * just one color from a single pass.
  45467. * @param name Define the name of the texture
  45468. * @param size Define the size of the buffers to render to
  45469. * @param count Define the number of target we are rendering into
  45470. * @param scene Define the scene the texture belongs to
  45471. * @param options Define the options used to create the multi render target
  45472. */
  45473. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  45474. /** @hidden */
  45475. _rebuild(): void;
  45476. private _createInternalTextures;
  45477. private _createTextures;
  45478. /**
  45479. * Define the number of samples used if MSAA is enabled.
  45480. */
  45481. samples: number;
  45482. /**
  45483. * Resize all the textures in the multi render target.
  45484. * Be carrefull as it will recreate all the data in the new texture.
  45485. * @param size Define the new size
  45486. */
  45487. resize(size: any): void;
  45488. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  45489. /**
  45490. * Dispose the render targets and their associated resources
  45491. */
  45492. dispose(): void;
  45493. /**
  45494. * Release all the underlying texture used as draw buffers.
  45495. */
  45496. releaseInternalTextures(): void;
  45497. }
  45498. }
  45499. declare module "babylonjs/Engines/Extensions/engine.multiRender" {
  45500. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  45501. import { IMultiRenderTargetOptions } from "babylonjs/Materials/Textures/multiRenderTarget";
  45502. import { Nullable } from "babylonjs/types";
  45503. module "babylonjs/Engines/engine" {
  45504. interface Engine {
  45505. /**
  45506. * Unbind a list of render target textures from the webGL context
  45507. * This is used only when drawBuffer extension or webGL2 are active
  45508. * @param textures defines the render target textures to unbind
  45509. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  45510. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  45511. */
  45512. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  45513. /**
  45514. * Create a multi render target texture
  45515. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  45516. * @param size defines the size of the texture
  45517. * @param options defines the creation options
  45518. * @returns the cube texture as an InternalTexture
  45519. */
  45520. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  45521. /**
  45522. * Update the sample count for a given multiple render target texture
  45523. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  45524. * @param textures defines the textures to update
  45525. * @param samples defines the sample count to set
  45526. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  45527. */
  45528. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  45529. }
  45530. }
  45531. }
  45532. declare module "babylonjs/Engines/Extensions/index" {
  45533. export * from "babylonjs/Engines/Extensions/engine.occlusionQuery";
  45534. export * from "babylonjs/Engines/Extensions/engine.transformFeedback";
  45535. export * from "babylonjs/Engines/Extensions/engine.multiview";
  45536. export * from "babylonjs/Engines/Extensions/engine.rawTexture";
  45537. export * from "babylonjs/Engines/Extensions/engine.multiRender";
  45538. export * from "babylonjs/Engines/Extensions/engine.cubeTexture";
  45539. export * from "babylonjs/Engines/Extensions/engine.renderTarget";
  45540. export * from "babylonjs/Engines/Extensions/engine.webVR";
  45541. }
  45542. declare module "babylonjs/Shaders/rgbdEncode.fragment" {
  45543. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  45544. /** @hidden */
  45545. export var rgbdEncodePixelShader: {
  45546. name: string;
  45547. shader: string;
  45548. };
  45549. }
  45550. declare module "babylonjs/Shaders/rgbdDecode.fragment" {
  45551. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  45552. /** @hidden */
  45553. export var rgbdDecodePixelShader: {
  45554. name: string;
  45555. shader: string;
  45556. };
  45557. }
  45558. declare module "babylonjs/Misc/environmentTextureTools" {
  45559. import { Nullable } from "babylonjs/types";
  45560. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  45561. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  45562. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  45563. import "babylonjs/Engines/Extensions/engine.renderTarget";
  45564. import "babylonjs/Shaders/rgbdEncode.fragment";
  45565. import "babylonjs/Shaders/rgbdDecode.fragment";
  45566. /**
  45567. * Raw texture data and descriptor sufficient for WebGL texture upload
  45568. */
  45569. export interface EnvironmentTextureInfo {
  45570. /**
  45571. * Version of the environment map
  45572. */
  45573. version: number;
  45574. /**
  45575. * Width of image
  45576. */
  45577. width: number;
  45578. /**
  45579. * Irradiance information stored in the file.
  45580. */
  45581. irradiance: any;
  45582. /**
  45583. * Specular information stored in the file.
  45584. */
  45585. specular: any;
  45586. }
  45587. /**
  45588. * Defines One Image in the file. It requires only the position in the file
  45589. * as well as the length.
  45590. */
  45591. interface BufferImageData {
  45592. /**
  45593. * Length of the image data.
  45594. */
  45595. length: number;
  45596. /**
  45597. * Position of the data from the null terminator delimiting the end of the JSON.
  45598. */
  45599. position: number;
  45600. }
  45601. /**
  45602. * Defines the specular data enclosed in the file.
  45603. * This corresponds to the version 1 of the data.
  45604. */
  45605. export interface EnvironmentTextureSpecularInfoV1 {
  45606. /**
  45607. * Defines where the specular Payload is located. It is a runtime value only not stored in the file.
  45608. */
  45609. specularDataPosition?: number;
  45610. /**
  45611. * This contains all the images data needed to reconstruct the cubemap.
  45612. */
  45613. mipmaps: Array<BufferImageData>;
  45614. /**
  45615. * Defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness.
  45616. */
  45617. lodGenerationScale: number;
  45618. }
  45619. /**
  45620. * Sets of helpers addressing the serialization and deserialization of environment texture
  45621. * stored in a BabylonJS env file.
  45622. * Those files are usually stored as .env files.
  45623. */
  45624. export class EnvironmentTextureTools {
  45625. /**
  45626. * Magic number identifying the env file.
  45627. */
  45628. private static _MagicBytes;
  45629. /**
  45630. * Gets the environment info from an env file.
  45631. * @param data The array buffer containing the .env bytes.
  45632. * @returns the environment file info (the json header) if successfully parsed.
  45633. */
  45634. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  45635. /**
  45636. * Creates an environment texture from a loaded cube texture.
  45637. * @param texture defines the cube texture to convert in env file
  45638. * @return a promise containing the environment data if succesfull.
  45639. */
  45640. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  45641. /**
  45642. * Creates a JSON representation of the spherical data.
  45643. * @param texture defines the texture containing the polynomials
  45644. * @return the JSON representation of the spherical info
  45645. */
  45646. private static _CreateEnvTextureIrradiance;
  45647. /**
  45648. * Creates the ArrayBufferViews used for initializing environment texture image data.
  45649. * @param arrayBuffer the underlying ArrayBuffer to which the views refer
  45650. * @param info parameters that determine what views will be created for accessing the underlying buffer
  45651. * @return the views described by info providing access to the underlying buffer
  45652. */
  45653. static CreateImageDataArrayBufferViews(arrayBuffer: any, info: EnvironmentTextureInfo): Array<Array<ArrayBufferView>>;
  45654. /**
  45655. * Uploads the texture info contained in the env file to the GPU.
  45656. * @param texture defines the internal texture to upload to
  45657. * @param arrayBuffer defines the buffer cotaining the data to load
  45658. * @param info defines the texture info retrieved through the GetEnvInfo method
  45659. * @returns a promise
  45660. */
  45661. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  45662. /**
  45663. * Uploads the levels of image data to the GPU.
  45664. * @param texture defines the internal texture to upload to
  45665. * @param imageData defines the array buffer views of image data [mipmap][face]
  45666. * @returns a promise
  45667. */
  45668. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  45669. /**
  45670. * Uploads spherical polynomials information to the texture.
  45671. * @param texture defines the texture we are trying to upload the information to
  45672. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  45673. */
  45674. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  45675. /** @hidden */
  45676. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  45677. }
  45678. }
  45679. declare module "babylonjs/Maths/math.vertexFormat" {
  45680. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  45681. /**
  45682. * Contains position and normal vectors for a vertex
  45683. */
  45684. export class PositionNormalVertex {
  45685. /** the position of the vertex (defaut: 0,0,0) */
  45686. position: Vector3;
  45687. /** the normal of the vertex (defaut: 0,1,0) */
  45688. normal: Vector3;
  45689. /**
  45690. * Creates a PositionNormalVertex
  45691. * @param position the position of the vertex (defaut: 0,0,0)
  45692. * @param normal the normal of the vertex (defaut: 0,1,0)
  45693. */
  45694. constructor(
  45695. /** the position of the vertex (defaut: 0,0,0) */
  45696. position?: Vector3,
  45697. /** the normal of the vertex (defaut: 0,1,0) */
  45698. normal?: Vector3);
  45699. /**
  45700. * Clones the PositionNormalVertex
  45701. * @returns the cloned PositionNormalVertex
  45702. */
  45703. clone(): PositionNormalVertex;
  45704. }
  45705. /**
  45706. * Contains position, normal and uv vectors for a vertex
  45707. */
  45708. export class PositionNormalTextureVertex {
  45709. /** the position of the vertex (defaut: 0,0,0) */
  45710. position: Vector3;
  45711. /** the normal of the vertex (defaut: 0,1,0) */
  45712. normal: Vector3;
  45713. /** the uv of the vertex (default: 0,0) */
  45714. uv: Vector2;
  45715. /**
  45716. * Creates a PositionNormalTextureVertex
  45717. * @param position the position of the vertex (defaut: 0,0,0)
  45718. * @param normal the normal of the vertex (defaut: 0,1,0)
  45719. * @param uv the uv of the vertex (default: 0,0)
  45720. */
  45721. constructor(
  45722. /** the position of the vertex (defaut: 0,0,0) */
  45723. position?: Vector3,
  45724. /** the normal of the vertex (defaut: 0,1,0) */
  45725. normal?: Vector3,
  45726. /** the uv of the vertex (default: 0,0) */
  45727. uv?: Vector2);
  45728. /**
  45729. * Clones the PositionNormalTextureVertex
  45730. * @returns the cloned PositionNormalTextureVertex
  45731. */
  45732. clone(): PositionNormalTextureVertex;
  45733. }
  45734. }
  45735. declare module "babylonjs/Maths/math" {
  45736. export * from "babylonjs/Maths/math.axis";
  45737. export * from "babylonjs/Maths/math.color";
  45738. export * from "babylonjs/Maths/math.constants";
  45739. export * from "babylonjs/Maths/math.frustum";
  45740. export * from "babylonjs/Maths/math.path";
  45741. export * from "babylonjs/Maths/math.plane";
  45742. export * from "babylonjs/Maths/math.size";
  45743. export * from "babylonjs/Maths/math.vector";
  45744. export * from "babylonjs/Maths/math.vertexFormat";
  45745. export * from "babylonjs/Maths/math.viewport";
  45746. }
  45747. declare module "babylonjs/Engines/Native/nativeShaderProcessor" {
  45748. import { WebGL2ShaderProcessor } from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
  45749. /** @hidden */
  45750. export class NativeShaderProcessor extends WebGL2ShaderProcessor {
  45751. private _genericAttributeLocation;
  45752. private _varyingLocationCount;
  45753. private _varyingLocationMap;
  45754. private _replacements;
  45755. private _textureCount;
  45756. private _uniforms;
  45757. lineProcessor(line: string): string;
  45758. attributeProcessor(attribute: string): string;
  45759. varyingProcessor(varying: string, isFragment: boolean): string;
  45760. uniformProcessor(uniform: string): string;
  45761. preProcessor(code: string, defines: string[], isFragment: boolean): string;
  45762. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  45763. }
  45764. }
  45765. declare module "babylonjs/Engines/nativeEngine" {
  45766. import { Nullable, IndicesArray, DataArray } from "babylonjs/types";
  45767. import { Engine } from "babylonjs/Engines/engine";
  45768. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  45769. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  45770. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  45771. import { Effect } from "babylonjs/Materials/effect";
  45772. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  45773. import { Color4, Matrix, Viewport, Color3 } from "babylonjs/Maths/math";
  45774. import { Scene } from "babylonjs/scene";
  45775. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  45776. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  45777. /**
  45778. * Container for accessors for natively-stored mesh data buffers.
  45779. */
  45780. class NativeDataBuffer extends DataBuffer {
  45781. /**
  45782. * Accessor value used to identify/retrieve a natively-stored index buffer.
  45783. */
  45784. nativeIndexBuffer?: any;
  45785. /**
  45786. * Accessor value used to identify/retrieve a natively-stored vertex buffer.
  45787. */
  45788. nativeVertexBuffer?: any;
  45789. }
  45790. /** @hidden */
  45791. export class NativeEngine extends Engine {
  45792. private readonly _native;
  45793. getHardwareScalingLevel(): number;
  45794. constructor();
  45795. /**
  45796. * Can be used to override the current requestAnimationFrame requester.
  45797. * @hidden
  45798. */
  45799. protected _queueNewFrame(bindedRenderFunction: any, requester: any): number;
  45800. clear(color: Color4, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  45801. createIndexBuffer(indices: IndicesArray): NativeDataBuffer;
  45802. createVertexBuffer(data: DataArray): NativeDataBuffer;
  45803. recordVertexArrayObject(vertexBuffers: {
  45804. [key: string]: VertexBuffer;
  45805. }, indexBuffer: Nullable<NativeDataBuffer>, effect: Effect): WebGLVertexArrayObject;
  45806. bindVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  45807. releaseVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  45808. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  45809. /**
  45810. * Draw a list of indexed primitives
  45811. * @param fillMode defines the primitive to use
  45812. * @param indexStart defines the starting index
  45813. * @param indexCount defines the number of index to draw
  45814. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  45815. */
  45816. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  45817. /**
  45818. * Draw a list of unindexed primitives
  45819. * @param fillMode defines the primitive to use
  45820. * @param verticesStart defines the index of first vertex to draw
  45821. * @param verticesCount defines the count of vertices to draw
  45822. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  45823. */
  45824. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  45825. createPipelineContext(): IPipelineContext;
  45826. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  45827. /** @hidden */
  45828. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  45829. /** @hidden */
  45830. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  45831. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  45832. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  45833. protected _setProgram(program: WebGLProgram): void;
  45834. _releaseEffect(effect: Effect): void;
  45835. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  45836. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): WebGLUniformLocation[];
  45837. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  45838. bindSamplers(effect: Effect): void;
  45839. setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
  45840. getRenderWidth(useScreen?: boolean): number;
  45841. getRenderHeight(useScreen?: boolean): number;
  45842. setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
  45843. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  45844. /**
  45845. * Set the z offset to apply to current rendering
  45846. * @param value defines the offset to apply
  45847. */
  45848. setZOffset(value: number): void;
  45849. /**
  45850. * Gets the current value of the zOffset
  45851. * @returns the current zOffset state
  45852. */
  45853. getZOffset(): number;
  45854. /**
  45855. * Enable or disable depth buffering
  45856. * @param enable defines the state to set
  45857. */
  45858. setDepthBuffer(enable: boolean): void;
  45859. /**
  45860. * Gets a boolean indicating if depth writing is enabled
  45861. * @returns the current depth writing state
  45862. */
  45863. getDepthWrite(): boolean;
  45864. /**
  45865. * Enable or disable depth writing
  45866. * @param enable defines the state to set
  45867. */
  45868. setDepthWrite(enable: boolean): void;
  45869. /**
  45870. * Enable or disable color writing
  45871. * @param enable defines the state to set
  45872. */
  45873. setColorWrite(enable: boolean): void;
  45874. /**
  45875. * Gets a boolean indicating if color writing is enabled
  45876. * @returns the current color writing state
  45877. */
  45878. getColorWrite(): boolean;
  45879. /**
  45880. * Sets alpha constants used by some alpha blending modes
  45881. * @param r defines the red component
  45882. * @param g defines the green component
  45883. * @param b defines the blue component
  45884. * @param a defines the alpha component
  45885. */
  45886. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  45887. /**
  45888. * Sets the current alpha mode
  45889. * @param mode defines the mode to use (one of the BABYLON.Engine.ALPHA_XXX)
  45890. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  45891. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  45892. */
  45893. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  45894. /**
  45895. * Gets the current alpha mode
  45896. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  45897. * @returns the current alpha mode
  45898. */
  45899. getAlphaMode(): number;
  45900. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  45901. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  45902. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  45903. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  45904. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  45905. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  45906. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  45907. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  45908. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  45909. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  45910. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  45911. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  45912. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  45913. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  45914. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  45915. setFloat(uniform: WebGLUniformLocation, value: number): void;
  45916. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  45917. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  45918. setBool(uniform: WebGLUniformLocation, bool: number): void;
  45919. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  45920. setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
  45921. setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
  45922. wipeCaches(bruteForce?: boolean): void;
  45923. _createTexture(): WebGLTexture;
  45924. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  45925. /**
  45926. * Usually called from BABYLON.Texture.ts.
  45927. * Passed information to create a WebGLTexture
  45928. * @param urlArg defines a value which contains one of the following:
  45929. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  45930. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  45931. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  45932. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  45933. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  45934. * @param scene needed for loading to the correct scene
  45935. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  45936. * @param onLoad optional callback to be called upon successful completion
  45937. * @param onError optional callback to be called upon failure
  45938. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), or a Blob
  45939. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  45940. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  45941. * @param forcedExtension defines the extension to use to pick the right loader
  45942. * @returns a InternalTexture for assignment back into BABYLON.Texture
  45943. */
  45944. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<Scene>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | Blob>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>): InternalTexture;
  45945. /**
  45946. * Creates a cube texture
  45947. * @param rootUrl defines the url where the files to load is located
  45948. * @param scene defines the current scene
  45949. * @param files defines the list of files to load (1 per face)
  45950. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  45951. * @param onLoad defines an optional callback raised when the texture is loaded
  45952. * @param onError defines an optional callback raised if there is an issue to load the texture
  45953. * @param format defines the format of the data
  45954. * @param forcedExtension defines the extension to use to pick the right loader
  45955. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  45956. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  45957. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  45958. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  45959. * @returns the cube texture as an InternalTexture
  45960. */
  45961. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap?: boolean, onLoad?: Nullable<(data?: any) => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, forcedExtension?: any, createPolynomials?: boolean, lodScale?: number, lodOffset?: number, fallback?: Nullable<InternalTexture>): InternalTexture;
  45962. private _getSamplingFilter;
  45963. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  45964. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  45965. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  45966. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  45967. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  45968. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  45969. /**
  45970. * Updates a dynamic vertex buffer.
  45971. * @param vertexBuffer the vertex buffer to update
  45972. * @param data the data used to update the vertex buffer
  45973. * @param byteOffset the byte offset of the data (optional)
  45974. * @param byteLength the byte length of the data (optional)
  45975. */
  45976. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  45977. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  45978. private _updateAnisotropicLevel;
  45979. private _getAddressMode;
  45980. /** @hidden */
  45981. _bindTexture(channel: number, texture: InternalTexture): void;
  45982. protected _deleteBuffer(buffer: NativeDataBuffer): void;
  45983. releaseEffects(): void;
  45984. /** @hidden */
  45985. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45986. /** @hidden */
  45987. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45988. /** @hidden */
  45989. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45990. /** @hidden */
  45991. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  45992. }
  45993. }
  45994. declare module "babylonjs/Engines/index" {
  45995. export * from "babylonjs/Engines/constants";
  45996. export * from "babylonjs/Engines/engine";
  45997. export * from "babylonjs/Engines/engineStore";
  45998. export * from "babylonjs/Engines/nullEngine";
  45999. export * from "babylonjs/Engines/Extensions/index";
  46000. export * from "babylonjs/Engines/IPipelineContext";
  46001. export * from "babylonjs/Engines/WebGL/webGLPipelineContext";
  46002. export * from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
  46003. export * from "babylonjs/Engines/nativeEngine";
  46004. }
  46005. declare module "babylonjs/Events/clipboardEvents" {
  46006. /**
  46007. * Gather the list of clipboard event types as constants.
  46008. */
  46009. export class ClipboardEventTypes {
  46010. /**
  46011. * The clipboard event is fired when a copy command is active (pressed).
  46012. */
  46013. static readonly COPY: number;
  46014. /**
  46015. * The clipboard event is fired when a cut command is active (pressed).
  46016. */
  46017. static readonly CUT: number;
  46018. /**
  46019. * The clipboard event is fired when a paste command is active (pressed).
  46020. */
  46021. static readonly PASTE: number;
  46022. }
  46023. /**
  46024. * This class is used to store clipboard related info for the onClipboardObservable event.
  46025. */
  46026. export class ClipboardInfo {
  46027. /**
  46028. * Defines the type of event (BABYLON.ClipboardEventTypes)
  46029. */
  46030. type: number;
  46031. /**
  46032. * Defines the related dom event
  46033. */
  46034. event: ClipboardEvent;
  46035. /**
  46036. *Creates an instance of ClipboardInfo.
  46037. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  46038. * @param event Defines the related dom event
  46039. */
  46040. constructor(
  46041. /**
  46042. * Defines the type of event (BABYLON.ClipboardEventTypes)
  46043. */
  46044. type: number,
  46045. /**
  46046. * Defines the related dom event
  46047. */
  46048. event: ClipboardEvent);
  46049. /**
  46050. * Get the clipboard event's type from the keycode.
  46051. * @param keyCode Defines the keyCode for the current keyboard event.
  46052. * @return {number}
  46053. */
  46054. static GetTypeFromCharacter(keyCode: number): number;
  46055. }
  46056. }
  46057. declare module "babylonjs/Events/index" {
  46058. export * from "babylonjs/Events/keyboardEvents";
  46059. export * from "babylonjs/Events/pointerEvents";
  46060. export * from "babylonjs/Events/clipboardEvents";
  46061. }
  46062. declare module "babylonjs/Gamepads/Controllers/daydreamController" {
  46063. import { Scene } from "babylonjs/scene";
  46064. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46065. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  46066. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  46067. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  46068. /**
  46069. * Google Daydream controller
  46070. */
  46071. export class DaydreamController extends WebVRController {
  46072. /**
  46073. * Base Url for the controller model.
  46074. */
  46075. static MODEL_BASE_URL: string;
  46076. /**
  46077. * File name for the controller model.
  46078. */
  46079. static MODEL_FILENAME: string;
  46080. /**
  46081. * Gamepad Id prefix used to identify Daydream Controller.
  46082. */
  46083. static readonly GAMEPAD_ID_PREFIX: string;
  46084. /**
  46085. * Creates a new DaydreamController from a gamepad
  46086. * @param vrGamepad the gamepad that the controller should be created from
  46087. */
  46088. constructor(vrGamepad: any);
  46089. /**
  46090. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  46091. * @param scene scene in which to add meshes
  46092. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  46093. */
  46094. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  46095. /**
  46096. * Called once for each button that changed state since the last frame
  46097. * @param buttonIdx Which button index changed
  46098. * @param state New state of the button
  46099. * @param changes Which properties on the state changed since last frame
  46100. */
  46101. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  46102. }
  46103. }
  46104. declare module "babylonjs/Gamepads/Controllers/gearVRController" {
  46105. import { Scene } from "babylonjs/scene";
  46106. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46107. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  46108. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  46109. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  46110. /**
  46111. * Gear VR Controller
  46112. */
  46113. export class GearVRController extends WebVRController {
  46114. /**
  46115. * Base Url for the controller model.
  46116. */
  46117. static MODEL_BASE_URL: string;
  46118. /**
  46119. * File name for the controller model.
  46120. */
  46121. static MODEL_FILENAME: string;
  46122. /**
  46123. * Gamepad Id prefix used to identify this controller.
  46124. */
  46125. static readonly GAMEPAD_ID_PREFIX: string;
  46126. private readonly _buttonIndexToObservableNameMap;
  46127. /**
  46128. * Creates a new GearVRController from a gamepad
  46129. * @param vrGamepad the gamepad that the controller should be created from
  46130. */
  46131. constructor(vrGamepad: any);
  46132. /**
  46133. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  46134. * @param scene scene in which to add meshes
  46135. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  46136. */
  46137. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  46138. /**
  46139. * Called once for each button that changed state since the last frame
  46140. * @param buttonIdx Which button index changed
  46141. * @param state New state of the button
  46142. * @param changes Which properties on the state changed since last frame
  46143. */
  46144. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  46145. }
  46146. }
  46147. declare module "babylonjs/Gamepads/Controllers/index" {
  46148. export * from "babylonjs/Gamepads/Controllers/daydreamController";
  46149. export * from "babylonjs/Gamepads/Controllers/gearVRController";
  46150. export * from "babylonjs/Gamepads/Controllers/genericController";
  46151. export * from "babylonjs/Gamepads/Controllers/oculusTouchController";
  46152. export * from "babylonjs/Gamepads/Controllers/poseEnabledController";
  46153. export * from "babylonjs/Gamepads/Controllers/viveController";
  46154. export * from "babylonjs/Gamepads/Controllers/webVRController";
  46155. export * from "babylonjs/Gamepads/Controllers/windowsMotionController";
  46156. }
  46157. declare module "babylonjs/Gamepads/index" {
  46158. export * from "babylonjs/Gamepads/Controllers/index";
  46159. export * from "babylonjs/Gamepads/gamepad";
  46160. export * from "babylonjs/Gamepads/gamepadManager";
  46161. export * from "babylonjs/Gamepads/gamepadSceneComponent";
  46162. export * from "babylonjs/Gamepads/xboxGamepad";
  46163. export * from "babylonjs/Gamepads/dualShockGamepad";
  46164. }
  46165. declare module "babylonjs/Meshes/Builders/polyhedronBuilder" {
  46166. import { Scene } from "babylonjs/scene";
  46167. import { Vector4 } from "babylonjs/Maths/math.vector";
  46168. import { Color4 } from "babylonjs/Maths/math.color";
  46169. import { Mesh } from "babylonjs/Meshes/mesh";
  46170. import { Nullable } from "babylonjs/types";
  46171. /**
  46172. * Class containing static functions to help procedurally build meshes
  46173. */
  46174. export class PolyhedronBuilder {
  46175. /**
  46176. * Creates a polyhedron mesh
  46177. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  46178. * * The parameter `size` (positive float, default 1) sets the polygon size
  46179. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  46180. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  46181. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  46182. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  46183. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  46184. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  46185. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  46186. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  46187. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  46188. * @param name defines the name of the mesh
  46189. * @param options defines the options used to create the mesh
  46190. * @param scene defines the hosting scene
  46191. * @returns the polyhedron mesh
  46192. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  46193. */
  46194. static CreatePolyhedron(name: string, options: {
  46195. type?: number;
  46196. size?: number;
  46197. sizeX?: number;
  46198. sizeY?: number;
  46199. sizeZ?: number;
  46200. custom?: any;
  46201. faceUV?: Vector4[];
  46202. faceColors?: Color4[];
  46203. flat?: boolean;
  46204. updatable?: boolean;
  46205. sideOrientation?: number;
  46206. frontUVs?: Vector4;
  46207. backUVs?: Vector4;
  46208. }, scene?: Nullable<Scene>): Mesh;
  46209. }
  46210. }
  46211. declare module "babylonjs/Gizmos/scaleGizmo" {
  46212. import { Observable } from "babylonjs/Misc/observable";
  46213. import { Nullable } from "babylonjs/types";
  46214. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46215. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  46216. import { AxisScaleGizmo } from "babylonjs/Gizmos/axisScaleGizmo";
  46217. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46218. /**
  46219. * Gizmo that enables scaling a mesh along 3 axis
  46220. */
  46221. export class ScaleGizmo extends Gizmo {
  46222. /**
  46223. * Internal gizmo used for interactions on the x axis
  46224. */
  46225. xGizmo: AxisScaleGizmo;
  46226. /**
  46227. * Internal gizmo used for interactions on the y axis
  46228. */
  46229. yGizmo: AxisScaleGizmo;
  46230. /**
  46231. * Internal gizmo used for interactions on the z axis
  46232. */
  46233. zGizmo: AxisScaleGizmo;
  46234. /**
  46235. * Internal gizmo used to scale all axis equally
  46236. */
  46237. uniformScaleGizmo: AxisScaleGizmo;
  46238. private _meshAttached;
  46239. private _updateGizmoRotationToMatchAttachedMesh;
  46240. private _snapDistance;
  46241. private _scaleRatio;
  46242. private _uniformScalingMesh;
  46243. private _octahedron;
  46244. /** Fires an event when any of it's sub gizmos are dragged */
  46245. onDragStartObservable: Observable<unknown>;
  46246. /** Fires an event when any of it's sub gizmos are released from dragging */
  46247. onDragEndObservable: Observable<unknown>;
  46248. attachedMesh: Nullable<AbstractMesh>;
  46249. /**
  46250. * Creates a ScaleGizmo
  46251. * @param gizmoLayer The utility layer the gizmo will be added to
  46252. */
  46253. constructor(gizmoLayer?: UtilityLayerRenderer);
  46254. updateGizmoRotationToMatchAttachedMesh: boolean;
  46255. /**
  46256. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  46257. */
  46258. snapDistance: number;
  46259. /**
  46260. * Ratio for the scale of the gizmo (Default: 1)
  46261. */
  46262. scaleRatio: number;
  46263. /**
  46264. * Disposes of the gizmo
  46265. */
  46266. dispose(): void;
  46267. }
  46268. }
  46269. declare module "babylonjs/Gizmos/axisScaleGizmo" {
  46270. import { Observable } from "babylonjs/Misc/observable";
  46271. import { Nullable } from "babylonjs/types";
  46272. import { Vector3 } from "babylonjs/Maths/math.vector";
  46273. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46274. import { Mesh } from "babylonjs/Meshes/mesh";
  46275. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  46276. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  46277. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46278. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  46279. import { Color3 } from "babylonjs/Maths/math.color";
  46280. /**
  46281. * Single axis scale gizmo
  46282. */
  46283. export class AxisScaleGizmo extends Gizmo {
  46284. /**
  46285. * Drag behavior responsible for the gizmos dragging interactions
  46286. */
  46287. dragBehavior: PointerDragBehavior;
  46288. private _pointerObserver;
  46289. /**
  46290. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  46291. */
  46292. snapDistance: number;
  46293. /**
  46294. * Event that fires each time the gizmo snaps to a new location.
  46295. * * snapDistance is the the change in distance
  46296. */
  46297. onSnapObservable: Observable<{
  46298. snapDistance: number;
  46299. }>;
  46300. /**
  46301. * If the scaling operation should be done on all axis (default: false)
  46302. */
  46303. uniformScaling: boolean;
  46304. private _isEnabled;
  46305. private _parent;
  46306. private _arrow;
  46307. private _coloredMaterial;
  46308. private _hoverMaterial;
  46309. /**
  46310. * Creates an AxisScaleGizmo
  46311. * @param gizmoLayer The utility layer the gizmo will be added to
  46312. * @param dragAxis The axis which the gizmo will be able to scale on
  46313. * @param color The color of the gizmo
  46314. */
  46315. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  46316. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  46317. /**
  46318. * If the gizmo is enabled
  46319. */
  46320. isEnabled: boolean;
  46321. /**
  46322. * Disposes of the gizmo
  46323. */
  46324. dispose(): void;
  46325. /**
  46326. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  46327. * @param mesh The mesh to replace the default mesh of the gizmo
  46328. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  46329. */
  46330. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  46331. }
  46332. }
  46333. declare module "babylonjs/Gizmos/boundingBoxGizmo" {
  46334. import { Observable } from "babylonjs/Misc/observable";
  46335. import { Nullable } from "babylonjs/types";
  46336. import { Vector3 } from "babylonjs/Maths/math.vector";
  46337. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46338. import { Mesh } from "babylonjs/Meshes/mesh";
  46339. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  46340. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46341. import { Color3 } from "babylonjs/Maths/math.color";
  46342. import "babylonjs/Meshes/Builders/boxBuilder";
  46343. /**
  46344. * Bounding box gizmo
  46345. */
  46346. export class BoundingBoxGizmo extends Gizmo {
  46347. private _lineBoundingBox;
  46348. private _rotateSpheresParent;
  46349. private _scaleBoxesParent;
  46350. private _boundingDimensions;
  46351. private _renderObserver;
  46352. private _pointerObserver;
  46353. private _scaleDragSpeed;
  46354. private _tmpQuaternion;
  46355. private _tmpVector;
  46356. private _tmpRotationMatrix;
  46357. /**
  46358. * If child meshes should be ignored when calculating the boudning box. This should be set to true to avoid perf hits with heavily nested meshes (Default: false)
  46359. */
  46360. ignoreChildren: boolean;
  46361. /**
  46362. * Returns true if a descendant should be included when computing the bounding box. When null, all descendants are included. If ignoreChildren is set this will be ignored. (Default: null)
  46363. */
  46364. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  46365. /**
  46366. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  46367. */
  46368. rotationSphereSize: number;
  46369. /**
  46370. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  46371. */
  46372. scaleBoxSize: number;
  46373. /**
  46374. * If set, the rotation spheres and scale boxes will increase in size based on the distance away from the camera to have a consistent screen size (Default: false)
  46375. */
  46376. fixedDragMeshScreenSize: boolean;
  46377. /**
  46378. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  46379. */
  46380. fixedDragMeshScreenSizeDistanceFactor: number;
  46381. /**
  46382. * Fired when a rotation sphere or scale box is dragged
  46383. */
  46384. onDragStartObservable: Observable<{}>;
  46385. /**
  46386. * Fired when a scale box is dragged
  46387. */
  46388. onScaleBoxDragObservable: Observable<{}>;
  46389. /**
  46390. * Fired when a scale box drag is ended
  46391. */
  46392. onScaleBoxDragEndObservable: Observable<{}>;
  46393. /**
  46394. * Fired when a rotation sphere is dragged
  46395. */
  46396. onRotationSphereDragObservable: Observable<{}>;
  46397. /**
  46398. * Fired when a rotation sphere drag is ended
  46399. */
  46400. onRotationSphereDragEndObservable: Observable<{}>;
  46401. /**
  46402. * Relative bounding box pivot used when scaling the attached mesh. When null object with scale from the opposite corner. 0.5,0.5,0.5 for center and 0.5,0,0.5 for bottom (Default: null)
  46403. */
  46404. scalePivot: Nullable<Vector3>;
  46405. /**
  46406. * Mesh used as a pivot to rotate the attached mesh
  46407. */
  46408. private _anchorMesh;
  46409. private _existingMeshScale;
  46410. private _dragMesh;
  46411. private pointerDragBehavior;
  46412. private coloredMaterial;
  46413. private hoverColoredMaterial;
  46414. /**
  46415. * Sets the color of the bounding box gizmo
  46416. * @param color the color to set
  46417. */
  46418. setColor(color: Color3): void;
  46419. /**
  46420. * Creates an BoundingBoxGizmo
  46421. * @param gizmoLayer The utility layer the gizmo will be added to
  46422. * @param color The color of the gizmo
  46423. */
  46424. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  46425. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  46426. private _selectNode;
  46427. /**
  46428. * Updates the bounding box information for the Gizmo
  46429. */
  46430. updateBoundingBox(): void;
  46431. private _updateRotationSpheres;
  46432. private _updateScaleBoxes;
  46433. /**
  46434. * Enables rotation on the specified axis and disables rotation on the others
  46435. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  46436. */
  46437. setEnabledRotationAxis(axis: string): void;
  46438. /**
  46439. * Enables/disables scaling
  46440. * @param enable if scaling should be enabled
  46441. */
  46442. setEnabledScaling(enable: boolean): void;
  46443. private _updateDummy;
  46444. /**
  46445. * Enables a pointer drag behavior on the bounding box of the gizmo
  46446. */
  46447. enableDragBehavior(): void;
  46448. /**
  46449. * Disposes of the gizmo
  46450. */
  46451. dispose(): void;
  46452. /**
  46453. * Makes a mesh not pickable and wraps the mesh inside of a bounding box mesh that is pickable. (This is useful to avoid picking within complex geometry)
  46454. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  46455. * @returns the bounding box mesh with the passed in mesh as a child
  46456. */
  46457. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  46458. /**
  46459. * CustomMeshes are not supported by this gizmo
  46460. * @param mesh The mesh to replace the default mesh of the gizmo
  46461. */
  46462. setCustomMesh(mesh: Mesh): void;
  46463. }
  46464. }
  46465. declare module "babylonjs/Gizmos/planeRotationGizmo" {
  46466. import { Observable } from "babylonjs/Misc/observable";
  46467. import { Nullable } from "babylonjs/types";
  46468. import { Vector3 } from "babylonjs/Maths/math.vector";
  46469. import { Color3 } from "babylonjs/Maths/math.color";
  46470. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46471. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  46472. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  46473. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46474. import "babylonjs/Meshes/Builders/linesBuilder";
  46475. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  46476. /**
  46477. * Single plane rotation gizmo
  46478. */
  46479. export class PlaneRotationGizmo extends Gizmo {
  46480. /**
  46481. * Drag behavior responsible for the gizmos dragging interactions
  46482. */
  46483. dragBehavior: PointerDragBehavior;
  46484. private _pointerObserver;
  46485. /**
  46486. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  46487. */
  46488. snapDistance: number;
  46489. /**
  46490. * Event that fires each time the gizmo snaps to a new location.
  46491. * * snapDistance is the the change in distance
  46492. */
  46493. onSnapObservable: Observable<{
  46494. snapDistance: number;
  46495. }>;
  46496. private _isEnabled;
  46497. private _parent;
  46498. /**
  46499. * Creates a PlaneRotationGizmo
  46500. * @param gizmoLayer The utility layer the gizmo will be added to
  46501. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  46502. * @param color The color of the gizmo
  46503. * @param tessellation Amount of tessellation to be used when creating rotation circles
  46504. * @param useEulerRotation Use and update Euler angle instead of quaternion
  46505. */
  46506. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  46507. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  46508. /**
  46509. * If the gizmo is enabled
  46510. */
  46511. isEnabled: boolean;
  46512. /**
  46513. * Disposes of the gizmo
  46514. */
  46515. dispose(): void;
  46516. }
  46517. }
  46518. declare module "babylonjs/Gizmos/rotationGizmo" {
  46519. import { Observable } from "babylonjs/Misc/observable";
  46520. import { Nullable } from "babylonjs/types";
  46521. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46522. import { Mesh } from "babylonjs/Meshes/mesh";
  46523. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  46524. import { PlaneRotationGizmo } from "babylonjs/Gizmos/planeRotationGizmo";
  46525. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46526. /**
  46527. * Gizmo that enables rotating a mesh along 3 axis
  46528. */
  46529. export class RotationGizmo extends Gizmo {
  46530. /**
  46531. * Internal gizmo used for interactions on the x axis
  46532. */
  46533. xGizmo: PlaneRotationGizmo;
  46534. /**
  46535. * Internal gizmo used for interactions on the y axis
  46536. */
  46537. yGizmo: PlaneRotationGizmo;
  46538. /**
  46539. * Internal gizmo used for interactions on the z axis
  46540. */
  46541. zGizmo: PlaneRotationGizmo;
  46542. /** Fires an event when any of it's sub gizmos are dragged */
  46543. onDragStartObservable: Observable<unknown>;
  46544. /** Fires an event when any of it's sub gizmos are released from dragging */
  46545. onDragEndObservable: Observable<unknown>;
  46546. private _meshAttached;
  46547. attachedMesh: Nullable<AbstractMesh>;
  46548. /**
  46549. * Creates a RotationGizmo
  46550. * @param gizmoLayer The utility layer the gizmo will be added to
  46551. * @param tessellation Amount of tessellation to be used when creating rotation circles
  46552. * @param useEulerRotation Use and update Euler angle instead of quaternion
  46553. */
  46554. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  46555. updateGizmoRotationToMatchAttachedMesh: boolean;
  46556. /**
  46557. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  46558. */
  46559. snapDistance: number;
  46560. /**
  46561. * Ratio for the scale of the gizmo (Default: 1)
  46562. */
  46563. scaleRatio: number;
  46564. /**
  46565. * Disposes of the gizmo
  46566. */
  46567. dispose(): void;
  46568. /**
  46569. * CustomMeshes are not supported by this gizmo
  46570. * @param mesh The mesh to replace the default mesh of the gizmo
  46571. */
  46572. setCustomMesh(mesh: Mesh): void;
  46573. }
  46574. }
  46575. declare module "babylonjs/Gizmos/gizmoManager" {
  46576. import { Observable } from "babylonjs/Misc/observable";
  46577. import { Nullable } from "babylonjs/types";
  46578. import { Scene, IDisposable } from "babylonjs/scene";
  46579. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46580. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46581. import { SixDofDragBehavior } from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  46582. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  46583. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  46584. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  46585. import { BoundingBoxGizmo } from "babylonjs/Gizmos/boundingBoxGizmo";
  46586. /**
  46587. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  46588. */
  46589. export class GizmoManager implements IDisposable {
  46590. private scene;
  46591. /**
  46592. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  46593. */
  46594. gizmos: {
  46595. positionGizmo: Nullable<PositionGizmo>;
  46596. rotationGizmo: Nullable<RotationGizmo>;
  46597. scaleGizmo: Nullable<ScaleGizmo>;
  46598. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  46599. };
  46600. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  46601. clearGizmoOnEmptyPointerEvent: boolean;
  46602. /** Fires an event when the manager is attached to a mesh */
  46603. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  46604. private _gizmosEnabled;
  46605. private _pointerObserver;
  46606. private _attachedMesh;
  46607. private _boundingBoxColor;
  46608. private _defaultUtilityLayer;
  46609. private _defaultKeepDepthUtilityLayer;
  46610. /**
  46611. * When bounding box gizmo is enabled, this can be used to track drag/end events
  46612. */
  46613. boundingBoxDragBehavior: SixDofDragBehavior;
  46614. /**
  46615. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  46616. */
  46617. attachableMeshes: Nullable<Array<AbstractMesh>>;
  46618. /**
  46619. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  46620. */
  46621. usePointerToAttachGizmos: boolean;
  46622. /**
  46623. * Utility layer that the bounding box gizmo belongs to
  46624. */
  46625. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  46626. /**
  46627. * Utility layer that all gizmos besides bounding box belong to
  46628. */
  46629. readonly utilityLayer: UtilityLayerRenderer;
  46630. /**
  46631. * Instatiates a gizmo manager
  46632. * @param scene the scene to overlay the gizmos on top of
  46633. */
  46634. constructor(scene: Scene);
  46635. /**
  46636. * Attaches a set of gizmos to the specified mesh
  46637. * @param mesh The mesh the gizmo's should be attached to
  46638. */
  46639. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  46640. /**
  46641. * If the position gizmo is enabled
  46642. */
  46643. positionGizmoEnabled: boolean;
  46644. /**
  46645. * If the rotation gizmo is enabled
  46646. */
  46647. rotationGizmoEnabled: boolean;
  46648. /**
  46649. * If the scale gizmo is enabled
  46650. */
  46651. scaleGizmoEnabled: boolean;
  46652. /**
  46653. * If the boundingBox gizmo is enabled
  46654. */
  46655. boundingBoxGizmoEnabled: boolean;
  46656. /**
  46657. * Disposes of the gizmo manager
  46658. */
  46659. dispose(): void;
  46660. }
  46661. }
  46662. declare module "babylonjs/Lights/directionalLight" {
  46663. import { Camera } from "babylonjs/Cameras/camera";
  46664. import { Scene } from "babylonjs/scene";
  46665. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  46666. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46667. import { Light } from "babylonjs/Lights/light";
  46668. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  46669. import { Effect } from "babylonjs/Materials/effect";
  46670. /**
  46671. * A directional light is defined by a direction (what a surprise!).
  46672. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  46673. * An example of a directional light is when a distance planet is lit by the apparently parallel lines of light from its sun. Light in a downward direction will light the top of an object.
  46674. * Documentation: https://doc.babylonjs.com/babylon101/lights
  46675. */
  46676. export class DirectionalLight extends ShadowLight {
  46677. private _shadowFrustumSize;
  46678. /**
  46679. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  46680. */
  46681. /**
  46682. * Specifies a fix frustum size for the shadow generation.
  46683. */
  46684. shadowFrustumSize: number;
  46685. private _shadowOrthoScale;
  46686. /**
  46687. * Gets the shadow projection scale against the optimal computed one.
  46688. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  46689. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  46690. */
  46691. /**
  46692. * Sets the shadow projection scale against the optimal computed one.
  46693. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  46694. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  46695. */
  46696. shadowOrthoScale: number;
  46697. /**
  46698. * Automatically compute the projection matrix to best fit (including all the casters)
  46699. * on each frame.
  46700. */
  46701. autoUpdateExtends: boolean;
  46702. private _orthoLeft;
  46703. private _orthoRight;
  46704. private _orthoTop;
  46705. private _orthoBottom;
  46706. /**
  46707. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  46708. * The directional light is emitted from everywhere in the given direction.
  46709. * It can cast shadows.
  46710. * Documentation : https://doc.babylonjs.com/babylon101/lights
  46711. * @param name The friendly name of the light
  46712. * @param direction The direction of the light
  46713. * @param scene The scene the light belongs to
  46714. */
  46715. constructor(name: string, direction: Vector3, scene: Scene);
  46716. /**
  46717. * Returns the string "DirectionalLight".
  46718. * @return The class name
  46719. */
  46720. getClassName(): string;
  46721. /**
  46722. * Returns the integer 1.
  46723. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  46724. */
  46725. getTypeID(): number;
  46726. /**
  46727. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  46728. * Returns the DirectionalLight Shadow projection matrix.
  46729. */
  46730. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  46731. /**
  46732. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  46733. * Returns the DirectionalLight Shadow projection matrix.
  46734. */
  46735. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  46736. /**
  46737. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  46738. * Returns the DirectionalLight Shadow projection matrix.
  46739. */
  46740. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  46741. protected _buildUniformLayout(): void;
  46742. /**
  46743. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  46744. * @param effect The effect to update
  46745. * @param lightIndex The index of the light in the effect to update
  46746. * @returns The directional light
  46747. */
  46748. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  46749. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  46750. /**
  46751. * Gets the minZ used for shadow according to both the scene and the light.
  46752. *
  46753. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  46754. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  46755. * @param activeCamera The camera we are returning the min for
  46756. * @returns the depth min z
  46757. */
  46758. getDepthMinZ(activeCamera: Camera): number;
  46759. /**
  46760. * Gets the maxZ used for shadow according to both the scene and the light.
  46761. *
  46762. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  46763. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  46764. * @param activeCamera The camera we are returning the max for
  46765. * @returns the depth max z
  46766. */
  46767. getDepthMaxZ(activeCamera: Camera): number;
  46768. /**
  46769. * Prepares the list of defines specific to the light type.
  46770. * @param defines the list of defines
  46771. * @param lightIndex defines the index of the light for the effect
  46772. */
  46773. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  46774. }
  46775. }
  46776. declare module "babylonjs/Meshes/Builders/hemisphereBuilder" {
  46777. import { Mesh } from "babylonjs/Meshes/mesh";
  46778. /**
  46779. * Class containing static functions to help procedurally build meshes
  46780. */
  46781. export class HemisphereBuilder {
  46782. /**
  46783. * Creates a hemisphere mesh
  46784. * @param name defines the name of the mesh
  46785. * @param options defines the options used to create the mesh
  46786. * @param scene defines the hosting scene
  46787. * @returns the hemisphere mesh
  46788. */
  46789. static CreateHemisphere(name: string, options: {
  46790. segments?: number;
  46791. diameter?: number;
  46792. sideOrientation?: number;
  46793. }, scene: any): Mesh;
  46794. }
  46795. }
  46796. declare module "babylonjs/Lights/spotLight" {
  46797. import { Nullable } from "babylonjs/types";
  46798. import { Scene } from "babylonjs/scene";
  46799. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  46800. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46801. import { Effect } from "babylonjs/Materials/effect";
  46802. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46803. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  46804. /**
  46805. * A spot light is defined by a position, a direction, an angle, and an exponent.
  46806. * These values define a cone of light starting from the position, emitting toward the direction.
  46807. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  46808. * and the exponent defines the speed of the decay of the light with distance (reach).
  46809. * Documentation: https://doc.babylonjs.com/babylon101/lights
  46810. */
  46811. export class SpotLight extends ShadowLight {
  46812. private _angle;
  46813. private _innerAngle;
  46814. private _cosHalfAngle;
  46815. private _lightAngleScale;
  46816. private _lightAngleOffset;
  46817. /**
  46818. * Gets the cone angle of the spot light in Radians.
  46819. */
  46820. /**
  46821. * Sets the cone angle of the spot light in Radians.
  46822. */
  46823. angle: number;
  46824. /**
  46825. * Only used in gltf falloff mode, this defines the angle where
  46826. * the directional falloff will start before cutting at angle which could be seen
  46827. * as outer angle.
  46828. */
  46829. /**
  46830. * Only used in gltf falloff mode, this defines the angle where
  46831. * the directional falloff will start before cutting at angle which could be seen
  46832. * as outer angle.
  46833. */
  46834. innerAngle: number;
  46835. private _shadowAngleScale;
  46836. /**
  46837. * Allows scaling the angle of the light for shadow generation only.
  46838. */
  46839. /**
  46840. * Allows scaling the angle of the light for shadow generation only.
  46841. */
  46842. shadowAngleScale: number;
  46843. /**
  46844. * The light decay speed with the distance from the emission spot.
  46845. */
  46846. exponent: number;
  46847. private _projectionTextureMatrix;
  46848. /**
  46849. * Allows reading the projecton texture
  46850. */
  46851. readonly projectionTextureMatrix: Matrix;
  46852. protected _projectionTextureLightNear: number;
  46853. /**
  46854. * Gets the near clip of the Spotlight for texture projection.
  46855. */
  46856. /**
  46857. * Sets the near clip of the Spotlight for texture projection.
  46858. */
  46859. projectionTextureLightNear: number;
  46860. protected _projectionTextureLightFar: number;
  46861. /**
  46862. * Gets the far clip of the Spotlight for texture projection.
  46863. */
  46864. /**
  46865. * Sets the far clip of the Spotlight for texture projection.
  46866. */
  46867. projectionTextureLightFar: number;
  46868. protected _projectionTextureUpDirection: Vector3;
  46869. /**
  46870. * Gets the Up vector of the Spotlight for texture projection.
  46871. */
  46872. /**
  46873. * Sets the Up vector of the Spotlight for texture projection.
  46874. */
  46875. projectionTextureUpDirection: Vector3;
  46876. private _projectionTexture;
  46877. /**
  46878. * Gets the projection texture of the light.
  46879. */
  46880. /**
  46881. * Sets the projection texture of the light.
  46882. */
  46883. projectionTexture: Nullable<BaseTexture>;
  46884. private _projectionTextureViewLightDirty;
  46885. private _projectionTextureProjectionLightDirty;
  46886. private _projectionTextureDirty;
  46887. private _projectionTextureViewTargetVector;
  46888. private _projectionTextureViewLightMatrix;
  46889. private _projectionTextureProjectionLightMatrix;
  46890. private _projectionTextureScalingMatrix;
  46891. /**
  46892. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  46893. * It can cast shadows.
  46894. * Documentation : https://doc.babylonjs.com/babylon101/lights
  46895. * @param name The light friendly name
  46896. * @param position The position of the spot light in the scene
  46897. * @param direction The direction of the light in the scene
  46898. * @param angle The cone angle of the light in Radians
  46899. * @param exponent The light decay speed with the distance from the emission spot
  46900. * @param scene The scene the lights belongs to
  46901. */
  46902. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  46903. /**
  46904. * Returns the string "SpotLight".
  46905. * @returns the class name
  46906. */
  46907. getClassName(): string;
  46908. /**
  46909. * Returns the integer 2.
  46910. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  46911. */
  46912. getTypeID(): number;
  46913. /**
  46914. * Overrides the direction setter to recompute the projection texture view light Matrix.
  46915. */
  46916. protected _setDirection(value: Vector3): void;
  46917. /**
  46918. * Overrides the position setter to recompute the projection texture view light Matrix.
  46919. */
  46920. protected _setPosition(value: Vector3): void;
  46921. /**
  46922. * Sets the passed matrix "matrix" as perspective projection matrix for the shadows and the passed view matrix with the fov equal to the SpotLight angle and and aspect ratio of 1.0.
  46923. * Returns the SpotLight.
  46924. */
  46925. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  46926. protected _computeProjectionTextureViewLightMatrix(): void;
  46927. protected _computeProjectionTextureProjectionLightMatrix(): void;
  46928. /**
  46929. * Main function for light texture projection matrix computing.
  46930. */
  46931. protected _computeProjectionTextureMatrix(): void;
  46932. protected _buildUniformLayout(): void;
  46933. private _computeAngleValues;
  46934. /**
  46935. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  46936. * @param effect The effect to update
  46937. * @param lightIndex The index of the light in the effect to update
  46938. * @returns The spot light
  46939. */
  46940. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  46941. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  46942. /**
  46943. * Disposes the light and the associated resources.
  46944. */
  46945. dispose(): void;
  46946. /**
  46947. * Prepares the list of defines specific to the light type.
  46948. * @param defines the list of defines
  46949. * @param lightIndex defines the index of the light for the effect
  46950. */
  46951. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  46952. }
  46953. }
  46954. declare module "babylonjs/Gizmos/lightGizmo" {
  46955. import { Nullable } from "babylonjs/types";
  46956. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  46957. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46958. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  46959. import { Light } from "babylonjs/Lights/light";
  46960. /**
  46961. * Gizmo that enables viewing a light
  46962. */
  46963. export class LightGizmo extends Gizmo {
  46964. private _lightMesh;
  46965. private _material;
  46966. private cachedPosition;
  46967. private cachedForward;
  46968. /**
  46969. * Creates a LightGizmo
  46970. * @param gizmoLayer The utility layer the gizmo will be added to
  46971. */
  46972. constructor(gizmoLayer?: UtilityLayerRenderer);
  46973. private _light;
  46974. /**
  46975. * The light that the gizmo is attached to
  46976. */
  46977. light: Nullable<Light>;
  46978. /**
  46979. * Gets the material used to render the light gizmo
  46980. */
  46981. readonly material: StandardMaterial;
  46982. /**
  46983. * @hidden
  46984. * Updates the gizmo to match the attached mesh's position/rotation
  46985. */
  46986. protected _update(): void;
  46987. private static _Scale;
  46988. /**
  46989. * Creates the lines for a light mesh
  46990. */
  46991. private static _createLightLines;
  46992. /**
  46993. * Disposes of the light gizmo
  46994. */
  46995. dispose(): void;
  46996. private static _CreateHemisphericLightMesh;
  46997. private static _CreatePointLightMesh;
  46998. private static _CreateSpotLightMesh;
  46999. private static _CreateDirectionalLightMesh;
  47000. }
  47001. }
  47002. declare module "babylonjs/Gizmos/index" {
  47003. export * from "babylonjs/Gizmos/axisDragGizmo";
  47004. export * from "babylonjs/Gizmos/axisScaleGizmo";
  47005. export * from "babylonjs/Gizmos/boundingBoxGizmo";
  47006. export * from "babylonjs/Gizmos/gizmo";
  47007. export * from "babylonjs/Gizmos/gizmoManager";
  47008. export * from "babylonjs/Gizmos/planeRotationGizmo";
  47009. export * from "babylonjs/Gizmos/positionGizmo";
  47010. export * from "babylonjs/Gizmos/rotationGizmo";
  47011. export * from "babylonjs/Gizmos/scaleGizmo";
  47012. export * from "babylonjs/Gizmos/lightGizmo";
  47013. export * from "babylonjs/Gizmos/planeDragGizmo";
  47014. }
  47015. declare module "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration" {
  47016. /** @hidden */
  47017. export var backgroundFragmentDeclaration: {
  47018. name: string;
  47019. shader: string;
  47020. };
  47021. }
  47022. declare module "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration" {
  47023. /** @hidden */
  47024. export var backgroundUboDeclaration: {
  47025. name: string;
  47026. shader: string;
  47027. };
  47028. }
  47029. declare module "babylonjs/Shaders/background.fragment" {
  47030. import "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration";
  47031. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  47032. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  47033. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  47034. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  47035. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  47036. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  47037. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  47038. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  47039. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  47040. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  47041. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  47042. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  47043. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  47044. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  47045. /** @hidden */
  47046. export var backgroundPixelShader: {
  47047. name: string;
  47048. shader: string;
  47049. };
  47050. }
  47051. declare module "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration" {
  47052. /** @hidden */
  47053. export var backgroundVertexDeclaration: {
  47054. name: string;
  47055. shader: string;
  47056. };
  47057. }
  47058. declare module "babylonjs/Shaders/background.vertex" {
  47059. import "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration";
  47060. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  47061. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  47062. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  47063. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  47064. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  47065. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  47066. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  47067. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  47068. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  47069. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  47070. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  47071. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  47072. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  47073. /** @hidden */
  47074. export var backgroundVertexShader: {
  47075. name: string;
  47076. shader: string;
  47077. };
  47078. }
  47079. declare module "babylonjs/Materials/Background/backgroundMaterial" {
  47080. import { Nullable, int, float } from "babylonjs/types";
  47081. import { Scene } from "babylonjs/scene";
  47082. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  47083. import { SubMesh } from "babylonjs/Meshes/subMesh";
  47084. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47085. import { Mesh } from "babylonjs/Meshes/mesh";
  47086. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  47087. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  47088. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  47089. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47090. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  47091. import { Color3 } from "babylonjs/Maths/math.color";
  47092. import "babylonjs/Shaders/background.fragment";
  47093. import "babylonjs/Shaders/background.vertex";
  47094. /**
  47095. * Background material used to create an efficient environement around your scene.
  47096. */
  47097. export class BackgroundMaterial extends PushMaterial {
  47098. /**
  47099. * Standard reflectance value at parallel view angle.
  47100. */
  47101. static StandardReflectance0: number;
  47102. /**
  47103. * Standard reflectance value at grazing angle.
  47104. */
  47105. static StandardReflectance90: number;
  47106. protected _primaryColor: Color3;
  47107. /**
  47108. * Key light Color (multiply against the environement texture)
  47109. */
  47110. primaryColor: Color3;
  47111. protected __perceptualColor: Nullable<Color3>;
  47112. /**
  47113. * Experimental Internal Use Only.
  47114. *
  47115. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  47116. * This acts as a helper to set the primary color to a more "human friendly" value.
  47117. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  47118. * output color as close as possible from the chosen value.
  47119. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  47120. * part of lighting setup.)
  47121. */
  47122. _perceptualColor: Nullable<Color3>;
  47123. protected _primaryColorShadowLevel: float;
  47124. /**
  47125. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  47126. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  47127. */
  47128. primaryColorShadowLevel: float;
  47129. protected _primaryColorHighlightLevel: float;
  47130. /**
  47131. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  47132. * The primary color is used at the level chosen to define what the white area would look.
  47133. */
  47134. primaryColorHighlightLevel: float;
  47135. protected _reflectionTexture: Nullable<BaseTexture>;
  47136. /**
  47137. * Reflection Texture used in the material.
  47138. * Should be author in a specific way for the best result (refer to the documentation).
  47139. */
  47140. reflectionTexture: Nullable<BaseTexture>;
  47141. protected _reflectionBlur: float;
  47142. /**
  47143. * Reflection Texture level of blur.
  47144. *
  47145. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  47146. * texture twice.
  47147. */
  47148. reflectionBlur: float;
  47149. protected _diffuseTexture: Nullable<BaseTexture>;
  47150. /**
  47151. * Diffuse Texture used in the material.
  47152. * Should be author in a specific way for the best result (refer to the documentation).
  47153. */
  47154. diffuseTexture: Nullable<BaseTexture>;
  47155. protected _shadowLights: Nullable<IShadowLight[]>;
  47156. /**
  47157. * Specify the list of lights casting shadow on the material.
  47158. * All scene shadow lights will be included if null.
  47159. */
  47160. shadowLights: Nullable<IShadowLight[]>;
  47161. protected _shadowLevel: float;
  47162. /**
  47163. * Helps adjusting the shadow to a softer level if required.
  47164. * 0 means black shadows and 1 means no shadows.
  47165. */
  47166. shadowLevel: float;
  47167. protected _sceneCenter: Vector3;
  47168. /**
  47169. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  47170. * It is usually zero but might be interesting to modify according to your setup.
  47171. */
  47172. sceneCenter: Vector3;
  47173. protected _opacityFresnel: boolean;
  47174. /**
  47175. * This helps specifying that the material is falling off to the sky box at grazing angle.
  47176. * This helps ensuring a nice transition when the camera goes under the ground.
  47177. */
  47178. opacityFresnel: boolean;
  47179. protected _reflectionFresnel: boolean;
  47180. /**
  47181. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  47182. * This helps adding a mirror texture on the ground.
  47183. */
  47184. reflectionFresnel: boolean;
  47185. protected _reflectionFalloffDistance: number;
  47186. /**
  47187. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  47188. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  47189. */
  47190. reflectionFalloffDistance: number;
  47191. protected _reflectionAmount: number;
  47192. /**
  47193. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  47194. */
  47195. reflectionAmount: number;
  47196. protected _reflectionReflectance0: number;
  47197. /**
  47198. * This specifies the weight of the reflection at grazing angle.
  47199. */
  47200. reflectionReflectance0: number;
  47201. protected _reflectionReflectance90: number;
  47202. /**
  47203. * This specifies the weight of the reflection at a perpendicular point of view.
  47204. */
  47205. reflectionReflectance90: number;
  47206. /**
  47207. * Sets the reflection reflectance fresnel values according to the default standard
  47208. * empirically know to work well :-)
  47209. */
  47210. reflectionStandardFresnelWeight: number;
  47211. protected _useRGBColor: boolean;
  47212. /**
  47213. * Helps to directly use the maps channels instead of their level.
  47214. */
  47215. useRGBColor: boolean;
  47216. protected _enableNoise: boolean;
  47217. /**
  47218. * This helps reducing the banding effect that could occur on the background.
  47219. */
  47220. enableNoise: boolean;
  47221. /**
  47222. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  47223. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  47224. * Recommended to be keep at 1.0 except for special cases.
  47225. */
  47226. fovMultiplier: number;
  47227. private _fovMultiplier;
  47228. /**
  47229. * Enable the FOV adjustment feature controlled by fovMultiplier.
  47230. */
  47231. useEquirectangularFOV: boolean;
  47232. private _maxSimultaneousLights;
  47233. /**
  47234. * Number of Simultaneous lights allowed on the material.
  47235. */
  47236. maxSimultaneousLights: int;
  47237. /**
  47238. * Default configuration related to image processing available in the Background Material.
  47239. */
  47240. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  47241. /**
  47242. * Keep track of the image processing observer to allow dispose and replace.
  47243. */
  47244. private _imageProcessingObserver;
  47245. /**
  47246. * Attaches a new image processing configuration to the PBR Material.
  47247. * @param configuration (if null the scene configuration will be use)
  47248. */
  47249. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  47250. /**
  47251. * Gets the image processing configuration used either in this material.
  47252. */
  47253. /**
  47254. * Sets the Default image processing configuration used either in the this material.
  47255. *
  47256. * If sets to null, the scene one is in use.
  47257. */
  47258. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  47259. /**
  47260. * Gets wether the color curves effect is enabled.
  47261. */
  47262. /**
  47263. * Sets wether the color curves effect is enabled.
  47264. */
  47265. cameraColorCurvesEnabled: boolean;
  47266. /**
  47267. * Gets wether the color grading effect is enabled.
  47268. */
  47269. /**
  47270. * Gets wether the color grading effect is enabled.
  47271. */
  47272. cameraColorGradingEnabled: boolean;
  47273. /**
  47274. * Gets wether tonemapping is enabled or not.
  47275. */
  47276. /**
  47277. * Sets wether tonemapping is enabled or not
  47278. */
  47279. cameraToneMappingEnabled: boolean;
  47280. /**
  47281. * The camera exposure used on this material.
  47282. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  47283. * This corresponds to a photographic exposure.
  47284. */
  47285. /**
  47286. * The camera exposure used on this material.
  47287. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  47288. * This corresponds to a photographic exposure.
  47289. */
  47290. cameraExposure: float;
  47291. /**
  47292. * Gets The camera contrast used on this material.
  47293. */
  47294. /**
  47295. * Sets The camera contrast used on this material.
  47296. */
  47297. cameraContrast: float;
  47298. /**
  47299. * Gets the Color Grading 2D Lookup Texture.
  47300. */
  47301. /**
  47302. * Sets the Color Grading 2D Lookup Texture.
  47303. */
  47304. cameraColorGradingTexture: Nullable<BaseTexture>;
  47305. /**
  47306. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  47307. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  47308. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  47309. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  47310. */
  47311. /**
  47312. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  47313. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  47314. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  47315. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  47316. */
  47317. cameraColorCurves: Nullable<ColorCurves>;
  47318. /**
  47319. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  47320. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  47321. */
  47322. switchToBGR: boolean;
  47323. private _renderTargets;
  47324. private _reflectionControls;
  47325. private _white;
  47326. private _primaryShadowColor;
  47327. private _primaryHighlightColor;
  47328. /**
  47329. * Instantiates a Background Material in the given scene
  47330. * @param name The friendly name of the material
  47331. * @param scene The scene to add the material to
  47332. */
  47333. constructor(name: string, scene: Scene);
  47334. /**
  47335. * Gets a boolean indicating that current material needs to register RTT
  47336. */
  47337. readonly hasRenderTargetTextures: boolean;
  47338. /**
  47339. * The entire material has been created in order to prevent overdraw.
  47340. * @returns false
  47341. */
  47342. needAlphaTesting(): boolean;
  47343. /**
  47344. * The entire material has been created in order to prevent overdraw.
  47345. * @returns true if blending is enable
  47346. */
  47347. needAlphaBlending(): boolean;
  47348. /**
  47349. * Checks wether the material is ready to be rendered for a given mesh.
  47350. * @param mesh The mesh to render
  47351. * @param subMesh The submesh to check against
  47352. * @param useInstances Specify wether or not the material is used with instances
  47353. * @returns true if all the dependencies are ready (Textures, Effects...)
  47354. */
  47355. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  47356. /**
  47357. * Compute the primary color according to the chosen perceptual color.
  47358. */
  47359. private _computePrimaryColorFromPerceptualColor;
  47360. /**
  47361. * Compute the highlights and shadow colors according to their chosen levels.
  47362. */
  47363. private _computePrimaryColors;
  47364. /**
  47365. * Build the uniform buffer used in the material.
  47366. */
  47367. buildUniformLayout(): void;
  47368. /**
  47369. * Unbind the material.
  47370. */
  47371. unbind(): void;
  47372. /**
  47373. * Bind only the world matrix to the material.
  47374. * @param world The world matrix to bind.
  47375. */
  47376. bindOnlyWorldMatrix(world: Matrix): void;
  47377. /**
  47378. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  47379. * @param world The world matrix to bind.
  47380. * @param subMesh The submesh to bind for.
  47381. */
  47382. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  47383. /**
  47384. * Checks to see if a texture is used in the material.
  47385. * @param texture - Base texture to use.
  47386. * @returns - Boolean specifying if a texture is used in the material.
  47387. */
  47388. hasTexture(texture: BaseTexture): boolean;
  47389. /**
  47390. * Dispose the material.
  47391. * @param forceDisposeEffect Force disposal of the associated effect.
  47392. * @param forceDisposeTextures Force disposal of the associated textures.
  47393. */
  47394. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  47395. /**
  47396. * Clones the material.
  47397. * @param name The cloned name.
  47398. * @returns The cloned material.
  47399. */
  47400. clone(name: string): BackgroundMaterial;
  47401. /**
  47402. * Serializes the current material to its JSON representation.
  47403. * @returns The JSON representation.
  47404. */
  47405. serialize(): any;
  47406. /**
  47407. * Gets the class name of the material
  47408. * @returns "BackgroundMaterial"
  47409. */
  47410. getClassName(): string;
  47411. /**
  47412. * Parse a JSON input to create back a background material.
  47413. * @param source The JSON data to parse
  47414. * @param scene The scene to create the parsed material in
  47415. * @param rootUrl The root url of the assets the material depends upon
  47416. * @returns the instantiated BackgroundMaterial.
  47417. */
  47418. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  47419. }
  47420. }
  47421. declare module "babylonjs/Helpers/environmentHelper" {
  47422. import { Observable } from "babylonjs/Misc/observable";
  47423. import { Nullable } from "babylonjs/types";
  47424. import { Scene } from "babylonjs/scene";
  47425. import { Vector3 } from "babylonjs/Maths/math.vector";
  47426. import { Color3 } from "babylonjs/Maths/math.color";
  47427. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47428. import { Mesh } from "babylonjs/Meshes/mesh";
  47429. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47430. import { MirrorTexture } from "babylonjs/Materials/Textures/mirrorTexture";
  47431. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  47432. import "babylonjs/Meshes/Builders/planeBuilder";
  47433. import "babylonjs/Meshes/Builders/boxBuilder";
  47434. /**
  47435. * Represents the different options available during the creation of
  47436. * a Environment helper.
  47437. *
  47438. * This can control the default ground, skybox and image processing setup of your scene.
  47439. */
  47440. export interface IEnvironmentHelperOptions {
  47441. /**
  47442. * Specifies wether or not to create a ground.
  47443. * True by default.
  47444. */
  47445. createGround: boolean;
  47446. /**
  47447. * Specifies the ground size.
  47448. * 15 by default.
  47449. */
  47450. groundSize: number;
  47451. /**
  47452. * The texture used on the ground for the main color.
  47453. * Comes from the BabylonJS CDN by default.
  47454. *
  47455. * Remarks: Can be either a texture or a url.
  47456. */
  47457. groundTexture: string | BaseTexture;
  47458. /**
  47459. * The color mixed in the ground texture by default.
  47460. * BabylonJS clearColor by default.
  47461. */
  47462. groundColor: Color3;
  47463. /**
  47464. * Specifies the ground opacity.
  47465. * 1 by default.
  47466. */
  47467. groundOpacity: number;
  47468. /**
  47469. * Enables the ground to receive shadows.
  47470. * True by default.
  47471. */
  47472. enableGroundShadow: boolean;
  47473. /**
  47474. * Helps preventing the shadow to be fully black on the ground.
  47475. * 0.5 by default.
  47476. */
  47477. groundShadowLevel: number;
  47478. /**
  47479. * Creates a mirror texture attach to the ground.
  47480. * false by default.
  47481. */
  47482. enableGroundMirror: boolean;
  47483. /**
  47484. * Specifies the ground mirror size ratio.
  47485. * 0.3 by default as the default kernel is 64.
  47486. */
  47487. groundMirrorSizeRatio: number;
  47488. /**
  47489. * Specifies the ground mirror blur kernel size.
  47490. * 64 by default.
  47491. */
  47492. groundMirrorBlurKernel: number;
  47493. /**
  47494. * Specifies the ground mirror visibility amount.
  47495. * 1 by default
  47496. */
  47497. groundMirrorAmount: number;
  47498. /**
  47499. * Specifies the ground mirror reflectance weight.
  47500. * This uses the standard weight of the background material to setup the fresnel effect
  47501. * of the mirror.
  47502. * 1 by default.
  47503. */
  47504. groundMirrorFresnelWeight: number;
  47505. /**
  47506. * Specifies the ground mirror Falloff distance.
  47507. * This can helps reducing the size of the reflection.
  47508. * 0 by Default.
  47509. */
  47510. groundMirrorFallOffDistance: number;
  47511. /**
  47512. * Specifies the ground mirror texture type.
  47513. * Unsigned Int by Default.
  47514. */
  47515. groundMirrorTextureType: number;
  47516. /**
  47517. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  47518. * the shown objects.
  47519. */
  47520. groundYBias: number;
  47521. /**
  47522. * Specifies wether or not to create a skybox.
  47523. * True by default.
  47524. */
  47525. createSkybox: boolean;
  47526. /**
  47527. * Specifies the skybox size.
  47528. * 20 by default.
  47529. */
  47530. skyboxSize: number;
  47531. /**
  47532. * The texture used on the skybox for the main color.
  47533. * Comes from the BabylonJS CDN by default.
  47534. *
  47535. * Remarks: Can be either a texture or a url.
  47536. */
  47537. skyboxTexture: string | BaseTexture;
  47538. /**
  47539. * The color mixed in the skybox texture by default.
  47540. * BabylonJS clearColor by default.
  47541. */
  47542. skyboxColor: Color3;
  47543. /**
  47544. * The background rotation around the Y axis of the scene.
  47545. * This helps aligning the key lights of your scene with the background.
  47546. * 0 by default.
  47547. */
  47548. backgroundYRotation: number;
  47549. /**
  47550. * Compute automatically the size of the elements to best fit with the scene.
  47551. */
  47552. sizeAuto: boolean;
  47553. /**
  47554. * Default position of the rootMesh if autoSize is not true.
  47555. */
  47556. rootPosition: Vector3;
  47557. /**
  47558. * Sets up the image processing in the scene.
  47559. * true by default.
  47560. */
  47561. setupImageProcessing: boolean;
  47562. /**
  47563. * The texture used as your environment texture in the scene.
  47564. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  47565. *
  47566. * Remarks: Can be either a texture or a url.
  47567. */
  47568. environmentTexture: string | BaseTexture;
  47569. /**
  47570. * The value of the exposure to apply to the scene.
  47571. * 0.6 by default if setupImageProcessing is true.
  47572. */
  47573. cameraExposure: number;
  47574. /**
  47575. * The value of the contrast to apply to the scene.
  47576. * 1.6 by default if setupImageProcessing is true.
  47577. */
  47578. cameraContrast: number;
  47579. /**
  47580. * Specifies wether or not tonemapping should be enabled in the scene.
  47581. * true by default if setupImageProcessing is true.
  47582. */
  47583. toneMappingEnabled: boolean;
  47584. }
  47585. /**
  47586. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  47587. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  47588. * It also helps with the default setup of your imageProcessing configuration.
  47589. */
  47590. export class EnvironmentHelper {
  47591. /**
  47592. * Default ground texture URL.
  47593. */
  47594. private static _groundTextureCDNUrl;
  47595. /**
  47596. * Default skybox texture URL.
  47597. */
  47598. private static _skyboxTextureCDNUrl;
  47599. /**
  47600. * Default environment texture URL.
  47601. */
  47602. private static _environmentTextureCDNUrl;
  47603. /**
  47604. * Creates the default options for the helper.
  47605. */
  47606. private static _getDefaultOptions;
  47607. private _rootMesh;
  47608. /**
  47609. * Gets the root mesh created by the helper.
  47610. */
  47611. readonly rootMesh: Mesh;
  47612. private _skybox;
  47613. /**
  47614. * Gets the skybox created by the helper.
  47615. */
  47616. readonly skybox: Nullable<Mesh>;
  47617. private _skyboxTexture;
  47618. /**
  47619. * Gets the skybox texture created by the helper.
  47620. */
  47621. readonly skyboxTexture: Nullable<BaseTexture>;
  47622. private _skyboxMaterial;
  47623. /**
  47624. * Gets the skybox material created by the helper.
  47625. */
  47626. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  47627. private _ground;
  47628. /**
  47629. * Gets the ground mesh created by the helper.
  47630. */
  47631. readonly ground: Nullable<Mesh>;
  47632. private _groundTexture;
  47633. /**
  47634. * Gets the ground texture created by the helper.
  47635. */
  47636. readonly groundTexture: Nullable<BaseTexture>;
  47637. private _groundMirror;
  47638. /**
  47639. * Gets the ground mirror created by the helper.
  47640. */
  47641. readonly groundMirror: Nullable<MirrorTexture>;
  47642. /**
  47643. * Gets the ground mirror render list to helps pushing the meshes
  47644. * you wish in the ground reflection.
  47645. */
  47646. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  47647. private _groundMaterial;
  47648. /**
  47649. * Gets the ground material created by the helper.
  47650. */
  47651. readonly groundMaterial: Nullable<BackgroundMaterial>;
  47652. /**
  47653. * Stores the creation options.
  47654. */
  47655. private readonly _scene;
  47656. private _options;
  47657. /**
  47658. * This observable will be notified with any error during the creation of the environment,
  47659. * mainly texture creation errors.
  47660. */
  47661. onErrorObservable: Observable<{
  47662. message?: string;
  47663. exception?: any;
  47664. }>;
  47665. /**
  47666. * constructor
  47667. * @param options Defines the options we want to customize the helper
  47668. * @param scene The scene to add the material to
  47669. */
  47670. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  47671. /**
  47672. * Updates the background according to the new options
  47673. * @param options
  47674. */
  47675. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  47676. /**
  47677. * Sets the primary color of all the available elements.
  47678. * @param color the main color to affect to the ground and the background
  47679. */
  47680. setMainColor(color: Color3): void;
  47681. /**
  47682. * Setup the image processing according to the specified options.
  47683. */
  47684. private _setupImageProcessing;
  47685. /**
  47686. * Setup the environment texture according to the specified options.
  47687. */
  47688. private _setupEnvironmentTexture;
  47689. /**
  47690. * Setup the background according to the specified options.
  47691. */
  47692. private _setupBackground;
  47693. /**
  47694. * Get the scene sizes according to the setup.
  47695. */
  47696. private _getSceneSize;
  47697. /**
  47698. * Setup the ground according to the specified options.
  47699. */
  47700. private _setupGround;
  47701. /**
  47702. * Setup the ground material according to the specified options.
  47703. */
  47704. private _setupGroundMaterial;
  47705. /**
  47706. * Setup the ground diffuse texture according to the specified options.
  47707. */
  47708. private _setupGroundDiffuseTexture;
  47709. /**
  47710. * Setup the ground mirror texture according to the specified options.
  47711. */
  47712. private _setupGroundMirrorTexture;
  47713. /**
  47714. * Setup the ground to receive the mirror texture.
  47715. */
  47716. private _setupMirrorInGroundMaterial;
  47717. /**
  47718. * Setup the skybox according to the specified options.
  47719. */
  47720. private _setupSkybox;
  47721. /**
  47722. * Setup the skybox material according to the specified options.
  47723. */
  47724. private _setupSkyboxMaterial;
  47725. /**
  47726. * Setup the skybox reflection texture according to the specified options.
  47727. */
  47728. private _setupSkyboxReflectionTexture;
  47729. private _errorHandler;
  47730. /**
  47731. * Dispose all the elements created by the Helper.
  47732. */
  47733. dispose(): void;
  47734. }
  47735. }
  47736. declare module "babylonjs/Helpers/photoDome" {
  47737. import { Observable } from "babylonjs/Misc/observable";
  47738. import { Nullable } from "babylonjs/types";
  47739. import { Scene } from "babylonjs/scene";
  47740. import { TransformNode } from "babylonjs/Meshes/transformNode";
  47741. import { Mesh } from "babylonjs/Meshes/mesh";
  47742. import { Texture } from "babylonjs/Materials/Textures/texture";
  47743. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  47744. import "babylonjs/Meshes/Builders/sphereBuilder";
  47745. /**
  47746. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  47747. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  47748. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  47749. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  47750. */
  47751. export class PhotoDome extends TransformNode {
  47752. /**
  47753. * Define the image as a Monoscopic panoramic 360 image.
  47754. */
  47755. static readonly MODE_MONOSCOPIC: number;
  47756. /**
  47757. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  47758. */
  47759. static readonly MODE_TOPBOTTOM: number;
  47760. /**
  47761. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  47762. */
  47763. static readonly MODE_SIDEBYSIDE: number;
  47764. private _useDirectMapping;
  47765. /**
  47766. * The texture being displayed on the sphere
  47767. */
  47768. protected _photoTexture: Texture;
  47769. /**
  47770. * Gets or sets the texture being displayed on the sphere
  47771. */
  47772. photoTexture: Texture;
  47773. /**
  47774. * Observable raised when an error occured while loading the 360 image
  47775. */
  47776. onLoadErrorObservable: Observable<string>;
  47777. /**
  47778. * The skybox material
  47779. */
  47780. protected _material: BackgroundMaterial;
  47781. /**
  47782. * The surface used for the skybox
  47783. */
  47784. protected _mesh: Mesh;
  47785. /**
  47786. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  47787. * Also see the options.resolution property.
  47788. */
  47789. fovMultiplier: number;
  47790. private _imageMode;
  47791. /**
  47792. * Gets or set the current video mode for the video. It can be:
  47793. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  47794. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  47795. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  47796. */
  47797. imageMode: number;
  47798. /**
  47799. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  47800. * @param name Element's name, child elements will append suffixes for their own names.
  47801. * @param urlsOfPhoto defines the url of the photo to display
  47802. * @param options defines an object containing optional or exposed sub element properties
  47803. * @param onError defines a callback called when an error occured while loading the texture
  47804. */
  47805. constructor(name: string, urlOfPhoto: string, options: {
  47806. resolution?: number;
  47807. size?: number;
  47808. useDirectMapping?: boolean;
  47809. faceForward?: boolean;
  47810. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  47811. private _onBeforeCameraRenderObserver;
  47812. private _changeImageMode;
  47813. /**
  47814. * Releases resources associated with this node.
  47815. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  47816. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  47817. */
  47818. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  47819. }
  47820. }
  47821. declare module "babylonjs/Misc/rgbdTextureTools" {
  47822. import "babylonjs/Shaders/rgbdDecode.fragment";
  47823. import { Texture } from "babylonjs/Materials/Textures/texture";
  47824. /**
  47825. * Class used to host RGBD texture specific utilities
  47826. */
  47827. export class RGBDTextureTools {
  47828. /**
  47829. * Expand the RGBD Texture from RGBD to Half Float if possible.
  47830. * @param texture the texture to expand.
  47831. */
  47832. static ExpandRGBDTexture(texture: Texture): void;
  47833. }
  47834. }
  47835. declare module "babylonjs/Misc/brdfTextureTools" {
  47836. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47837. import { Scene } from "babylonjs/scene";
  47838. /**
  47839. * Class used to host texture specific utilities
  47840. */
  47841. export class BRDFTextureTools {
  47842. /**
  47843. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  47844. * @param scene defines the hosting scene
  47845. * @returns the environment BRDF texture
  47846. */
  47847. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  47848. private static _environmentBRDFBase64Texture;
  47849. }
  47850. }
  47851. declare module "babylonjs/Materials/PBR/pbrClearCoatConfiguration" {
  47852. import { Nullable } from "babylonjs/types";
  47853. import { Color3 } from "babylonjs/Maths/math.color";
  47854. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47855. import { EffectFallbacks } from "babylonjs/Materials/effect";
  47856. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47857. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47858. import { Engine } from "babylonjs/Engines/engine";
  47859. import { Scene } from "babylonjs/scene";
  47860. /**
  47861. * @hidden
  47862. */
  47863. export interface IMaterialClearCoatDefines {
  47864. CLEARCOAT: boolean;
  47865. CLEARCOAT_DEFAULTIOR: boolean;
  47866. CLEARCOAT_TEXTURE: boolean;
  47867. CLEARCOAT_TEXTUREDIRECTUV: number;
  47868. CLEARCOAT_BUMP: boolean;
  47869. CLEARCOAT_BUMPDIRECTUV: number;
  47870. CLEARCOAT_TINT: boolean;
  47871. CLEARCOAT_TINT_TEXTURE: boolean;
  47872. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  47873. /** @hidden */
  47874. _areTexturesDirty: boolean;
  47875. }
  47876. /**
  47877. * Define the code related to the clear coat parameters of the pbr material.
  47878. */
  47879. export class PBRClearCoatConfiguration {
  47880. /**
  47881. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  47882. * The default fits with a polyurethane material.
  47883. */
  47884. private static readonly _DefaultIndexOfRefraction;
  47885. private _isEnabled;
  47886. /**
  47887. * Defines if the clear coat is enabled in the material.
  47888. */
  47889. isEnabled: boolean;
  47890. /**
  47891. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  47892. */
  47893. intensity: number;
  47894. /**
  47895. * Defines the clear coat layer roughness.
  47896. */
  47897. roughness: number;
  47898. private _indexOfRefraction;
  47899. /**
  47900. * Defines the index of refraction of the clear coat.
  47901. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  47902. * The default fits with a polyurethane material.
  47903. * Changing the default value is more performance intensive.
  47904. */
  47905. indexOfRefraction: number;
  47906. private _texture;
  47907. /**
  47908. * Stores the clear coat values in a texture.
  47909. */
  47910. texture: Nullable<BaseTexture>;
  47911. private _bumpTexture;
  47912. /**
  47913. * Define the clear coat specific bump texture.
  47914. */
  47915. bumpTexture: Nullable<BaseTexture>;
  47916. private _isTintEnabled;
  47917. /**
  47918. * Defines if the clear coat tint is enabled in the material.
  47919. */
  47920. isTintEnabled: boolean;
  47921. /**
  47922. * Defines the clear coat tint of the material.
  47923. * This is only use if tint is enabled
  47924. */
  47925. tintColor: Color3;
  47926. /**
  47927. * Defines the distance at which the tint color should be found in the
  47928. * clear coat media.
  47929. * This is only use if tint is enabled
  47930. */
  47931. tintColorAtDistance: number;
  47932. /**
  47933. * Defines the clear coat layer thickness.
  47934. * This is only use if tint is enabled
  47935. */
  47936. tintThickness: number;
  47937. private _tintTexture;
  47938. /**
  47939. * Stores the clear tint values in a texture.
  47940. * rgb is tint
  47941. * a is a thickness factor
  47942. */
  47943. tintTexture: Nullable<BaseTexture>;
  47944. /** @hidden */
  47945. private _internalMarkAllSubMeshesAsTexturesDirty;
  47946. /** @hidden */
  47947. _markAllSubMeshesAsTexturesDirty(): void;
  47948. /**
  47949. * Instantiate a new istance of clear coat configuration.
  47950. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  47951. */
  47952. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  47953. /**
  47954. * Gets wehter the submesh is ready to be used or not.
  47955. * @param defines the list of "defines" to update.
  47956. * @param scene defines the scene the material belongs to.
  47957. * @param engine defines the engine the material belongs to.
  47958. * @param disableBumpMap defines wether the material disables bump or not.
  47959. * @returns - boolean indicating that the submesh is ready or not.
  47960. */
  47961. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  47962. /**
  47963. * Checks to see if a texture is used in the material.
  47964. * @param defines the list of "defines" to update.
  47965. * @param scene defines the scene to the material belongs to.
  47966. */
  47967. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  47968. /**
  47969. * Binds the material data.
  47970. * @param uniformBuffer defines the Uniform buffer to fill in.
  47971. * @param scene defines the scene the material belongs to.
  47972. * @param engine defines the engine the material belongs to.
  47973. * @param disableBumpMap defines wether the material disables bump or not.
  47974. * @param isFrozen defines wether the material is frozen or not.
  47975. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  47976. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  47977. */
  47978. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  47979. /**
  47980. * Checks to see if a texture is used in the material.
  47981. * @param texture - Base texture to use.
  47982. * @returns - Boolean specifying if a texture is used in the material.
  47983. */
  47984. hasTexture(texture: BaseTexture): boolean;
  47985. /**
  47986. * Returns an array of the actively used textures.
  47987. * @param activeTextures Array of BaseTextures
  47988. */
  47989. getActiveTextures(activeTextures: BaseTexture[]): void;
  47990. /**
  47991. * Returns the animatable textures.
  47992. * @param animatables Array of animatable textures.
  47993. */
  47994. getAnimatables(animatables: IAnimatable[]): void;
  47995. /**
  47996. * Disposes the resources of the material.
  47997. * @param forceDisposeTextures - Forces the disposal of all textures.
  47998. */
  47999. dispose(forceDisposeTextures?: boolean): void;
  48000. /**
  48001. * Get the current class name of the texture useful for serialization or dynamic coding.
  48002. * @returns "PBRClearCoatConfiguration"
  48003. */
  48004. getClassName(): string;
  48005. /**
  48006. * Add fallbacks to the effect fallbacks list.
  48007. * @param defines defines the Base texture to use.
  48008. * @param fallbacks defines the current fallback list.
  48009. * @param currentRank defines the current fallback rank.
  48010. * @returns the new fallback rank.
  48011. */
  48012. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  48013. /**
  48014. * Add the required uniforms to the current list.
  48015. * @param uniforms defines the current uniform list.
  48016. */
  48017. static AddUniforms(uniforms: string[]): void;
  48018. /**
  48019. * Add the required samplers to the current list.
  48020. * @param samplers defines the current sampler list.
  48021. */
  48022. static AddSamplers(samplers: string[]): void;
  48023. /**
  48024. * Add the required uniforms to the current buffer.
  48025. * @param uniformBuffer defines the current uniform buffer.
  48026. */
  48027. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  48028. /**
  48029. * Makes a duplicate of the current configuration into another one.
  48030. * @param clearCoatConfiguration define the config where to copy the info
  48031. */
  48032. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  48033. /**
  48034. * Serializes this clear coat configuration.
  48035. * @returns - An object with the serialized config.
  48036. */
  48037. serialize(): any;
  48038. /**
  48039. * Parses a anisotropy Configuration from a serialized object.
  48040. * @param source - Serialized object.
  48041. * @param scene Defines the scene we are parsing for
  48042. * @param rootUrl Defines the rootUrl to load from
  48043. */
  48044. parse(source: any, scene: Scene, rootUrl: string): void;
  48045. }
  48046. }
  48047. declare module "babylonjs/Materials/PBR/pbrAnisotropicConfiguration" {
  48048. import { EffectFallbacks } from "babylonjs/Materials/effect";
  48049. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  48050. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48051. import { Vector2 } from "babylonjs/Maths/math.vector";
  48052. import { Scene } from "babylonjs/scene";
  48053. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48054. import { Nullable } from "babylonjs/types";
  48055. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  48056. /**
  48057. * @hidden
  48058. */
  48059. export interface IMaterialAnisotropicDefines {
  48060. ANISOTROPIC: boolean;
  48061. ANISOTROPIC_TEXTURE: boolean;
  48062. ANISOTROPIC_TEXTUREDIRECTUV: number;
  48063. MAINUV1: boolean;
  48064. _areTexturesDirty: boolean;
  48065. _needUVs: boolean;
  48066. }
  48067. /**
  48068. * Define the code related to the anisotropic parameters of the pbr material.
  48069. */
  48070. export class PBRAnisotropicConfiguration {
  48071. private _isEnabled;
  48072. /**
  48073. * Defines if the anisotropy is enabled in the material.
  48074. */
  48075. isEnabled: boolean;
  48076. /**
  48077. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  48078. */
  48079. intensity: number;
  48080. /**
  48081. * Defines if the effect is along the tangents, bitangents or in between.
  48082. * By default, the effect is "strectching" the highlights along the tangents.
  48083. */
  48084. direction: Vector2;
  48085. private _texture;
  48086. /**
  48087. * Stores the anisotropy values in a texture.
  48088. * rg is direction (like normal from -1 to 1)
  48089. * b is a intensity
  48090. */
  48091. texture: Nullable<BaseTexture>;
  48092. /** @hidden */
  48093. private _internalMarkAllSubMeshesAsTexturesDirty;
  48094. /** @hidden */
  48095. _markAllSubMeshesAsTexturesDirty(): void;
  48096. /**
  48097. * Instantiate a new istance of anisotropy configuration.
  48098. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  48099. */
  48100. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  48101. /**
  48102. * Specifies that the submesh is ready to be used.
  48103. * @param defines the list of "defines" to update.
  48104. * @param scene defines the scene the material belongs to.
  48105. * @returns - boolean indicating that the submesh is ready or not.
  48106. */
  48107. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  48108. /**
  48109. * Checks to see if a texture is used in the material.
  48110. * @param defines the list of "defines" to update.
  48111. * @param mesh the mesh we are preparing the defines for.
  48112. * @param scene defines the scene the material belongs to.
  48113. */
  48114. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  48115. /**
  48116. * Binds the material data.
  48117. * @param uniformBuffer defines the Uniform buffer to fill in.
  48118. * @param scene defines the scene the material belongs to.
  48119. * @param isFrozen defines wether the material is frozen or not.
  48120. */
  48121. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  48122. /**
  48123. * Checks to see if a texture is used in the material.
  48124. * @param texture - Base texture to use.
  48125. * @returns - Boolean specifying if a texture is used in the material.
  48126. */
  48127. hasTexture(texture: BaseTexture): boolean;
  48128. /**
  48129. * Returns an array of the actively used textures.
  48130. * @param activeTextures Array of BaseTextures
  48131. */
  48132. getActiveTextures(activeTextures: BaseTexture[]): void;
  48133. /**
  48134. * Returns the animatable textures.
  48135. * @param animatables Array of animatable textures.
  48136. */
  48137. getAnimatables(animatables: IAnimatable[]): void;
  48138. /**
  48139. * Disposes the resources of the material.
  48140. * @param forceDisposeTextures - Forces the disposal of all textures.
  48141. */
  48142. dispose(forceDisposeTextures?: boolean): void;
  48143. /**
  48144. * Get the current class name of the texture useful for serialization or dynamic coding.
  48145. * @returns "PBRAnisotropicConfiguration"
  48146. */
  48147. getClassName(): string;
  48148. /**
  48149. * Add fallbacks to the effect fallbacks list.
  48150. * @param defines defines the Base texture to use.
  48151. * @param fallbacks defines the current fallback list.
  48152. * @param currentRank defines the current fallback rank.
  48153. * @returns the new fallback rank.
  48154. */
  48155. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  48156. /**
  48157. * Add the required uniforms to the current list.
  48158. * @param uniforms defines the current uniform list.
  48159. */
  48160. static AddUniforms(uniforms: string[]): void;
  48161. /**
  48162. * Add the required uniforms to the current buffer.
  48163. * @param uniformBuffer defines the current uniform buffer.
  48164. */
  48165. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  48166. /**
  48167. * Add the required samplers to the current list.
  48168. * @param samplers defines the current sampler list.
  48169. */
  48170. static AddSamplers(samplers: string[]): void;
  48171. /**
  48172. * Makes a duplicate of the current configuration into another one.
  48173. * @param anisotropicConfiguration define the config where to copy the info
  48174. */
  48175. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  48176. /**
  48177. * Serializes this anisotropy configuration.
  48178. * @returns - An object with the serialized config.
  48179. */
  48180. serialize(): any;
  48181. /**
  48182. * Parses a anisotropy Configuration from a serialized object.
  48183. * @param source - Serialized object.
  48184. * @param scene Defines the scene we are parsing for
  48185. * @param rootUrl Defines the rootUrl to load from
  48186. */
  48187. parse(source: any, scene: Scene, rootUrl: string): void;
  48188. }
  48189. }
  48190. declare module "babylonjs/Materials/PBR/pbrBRDFConfiguration" {
  48191. import { Scene } from "babylonjs/scene";
  48192. /**
  48193. * @hidden
  48194. */
  48195. export interface IMaterialBRDFDefines {
  48196. BRDF_V_HEIGHT_CORRELATED: boolean;
  48197. MS_BRDF_ENERGY_CONSERVATION: boolean;
  48198. SPHERICAL_HARMONICS: boolean;
  48199. /** @hidden */
  48200. _areMiscDirty: boolean;
  48201. }
  48202. /**
  48203. * Define the code related to the BRDF parameters of the pbr material.
  48204. */
  48205. export class PBRBRDFConfiguration {
  48206. /**
  48207. * Default value used for the energy conservation.
  48208. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  48209. */
  48210. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  48211. /**
  48212. * Default value used for the Smith Visibility Height Correlated mode.
  48213. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  48214. */
  48215. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  48216. /**
  48217. * Default value used for the IBL diffuse part.
  48218. * This can help switching back to the polynomials mode globally which is a tiny bit
  48219. * less GPU intensive at the drawback of a lower quality.
  48220. */
  48221. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  48222. private _useEnergyConservation;
  48223. /**
  48224. * Defines if the material uses energy conservation.
  48225. */
  48226. useEnergyConservation: boolean;
  48227. private _useSmithVisibilityHeightCorrelated;
  48228. /**
  48229. * LEGACY Mode set to false
  48230. * Defines if the material uses height smith correlated visibility term.
  48231. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  48232. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  48233. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  48234. * Not relying on height correlated will also disable energy conservation.
  48235. */
  48236. useSmithVisibilityHeightCorrelated: boolean;
  48237. private _useSphericalHarmonics;
  48238. /**
  48239. * LEGACY Mode set to false
  48240. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  48241. * diffuse part of the IBL.
  48242. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  48243. * to the ground truth.
  48244. */
  48245. useSphericalHarmonics: boolean;
  48246. /** @hidden */
  48247. private _internalMarkAllSubMeshesAsMiscDirty;
  48248. /** @hidden */
  48249. _markAllSubMeshesAsMiscDirty(): void;
  48250. /**
  48251. * Instantiate a new istance of clear coat configuration.
  48252. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  48253. */
  48254. constructor(markAllSubMeshesAsMiscDirty: () => void);
  48255. /**
  48256. * Checks to see if a texture is used in the material.
  48257. * @param defines the list of "defines" to update.
  48258. */
  48259. prepareDefines(defines: IMaterialBRDFDefines): void;
  48260. /**
  48261. * Get the current class name of the texture useful for serialization or dynamic coding.
  48262. * @returns "PBRClearCoatConfiguration"
  48263. */
  48264. getClassName(): string;
  48265. /**
  48266. * Makes a duplicate of the current configuration into another one.
  48267. * @param brdfConfiguration define the config where to copy the info
  48268. */
  48269. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  48270. /**
  48271. * Serializes this BRDF configuration.
  48272. * @returns - An object with the serialized config.
  48273. */
  48274. serialize(): any;
  48275. /**
  48276. * Parses a anisotropy Configuration from a serialized object.
  48277. * @param source - Serialized object.
  48278. * @param scene Defines the scene we are parsing for
  48279. * @param rootUrl Defines the rootUrl to load from
  48280. */
  48281. parse(source: any, scene: Scene, rootUrl: string): void;
  48282. }
  48283. }
  48284. declare module "babylonjs/Materials/PBR/pbrSheenConfiguration" {
  48285. import { EffectFallbacks } from "babylonjs/Materials/effect";
  48286. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  48287. import { Color3 } from "babylonjs/Maths/math.color";
  48288. import { Scene } from "babylonjs/scene";
  48289. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48290. import { Nullable } from "babylonjs/types";
  48291. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  48292. /**
  48293. * @hidden
  48294. */
  48295. export interface IMaterialSheenDefines {
  48296. SHEEN: boolean;
  48297. SHEEN_TEXTURE: boolean;
  48298. SHEEN_TEXTUREDIRECTUV: number;
  48299. SHEEN_LINKWITHALBEDO: boolean;
  48300. /** @hidden */
  48301. _areTexturesDirty: boolean;
  48302. }
  48303. /**
  48304. * Define the code related to the Sheen parameters of the pbr material.
  48305. */
  48306. export class PBRSheenConfiguration {
  48307. private _isEnabled;
  48308. /**
  48309. * Defines if the material uses sheen.
  48310. */
  48311. isEnabled: boolean;
  48312. private _linkSheenWithAlbedo;
  48313. /**
  48314. * Defines if the sheen is linked to the sheen color.
  48315. */
  48316. linkSheenWithAlbedo: boolean;
  48317. /**
  48318. * Defines the sheen intensity.
  48319. */
  48320. intensity: number;
  48321. /**
  48322. * Defines the sheen color.
  48323. */
  48324. color: Color3;
  48325. private _texture;
  48326. /**
  48327. * Stores the sheen tint values in a texture.
  48328. * rgb is tint
  48329. * a is a intensity
  48330. */
  48331. texture: Nullable<BaseTexture>;
  48332. /** @hidden */
  48333. private _internalMarkAllSubMeshesAsTexturesDirty;
  48334. /** @hidden */
  48335. _markAllSubMeshesAsTexturesDirty(): void;
  48336. /**
  48337. * Instantiate a new istance of clear coat configuration.
  48338. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  48339. */
  48340. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  48341. /**
  48342. * Specifies that the submesh is ready to be used.
  48343. * @param defines the list of "defines" to update.
  48344. * @param scene defines the scene the material belongs to.
  48345. * @returns - boolean indicating that the submesh is ready or not.
  48346. */
  48347. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  48348. /**
  48349. * Checks to see if a texture is used in the material.
  48350. * @param defines the list of "defines" to update.
  48351. * @param scene defines the scene the material belongs to.
  48352. */
  48353. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  48354. /**
  48355. * Binds the material data.
  48356. * @param uniformBuffer defines the Uniform buffer to fill in.
  48357. * @param scene defines the scene the material belongs to.
  48358. * @param isFrozen defines wether the material is frozen or not.
  48359. */
  48360. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  48361. /**
  48362. * Checks to see if a texture is used in the material.
  48363. * @param texture - Base texture to use.
  48364. * @returns - Boolean specifying if a texture is used in the material.
  48365. */
  48366. hasTexture(texture: BaseTexture): boolean;
  48367. /**
  48368. * Returns an array of the actively used textures.
  48369. * @param activeTextures Array of BaseTextures
  48370. */
  48371. getActiveTextures(activeTextures: BaseTexture[]): void;
  48372. /**
  48373. * Returns the animatable textures.
  48374. * @param animatables Array of animatable textures.
  48375. */
  48376. getAnimatables(animatables: IAnimatable[]): void;
  48377. /**
  48378. * Disposes the resources of the material.
  48379. * @param forceDisposeTextures - Forces the disposal of all textures.
  48380. */
  48381. dispose(forceDisposeTextures?: boolean): void;
  48382. /**
  48383. * Get the current class name of the texture useful for serialization or dynamic coding.
  48384. * @returns "PBRSheenConfiguration"
  48385. */
  48386. getClassName(): string;
  48387. /**
  48388. * Add fallbacks to the effect fallbacks list.
  48389. * @param defines defines the Base texture to use.
  48390. * @param fallbacks defines the current fallback list.
  48391. * @param currentRank defines the current fallback rank.
  48392. * @returns the new fallback rank.
  48393. */
  48394. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  48395. /**
  48396. * Add the required uniforms to the current list.
  48397. * @param uniforms defines the current uniform list.
  48398. */
  48399. static AddUniforms(uniforms: string[]): void;
  48400. /**
  48401. * Add the required uniforms to the current buffer.
  48402. * @param uniformBuffer defines the current uniform buffer.
  48403. */
  48404. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  48405. /**
  48406. * Add the required samplers to the current list.
  48407. * @param samplers defines the current sampler list.
  48408. */
  48409. static AddSamplers(samplers: string[]): void;
  48410. /**
  48411. * Makes a duplicate of the current configuration into another one.
  48412. * @param sheenConfiguration define the config where to copy the info
  48413. */
  48414. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  48415. /**
  48416. * Serializes this BRDF configuration.
  48417. * @returns - An object with the serialized config.
  48418. */
  48419. serialize(): any;
  48420. /**
  48421. * Parses a anisotropy Configuration from a serialized object.
  48422. * @param source - Serialized object.
  48423. * @param scene Defines the scene we are parsing for
  48424. * @param rootUrl Defines the rootUrl to load from
  48425. */
  48426. parse(source: any, scene: Scene, rootUrl: string): void;
  48427. }
  48428. }
  48429. declare module "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration" {
  48430. import { Nullable } from "babylonjs/types";
  48431. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  48432. import { Color3 } from "babylonjs/Maths/math.color";
  48433. import { SmartArray } from "babylonjs/Misc/smartArray";
  48434. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48435. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  48436. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  48437. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  48438. import { Engine } from "babylonjs/Engines/engine";
  48439. import { Scene } from "babylonjs/scene";
  48440. /**
  48441. * @hidden
  48442. */
  48443. export interface IMaterialSubSurfaceDefines {
  48444. SUBSURFACE: boolean;
  48445. SS_REFRACTION: boolean;
  48446. SS_TRANSLUCENCY: boolean;
  48447. SS_SCATERRING: boolean;
  48448. SS_THICKNESSANDMASK_TEXTURE: boolean;
  48449. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  48450. SS_REFRACTIONMAP_3D: boolean;
  48451. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  48452. SS_LODINREFRACTIONALPHA: boolean;
  48453. SS_GAMMAREFRACTION: boolean;
  48454. SS_RGBDREFRACTION: boolean;
  48455. SS_LINEARSPECULARREFRACTION: boolean;
  48456. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  48457. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  48458. /** @hidden */
  48459. _areTexturesDirty: boolean;
  48460. }
  48461. /**
  48462. * Define the code related to the sub surface parameters of the pbr material.
  48463. */
  48464. export class PBRSubSurfaceConfiguration {
  48465. private _isRefractionEnabled;
  48466. /**
  48467. * Defines if the refraction is enabled in the material.
  48468. */
  48469. isRefractionEnabled: boolean;
  48470. private _isTranslucencyEnabled;
  48471. /**
  48472. * Defines if the translucency is enabled in the material.
  48473. */
  48474. isTranslucencyEnabled: boolean;
  48475. private _isScatteringEnabled;
  48476. /**
  48477. * Defines the refraction intensity of the material.
  48478. * The refraction when enabled replaces the Diffuse part of the material.
  48479. * The intensity helps transitionning between diffuse and refraction.
  48480. */
  48481. refractionIntensity: number;
  48482. /**
  48483. * Defines the translucency intensity of the material.
  48484. * When translucency has been enabled, this defines how much of the "translucency"
  48485. * is addded to the diffuse part of the material.
  48486. */
  48487. translucencyIntensity: number;
  48488. /**
  48489. * Defines the scattering intensity of the material.
  48490. * When scattering has been enabled, this defines how much of the "scattered light"
  48491. * is addded to the diffuse part of the material.
  48492. */
  48493. scatteringIntensity: number;
  48494. private _thicknessTexture;
  48495. /**
  48496. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  48497. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  48498. * 0 would mean minimumThickness
  48499. * 1 would mean maximumThickness
  48500. * The other channels might be use as a mask to vary the different effects intensity.
  48501. */
  48502. thicknessTexture: Nullable<BaseTexture>;
  48503. private _refractionTexture;
  48504. /**
  48505. * Defines the texture to use for refraction.
  48506. */
  48507. refractionTexture: Nullable<BaseTexture>;
  48508. private _indexOfRefraction;
  48509. /**
  48510. * Defines the index of refraction used in the material.
  48511. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  48512. */
  48513. indexOfRefraction: number;
  48514. private _invertRefractionY;
  48515. /**
  48516. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  48517. */
  48518. invertRefractionY: boolean;
  48519. private _linkRefractionWithTransparency;
  48520. /**
  48521. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  48522. * Materials half opaque for instance using refraction could benefit from this control.
  48523. */
  48524. linkRefractionWithTransparency: boolean;
  48525. /**
  48526. * Defines the minimum thickness stored in the thickness map.
  48527. * If no thickness map is defined, this value will be used to simulate thickness.
  48528. */
  48529. minimumThickness: number;
  48530. /**
  48531. * Defines the maximum thickness stored in the thickness map.
  48532. */
  48533. maximumThickness: number;
  48534. /**
  48535. * Defines the volume tint of the material.
  48536. * This is used for both translucency and scattering.
  48537. */
  48538. tintColor: Color3;
  48539. /**
  48540. * Defines the distance at which the tint color should be found in the media.
  48541. * This is used for refraction only.
  48542. */
  48543. tintColorAtDistance: number;
  48544. /**
  48545. * Defines how far each channel transmit through the media.
  48546. * It is defined as a color to simplify it selection.
  48547. */
  48548. diffusionDistance: Color3;
  48549. private _useMaskFromThicknessTexture;
  48550. /**
  48551. * Stores the intensity of the different subsurface effects in the thickness texture.
  48552. * * the green channel is the translucency intensity.
  48553. * * the blue channel is the scattering intensity.
  48554. * * the alpha channel is the refraction intensity.
  48555. */
  48556. useMaskFromThicknessTexture: boolean;
  48557. /** @hidden */
  48558. private _internalMarkAllSubMeshesAsTexturesDirty;
  48559. /** @hidden */
  48560. _markAllSubMeshesAsTexturesDirty(): void;
  48561. /**
  48562. * Instantiate a new istance of sub surface configuration.
  48563. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  48564. */
  48565. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  48566. /**
  48567. * Gets wehter the submesh is ready to be used or not.
  48568. * @param defines the list of "defines" to update.
  48569. * @param scene defines the scene the material belongs to.
  48570. * @returns - boolean indicating that the submesh is ready or not.
  48571. */
  48572. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  48573. /**
  48574. * Checks to see if a texture is used in the material.
  48575. * @param defines the list of "defines" to update.
  48576. * @param scene defines the scene to the material belongs to.
  48577. */
  48578. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  48579. /**
  48580. * Binds the material data.
  48581. * @param uniformBuffer defines the Uniform buffer to fill in.
  48582. * @param scene defines the scene the material belongs to.
  48583. * @param engine defines the engine the material belongs to.
  48584. * @param isFrozen defines wether the material is frozen or not.
  48585. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  48586. */
  48587. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  48588. /**
  48589. * Unbinds the material from the mesh.
  48590. * @param activeEffect defines the effect that should be unbound from.
  48591. * @returns true if unbound, otherwise false
  48592. */
  48593. unbind(activeEffect: Effect): boolean;
  48594. /**
  48595. * Returns the texture used for refraction or null if none is used.
  48596. * @param scene defines the scene the material belongs to.
  48597. * @returns - Refraction texture if present. If no refraction texture and refraction
  48598. * is linked with transparency, returns environment texture. Otherwise, returns null.
  48599. */
  48600. private _getRefractionTexture;
  48601. /**
  48602. * Returns true if alpha blending should be disabled.
  48603. */
  48604. readonly disableAlphaBlending: boolean;
  48605. /**
  48606. * Fills the list of render target textures.
  48607. * @param renderTargets the list of render targets to update
  48608. */
  48609. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  48610. /**
  48611. * Checks to see if a texture is used in the material.
  48612. * @param texture - Base texture to use.
  48613. * @returns - Boolean specifying if a texture is used in the material.
  48614. */
  48615. hasTexture(texture: BaseTexture): boolean;
  48616. /**
  48617. * Gets a boolean indicating that current material needs to register RTT
  48618. * @returns true if this uses a render target otherwise false.
  48619. */
  48620. hasRenderTargetTextures(): boolean;
  48621. /**
  48622. * Returns an array of the actively used textures.
  48623. * @param activeTextures Array of BaseTextures
  48624. */
  48625. getActiveTextures(activeTextures: BaseTexture[]): void;
  48626. /**
  48627. * Returns the animatable textures.
  48628. * @param animatables Array of animatable textures.
  48629. */
  48630. getAnimatables(animatables: IAnimatable[]): void;
  48631. /**
  48632. * Disposes the resources of the material.
  48633. * @param forceDisposeTextures - Forces the disposal of all textures.
  48634. */
  48635. dispose(forceDisposeTextures?: boolean): void;
  48636. /**
  48637. * Get the current class name of the texture useful for serialization or dynamic coding.
  48638. * @returns "PBRSubSurfaceConfiguration"
  48639. */
  48640. getClassName(): string;
  48641. /**
  48642. * Add fallbacks to the effect fallbacks list.
  48643. * @param defines defines the Base texture to use.
  48644. * @param fallbacks defines the current fallback list.
  48645. * @param currentRank defines the current fallback rank.
  48646. * @returns the new fallback rank.
  48647. */
  48648. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  48649. /**
  48650. * Add the required uniforms to the current list.
  48651. * @param uniforms defines the current uniform list.
  48652. */
  48653. static AddUniforms(uniforms: string[]): void;
  48654. /**
  48655. * Add the required samplers to the current list.
  48656. * @param samplers defines the current sampler list.
  48657. */
  48658. static AddSamplers(samplers: string[]): void;
  48659. /**
  48660. * Add the required uniforms to the current buffer.
  48661. * @param uniformBuffer defines the current uniform buffer.
  48662. */
  48663. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  48664. /**
  48665. * Makes a duplicate of the current configuration into another one.
  48666. * @param configuration define the config where to copy the info
  48667. */
  48668. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  48669. /**
  48670. * Serializes this Sub Surface configuration.
  48671. * @returns - An object with the serialized config.
  48672. */
  48673. serialize(): any;
  48674. /**
  48675. * Parses a anisotropy Configuration from a serialized object.
  48676. * @param source - Serialized object.
  48677. * @param scene Defines the scene we are parsing for
  48678. * @param rootUrl Defines the rootUrl to load from
  48679. */
  48680. parse(source: any, scene: Scene, rootUrl: string): void;
  48681. }
  48682. }
  48683. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration" {
  48684. /** @hidden */
  48685. export var pbrFragmentDeclaration: {
  48686. name: string;
  48687. shader: string;
  48688. };
  48689. }
  48690. declare module "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration" {
  48691. /** @hidden */
  48692. export var pbrUboDeclaration: {
  48693. name: string;
  48694. shader: string;
  48695. };
  48696. }
  48697. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration" {
  48698. /** @hidden */
  48699. export var pbrFragmentExtraDeclaration: {
  48700. name: string;
  48701. shader: string;
  48702. };
  48703. }
  48704. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration" {
  48705. /** @hidden */
  48706. export var pbrFragmentSamplersDeclaration: {
  48707. name: string;
  48708. shader: string;
  48709. };
  48710. }
  48711. declare module "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions" {
  48712. /** @hidden */
  48713. export var pbrHelperFunctions: {
  48714. name: string;
  48715. shader: string;
  48716. };
  48717. }
  48718. declare module "babylonjs/Shaders/ShadersInclude/harmonicsFunctions" {
  48719. /** @hidden */
  48720. export var harmonicsFunctions: {
  48721. name: string;
  48722. shader: string;
  48723. };
  48724. }
  48725. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions" {
  48726. /** @hidden */
  48727. export var pbrDirectLightingSetupFunctions: {
  48728. name: string;
  48729. shader: string;
  48730. };
  48731. }
  48732. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions" {
  48733. /** @hidden */
  48734. export var pbrDirectLightingFalloffFunctions: {
  48735. name: string;
  48736. shader: string;
  48737. };
  48738. }
  48739. declare module "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions" {
  48740. /** @hidden */
  48741. export var pbrBRDFFunctions: {
  48742. name: string;
  48743. shader: string;
  48744. };
  48745. }
  48746. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions" {
  48747. /** @hidden */
  48748. export var pbrDirectLightingFunctions: {
  48749. name: string;
  48750. shader: string;
  48751. };
  48752. }
  48753. declare module "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions" {
  48754. /** @hidden */
  48755. export var pbrIBLFunctions: {
  48756. name: string;
  48757. shader: string;
  48758. };
  48759. }
  48760. declare module "babylonjs/Shaders/ShadersInclude/pbrDebug" {
  48761. /** @hidden */
  48762. export var pbrDebug: {
  48763. name: string;
  48764. shader: string;
  48765. };
  48766. }
  48767. declare module "babylonjs/Shaders/pbr.fragment" {
  48768. import "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration";
  48769. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  48770. import "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration";
  48771. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  48772. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  48773. import "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration";
  48774. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  48775. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  48776. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  48777. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  48778. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  48779. import "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions";
  48780. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  48781. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  48782. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  48783. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions";
  48784. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions";
  48785. import "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions";
  48786. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions";
  48787. import "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions";
  48788. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  48789. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  48790. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  48791. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  48792. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  48793. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  48794. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  48795. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  48796. import "babylonjs/Shaders/ShadersInclude/pbrDebug";
  48797. /** @hidden */
  48798. export var pbrPixelShader: {
  48799. name: string;
  48800. shader: string;
  48801. };
  48802. }
  48803. declare module "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration" {
  48804. /** @hidden */
  48805. export var pbrVertexDeclaration: {
  48806. name: string;
  48807. shader: string;
  48808. };
  48809. }
  48810. declare module "babylonjs/Shaders/pbr.vertex" {
  48811. import "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration";
  48812. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  48813. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  48814. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  48815. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  48816. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  48817. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  48818. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  48819. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  48820. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  48821. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  48822. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  48823. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  48824. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  48825. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  48826. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  48827. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  48828. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  48829. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  48830. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  48831. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  48832. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  48833. /** @hidden */
  48834. export var pbrVertexShader: {
  48835. name: string;
  48836. shader: string;
  48837. };
  48838. }
  48839. declare module "babylonjs/Materials/PBR/pbrBaseMaterial" {
  48840. import { Nullable } from "babylonjs/types";
  48841. import { Scene } from "babylonjs/scene";
  48842. import { Matrix } from "babylonjs/Maths/math.vector";
  48843. import { SubMesh } from "babylonjs/Meshes/subMesh";
  48844. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48845. import { Mesh } from "babylonjs/Meshes/mesh";
  48846. import { IMaterialClearCoatDefines, PBRClearCoatConfiguration } from "babylonjs/Materials/PBR/pbrClearCoatConfiguration";
  48847. import { IMaterialAnisotropicDefines, PBRAnisotropicConfiguration } from "babylonjs/Materials/PBR/pbrAnisotropicConfiguration";
  48848. import { IMaterialBRDFDefines, PBRBRDFConfiguration } from "babylonjs/Materials/PBR/pbrBRDFConfiguration";
  48849. import { IMaterialSheenDefines, PBRSheenConfiguration } from "babylonjs/Materials/PBR/pbrSheenConfiguration";
  48850. import { IMaterialSubSurfaceDefines, PBRSubSurfaceConfiguration } from "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration";
  48851. import { Color3 } from "babylonjs/Maths/math.color";
  48852. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  48853. import { Material } from "babylonjs/Materials/material";
  48854. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  48855. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  48856. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48857. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  48858. import "babylonjs/Shaders/pbr.fragment";
  48859. import "babylonjs/Shaders/pbr.vertex";
  48860. /**
  48861. * Manages the defines for the PBR Material.
  48862. * @hidden
  48863. */
  48864. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  48865. PBR: boolean;
  48866. MAINUV1: boolean;
  48867. MAINUV2: boolean;
  48868. UV1: boolean;
  48869. UV2: boolean;
  48870. ALBEDO: boolean;
  48871. ALBEDODIRECTUV: number;
  48872. VERTEXCOLOR: boolean;
  48873. AMBIENT: boolean;
  48874. AMBIENTDIRECTUV: number;
  48875. AMBIENTINGRAYSCALE: boolean;
  48876. OPACITY: boolean;
  48877. VERTEXALPHA: boolean;
  48878. OPACITYDIRECTUV: number;
  48879. OPACITYRGB: boolean;
  48880. ALPHATEST: boolean;
  48881. DEPTHPREPASS: boolean;
  48882. ALPHABLEND: boolean;
  48883. ALPHAFROMALBEDO: boolean;
  48884. ALPHATESTVALUE: string;
  48885. SPECULAROVERALPHA: boolean;
  48886. RADIANCEOVERALPHA: boolean;
  48887. ALPHAFRESNEL: boolean;
  48888. LINEARALPHAFRESNEL: boolean;
  48889. PREMULTIPLYALPHA: boolean;
  48890. EMISSIVE: boolean;
  48891. EMISSIVEDIRECTUV: number;
  48892. REFLECTIVITY: boolean;
  48893. REFLECTIVITYDIRECTUV: number;
  48894. SPECULARTERM: boolean;
  48895. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  48896. MICROSURFACEAUTOMATIC: boolean;
  48897. LODBASEDMICROSFURACE: boolean;
  48898. MICROSURFACEMAP: boolean;
  48899. MICROSURFACEMAPDIRECTUV: number;
  48900. METALLICWORKFLOW: boolean;
  48901. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  48902. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  48903. METALLNESSSTOREINMETALMAPBLUE: boolean;
  48904. AOSTOREINMETALMAPRED: boolean;
  48905. ENVIRONMENTBRDF: boolean;
  48906. ENVIRONMENTBRDF_RGBD: boolean;
  48907. NORMAL: boolean;
  48908. TANGENT: boolean;
  48909. BUMP: boolean;
  48910. BUMPDIRECTUV: number;
  48911. OBJECTSPACE_NORMALMAP: boolean;
  48912. PARALLAX: boolean;
  48913. PARALLAXOCCLUSION: boolean;
  48914. NORMALXYSCALE: boolean;
  48915. LIGHTMAP: boolean;
  48916. LIGHTMAPDIRECTUV: number;
  48917. USELIGHTMAPASSHADOWMAP: boolean;
  48918. GAMMALIGHTMAP: boolean;
  48919. RGBDLIGHTMAP: boolean;
  48920. REFLECTION: boolean;
  48921. REFLECTIONMAP_3D: boolean;
  48922. REFLECTIONMAP_SPHERICAL: boolean;
  48923. REFLECTIONMAP_PLANAR: boolean;
  48924. REFLECTIONMAP_CUBIC: boolean;
  48925. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  48926. REFLECTIONMAP_PROJECTION: boolean;
  48927. REFLECTIONMAP_SKYBOX: boolean;
  48928. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  48929. REFLECTIONMAP_EXPLICIT: boolean;
  48930. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  48931. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  48932. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  48933. INVERTCUBICMAP: boolean;
  48934. USESPHERICALFROMREFLECTIONMAP: boolean;
  48935. USEIRRADIANCEMAP: boolean;
  48936. SPHERICAL_HARMONICS: boolean;
  48937. USESPHERICALINVERTEX: boolean;
  48938. REFLECTIONMAP_OPPOSITEZ: boolean;
  48939. LODINREFLECTIONALPHA: boolean;
  48940. GAMMAREFLECTION: boolean;
  48941. RGBDREFLECTION: boolean;
  48942. LINEARSPECULARREFLECTION: boolean;
  48943. RADIANCEOCCLUSION: boolean;
  48944. HORIZONOCCLUSION: boolean;
  48945. INSTANCES: boolean;
  48946. NUM_BONE_INFLUENCERS: number;
  48947. BonesPerMesh: number;
  48948. BONETEXTURE: boolean;
  48949. NONUNIFORMSCALING: boolean;
  48950. MORPHTARGETS: boolean;
  48951. MORPHTARGETS_NORMAL: boolean;
  48952. MORPHTARGETS_TANGENT: boolean;
  48953. MORPHTARGETS_UV: boolean;
  48954. NUM_MORPH_INFLUENCERS: number;
  48955. IMAGEPROCESSING: boolean;
  48956. VIGNETTE: boolean;
  48957. VIGNETTEBLENDMODEMULTIPLY: boolean;
  48958. VIGNETTEBLENDMODEOPAQUE: boolean;
  48959. TONEMAPPING: boolean;
  48960. TONEMAPPING_ACES: boolean;
  48961. CONTRAST: boolean;
  48962. COLORCURVES: boolean;
  48963. COLORGRADING: boolean;
  48964. COLORGRADING3D: boolean;
  48965. SAMPLER3DGREENDEPTH: boolean;
  48966. SAMPLER3DBGRMAP: boolean;
  48967. IMAGEPROCESSINGPOSTPROCESS: boolean;
  48968. EXPOSURE: boolean;
  48969. MULTIVIEW: boolean;
  48970. USEPHYSICALLIGHTFALLOFF: boolean;
  48971. USEGLTFLIGHTFALLOFF: boolean;
  48972. TWOSIDEDLIGHTING: boolean;
  48973. SHADOWFLOAT: boolean;
  48974. CLIPPLANE: boolean;
  48975. CLIPPLANE2: boolean;
  48976. CLIPPLANE3: boolean;
  48977. CLIPPLANE4: boolean;
  48978. POINTSIZE: boolean;
  48979. FOG: boolean;
  48980. LOGARITHMICDEPTH: boolean;
  48981. FORCENORMALFORWARD: boolean;
  48982. SPECULARAA: boolean;
  48983. CLEARCOAT: boolean;
  48984. CLEARCOAT_DEFAULTIOR: boolean;
  48985. CLEARCOAT_TEXTURE: boolean;
  48986. CLEARCOAT_TEXTUREDIRECTUV: number;
  48987. CLEARCOAT_BUMP: boolean;
  48988. CLEARCOAT_BUMPDIRECTUV: number;
  48989. CLEARCOAT_TINT: boolean;
  48990. CLEARCOAT_TINT_TEXTURE: boolean;
  48991. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  48992. ANISOTROPIC: boolean;
  48993. ANISOTROPIC_TEXTURE: boolean;
  48994. ANISOTROPIC_TEXTUREDIRECTUV: number;
  48995. BRDF_V_HEIGHT_CORRELATED: boolean;
  48996. MS_BRDF_ENERGY_CONSERVATION: boolean;
  48997. SHEEN: boolean;
  48998. SHEEN_TEXTURE: boolean;
  48999. SHEEN_TEXTUREDIRECTUV: number;
  49000. SHEEN_LINKWITHALBEDO: boolean;
  49001. SUBSURFACE: boolean;
  49002. SS_REFRACTION: boolean;
  49003. SS_TRANSLUCENCY: boolean;
  49004. SS_SCATERRING: boolean;
  49005. SS_THICKNESSANDMASK_TEXTURE: boolean;
  49006. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  49007. SS_REFRACTIONMAP_3D: boolean;
  49008. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  49009. SS_LODINREFRACTIONALPHA: boolean;
  49010. SS_GAMMAREFRACTION: boolean;
  49011. SS_RGBDREFRACTION: boolean;
  49012. SS_LINEARSPECULARREFRACTION: boolean;
  49013. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  49014. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  49015. UNLIT: boolean;
  49016. DEBUGMODE: number;
  49017. /**
  49018. * Initializes the PBR Material defines.
  49019. */
  49020. constructor();
  49021. /**
  49022. * Resets the PBR Material defines.
  49023. */
  49024. reset(): void;
  49025. }
  49026. /**
  49027. * The Physically based material base class of BJS.
  49028. *
  49029. * This offers the main features of a standard PBR material.
  49030. * For more information, please refer to the documentation :
  49031. * https://doc.babylonjs.com/how_to/physically_based_rendering
  49032. */
  49033. export abstract class PBRBaseMaterial extends PushMaterial {
  49034. /**
  49035. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  49036. */
  49037. static readonly PBRMATERIAL_OPAQUE: number;
  49038. /**
  49039. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  49040. */
  49041. static readonly PBRMATERIAL_ALPHATEST: number;
  49042. /**
  49043. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  49044. */
  49045. static readonly PBRMATERIAL_ALPHABLEND: number;
  49046. /**
  49047. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  49048. * They are also discarded below the alpha cutoff threshold to improve performances.
  49049. */
  49050. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  49051. /**
  49052. * Defines the default value of how much AO map is occluding the analytical lights
  49053. * (point spot...).
  49054. */
  49055. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  49056. /**
  49057. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  49058. */
  49059. static readonly LIGHTFALLOFF_PHYSICAL: number;
  49060. /**
  49061. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  49062. * to enhance interoperability with other engines.
  49063. */
  49064. static readonly LIGHTFALLOFF_GLTF: number;
  49065. /**
  49066. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  49067. * to enhance interoperability with other materials.
  49068. */
  49069. static readonly LIGHTFALLOFF_STANDARD: number;
  49070. /**
  49071. * Intensity of the direct lights e.g. the four lights available in your scene.
  49072. * This impacts both the direct diffuse and specular highlights.
  49073. */
  49074. protected _directIntensity: number;
  49075. /**
  49076. * Intensity of the emissive part of the material.
  49077. * This helps controlling the emissive effect without modifying the emissive color.
  49078. */
  49079. protected _emissiveIntensity: number;
  49080. /**
  49081. * Intensity of the environment e.g. how much the environment will light the object
  49082. * either through harmonics for rough material or through the refelction for shiny ones.
  49083. */
  49084. protected _environmentIntensity: number;
  49085. /**
  49086. * This is a special control allowing the reduction of the specular highlights coming from the
  49087. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  49088. */
  49089. protected _specularIntensity: number;
  49090. /**
  49091. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  49092. */
  49093. private _lightingInfos;
  49094. /**
  49095. * Debug Control allowing disabling the bump map on this material.
  49096. */
  49097. protected _disableBumpMap: boolean;
  49098. /**
  49099. * AKA Diffuse Texture in standard nomenclature.
  49100. */
  49101. protected _albedoTexture: Nullable<BaseTexture>;
  49102. /**
  49103. * AKA Occlusion Texture in other nomenclature.
  49104. */
  49105. protected _ambientTexture: Nullable<BaseTexture>;
  49106. /**
  49107. * AKA Occlusion Texture Intensity in other nomenclature.
  49108. */
  49109. protected _ambientTextureStrength: number;
  49110. /**
  49111. * Defines how much the AO map is occluding the analytical lights (point spot...).
  49112. * 1 means it completely occludes it
  49113. * 0 mean it has no impact
  49114. */
  49115. protected _ambientTextureImpactOnAnalyticalLights: number;
  49116. /**
  49117. * Stores the alpha values in a texture.
  49118. */
  49119. protected _opacityTexture: Nullable<BaseTexture>;
  49120. /**
  49121. * Stores the reflection values in a texture.
  49122. */
  49123. protected _reflectionTexture: Nullable<BaseTexture>;
  49124. /**
  49125. * Stores the emissive values in a texture.
  49126. */
  49127. protected _emissiveTexture: Nullable<BaseTexture>;
  49128. /**
  49129. * AKA Specular texture in other nomenclature.
  49130. */
  49131. protected _reflectivityTexture: Nullable<BaseTexture>;
  49132. /**
  49133. * Used to switch from specular/glossiness to metallic/roughness workflow.
  49134. */
  49135. protected _metallicTexture: Nullable<BaseTexture>;
  49136. /**
  49137. * Specifies the metallic scalar of the metallic/roughness workflow.
  49138. * Can also be used to scale the metalness values of the metallic texture.
  49139. */
  49140. protected _metallic: Nullable<number>;
  49141. /**
  49142. * Specifies the roughness scalar of the metallic/roughness workflow.
  49143. * Can also be used to scale the roughness values of the metallic texture.
  49144. */
  49145. protected _roughness: Nullable<number>;
  49146. /**
  49147. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  49148. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  49149. */
  49150. protected _microSurfaceTexture: Nullable<BaseTexture>;
  49151. /**
  49152. * Stores surface normal data used to displace a mesh in a texture.
  49153. */
  49154. protected _bumpTexture: Nullable<BaseTexture>;
  49155. /**
  49156. * Stores the pre-calculated light information of a mesh in a texture.
  49157. */
  49158. protected _lightmapTexture: Nullable<BaseTexture>;
  49159. /**
  49160. * The color of a material in ambient lighting.
  49161. */
  49162. protected _ambientColor: Color3;
  49163. /**
  49164. * AKA Diffuse Color in other nomenclature.
  49165. */
  49166. protected _albedoColor: Color3;
  49167. /**
  49168. * AKA Specular Color in other nomenclature.
  49169. */
  49170. protected _reflectivityColor: Color3;
  49171. /**
  49172. * The color applied when light is reflected from a material.
  49173. */
  49174. protected _reflectionColor: Color3;
  49175. /**
  49176. * The color applied when light is emitted from a material.
  49177. */
  49178. protected _emissiveColor: Color3;
  49179. /**
  49180. * AKA Glossiness in other nomenclature.
  49181. */
  49182. protected _microSurface: number;
  49183. /**
  49184. * Specifies that the material will use the light map as a show map.
  49185. */
  49186. protected _useLightmapAsShadowmap: boolean;
  49187. /**
  49188. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  49189. * makes the reflect vector face the model (under horizon).
  49190. */
  49191. protected _useHorizonOcclusion: boolean;
  49192. /**
  49193. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  49194. * too much the area relying on ambient texture to define their ambient occlusion.
  49195. */
  49196. protected _useRadianceOcclusion: boolean;
  49197. /**
  49198. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  49199. */
  49200. protected _useAlphaFromAlbedoTexture: boolean;
  49201. /**
  49202. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  49203. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  49204. */
  49205. protected _useSpecularOverAlpha: boolean;
  49206. /**
  49207. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  49208. */
  49209. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  49210. /**
  49211. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  49212. */
  49213. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  49214. /**
  49215. * Specifies if the metallic texture contains the roughness information in its green channel.
  49216. */
  49217. protected _useRoughnessFromMetallicTextureGreen: boolean;
  49218. /**
  49219. * Specifies if the metallic texture contains the metallness information in its blue channel.
  49220. */
  49221. protected _useMetallnessFromMetallicTextureBlue: boolean;
  49222. /**
  49223. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  49224. */
  49225. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  49226. /**
  49227. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  49228. */
  49229. protected _useAmbientInGrayScale: boolean;
  49230. /**
  49231. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  49232. * The material will try to infer what glossiness each pixel should be.
  49233. */
  49234. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  49235. /**
  49236. * Defines the falloff type used in this material.
  49237. * It by default is Physical.
  49238. */
  49239. protected _lightFalloff: number;
  49240. /**
  49241. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  49242. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  49243. */
  49244. protected _useRadianceOverAlpha: boolean;
  49245. /**
  49246. * Allows using an object space normal map (instead of tangent space).
  49247. */
  49248. protected _useObjectSpaceNormalMap: boolean;
  49249. /**
  49250. * Allows using the bump map in parallax mode.
  49251. */
  49252. protected _useParallax: boolean;
  49253. /**
  49254. * Allows using the bump map in parallax occlusion mode.
  49255. */
  49256. protected _useParallaxOcclusion: boolean;
  49257. /**
  49258. * Controls the scale bias of the parallax mode.
  49259. */
  49260. protected _parallaxScaleBias: number;
  49261. /**
  49262. * If sets to true, disables all the lights affecting the material.
  49263. */
  49264. protected _disableLighting: boolean;
  49265. /**
  49266. * Number of Simultaneous lights allowed on the material.
  49267. */
  49268. protected _maxSimultaneousLights: number;
  49269. /**
  49270. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  49271. */
  49272. protected _invertNormalMapX: boolean;
  49273. /**
  49274. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  49275. */
  49276. protected _invertNormalMapY: boolean;
  49277. /**
  49278. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  49279. */
  49280. protected _twoSidedLighting: boolean;
  49281. /**
  49282. * Defines the alpha limits in alpha test mode.
  49283. */
  49284. protected _alphaCutOff: number;
  49285. /**
  49286. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  49287. */
  49288. protected _forceAlphaTest: boolean;
  49289. /**
  49290. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  49291. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  49292. */
  49293. protected _useAlphaFresnel: boolean;
  49294. /**
  49295. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  49296. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  49297. */
  49298. protected _useLinearAlphaFresnel: boolean;
  49299. /**
  49300. * The transparency mode of the material.
  49301. */
  49302. protected _transparencyMode: Nullable<number>;
  49303. /**
  49304. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  49305. * from cos thetav and roughness:
  49306. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  49307. */
  49308. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  49309. /**
  49310. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  49311. */
  49312. protected _forceIrradianceInFragment: boolean;
  49313. /**
  49314. * Force normal to face away from face.
  49315. */
  49316. protected _forceNormalForward: boolean;
  49317. /**
  49318. * Enables specular anti aliasing in the PBR shader.
  49319. * It will both interacts on the Geometry for analytical and IBL lighting.
  49320. * It also prefilter the roughness map based on the bump values.
  49321. */
  49322. protected _enableSpecularAntiAliasing: boolean;
  49323. /**
  49324. * Default configuration related to image processing available in the PBR Material.
  49325. */
  49326. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  49327. /**
  49328. * Keep track of the image processing observer to allow dispose and replace.
  49329. */
  49330. private _imageProcessingObserver;
  49331. /**
  49332. * Attaches a new image processing configuration to the PBR Material.
  49333. * @param configuration
  49334. */
  49335. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  49336. /**
  49337. * Stores the available render targets.
  49338. */
  49339. private _renderTargets;
  49340. /**
  49341. * Sets the global ambient color for the material used in lighting calculations.
  49342. */
  49343. private _globalAmbientColor;
  49344. /**
  49345. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  49346. */
  49347. private _useLogarithmicDepth;
  49348. /**
  49349. * If set to true, no lighting calculations will be applied.
  49350. */
  49351. private _unlit;
  49352. private _debugMode;
  49353. /**
  49354. * @hidden
  49355. * This is reserved for the inspector.
  49356. * Defines the material debug mode.
  49357. * It helps seeing only some components of the material while troubleshooting.
  49358. */
  49359. debugMode: number;
  49360. /**
  49361. * @hidden
  49362. * This is reserved for the inspector.
  49363. * Specify from where on screen the debug mode should start.
  49364. * The value goes from -1 (full screen) to 1 (not visible)
  49365. * It helps with side by side comparison against the final render
  49366. * This defaults to -1
  49367. */
  49368. private debugLimit;
  49369. /**
  49370. * @hidden
  49371. * This is reserved for the inspector.
  49372. * As the default viewing range might not be enough (if the ambient is really small for instance)
  49373. * You can use the factor to better multiply the final value.
  49374. */
  49375. private debugFactor;
  49376. /**
  49377. * Defines the clear coat layer parameters for the material.
  49378. */
  49379. readonly clearCoat: PBRClearCoatConfiguration;
  49380. /**
  49381. * Defines the anisotropic parameters for the material.
  49382. */
  49383. readonly anisotropy: PBRAnisotropicConfiguration;
  49384. /**
  49385. * Defines the BRDF parameters for the material.
  49386. */
  49387. readonly brdf: PBRBRDFConfiguration;
  49388. /**
  49389. * Defines the Sheen parameters for the material.
  49390. */
  49391. readonly sheen: PBRSheenConfiguration;
  49392. /**
  49393. * Defines the SubSurface parameters for the material.
  49394. */
  49395. readonly subSurface: PBRSubSurfaceConfiguration;
  49396. /**
  49397. * Custom callback helping to override the default shader used in the material.
  49398. */
  49399. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  49400. protected _rebuildInParallel: boolean;
  49401. /**
  49402. * Instantiates a new PBRMaterial instance.
  49403. *
  49404. * @param name The material name
  49405. * @param scene The scene the material will be use in.
  49406. */
  49407. constructor(name: string, scene: Scene);
  49408. /**
  49409. * Gets a boolean indicating that current material needs to register RTT
  49410. */
  49411. readonly hasRenderTargetTextures: boolean;
  49412. /**
  49413. * Gets the name of the material class.
  49414. */
  49415. getClassName(): string;
  49416. /**
  49417. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  49418. */
  49419. /**
  49420. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  49421. */
  49422. useLogarithmicDepth: boolean;
  49423. /**
  49424. * Gets the current transparency mode.
  49425. */
  49426. /**
  49427. * Sets the transparency mode of the material.
  49428. *
  49429. * | Value | Type | Description |
  49430. * | ----- | ----------------------------------- | ----------- |
  49431. * | 0 | OPAQUE | |
  49432. * | 1 | ALPHATEST | |
  49433. * | 2 | ALPHABLEND | |
  49434. * | 3 | ALPHATESTANDBLEND | |
  49435. *
  49436. */
  49437. transparencyMode: Nullable<number>;
  49438. /**
  49439. * Returns true if alpha blending should be disabled.
  49440. */
  49441. private readonly _disableAlphaBlending;
  49442. /**
  49443. * Specifies whether or not this material should be rendered in alpha blend mode.
  49444. */
  49445. needAlphaBlending(): boolean;
  49446. /**
  49447. * Specifies if the mesh will require alpha blending.
  49448. * @param mesh - BJS mesh.
  49449. */
  49450. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  49451. /**
  49452. * Specifies whether or not this material should be rendered in alpha test mode.
  49453. */
  49454. needAlphaTesting(): boolean;
  49455. /**
  49456. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  49457. */
  49458. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  49459. /**
  49460. * Gets the texture used for the alpha test.
  49461. */
  49462. getAlphaTestTexture(): Nullable<BaseTexture>;
  49463. /**
  49464. * Specifies that the submesh is ready to be used.
  49465. * @param mesh - BJS mesh.
  49466. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  49467. * @param useInstances - Specifies that instances should be used.
  49468. * @returns - boolean indicating that the submesh is ready or not.
  49469. */
  49470. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  49471. /**
  49472. * Specifies if the material uses metallic roughness workflow.
  49473. * @returns boolean specifiying if the material uses metallic roughness workflow.
  49474. */
  49475. isMetallicWorkflow(): boolean;
  49476. private _prepareEffect;
  49477. private _prepareDefines;
  49478. /**
  49479. * Force shader compilation
  49480. */
  49481. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  49482. clipPlane: boolean;
  49483. }>): void;
  49484. /**
  49485. * Initializes the uniform buffer layout for the shader.
  49486. */
  49487. buildUniformLayout(): void;
  49488. /**
  49489. * Unbinds the material from the mesh
  49490. */
  49491. unbind(): void;
  49492. /**
  49493. * Binds the submesh data.
  49494. * @param world - The world matrix.
  49495. * @param mesh - The BJS mesh.
  49496. * @param subMesh - A submesh of the BJS mesh.
  49497. */
  49498. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  49499. /**
  49500. * Returns the animatable textures.
  49501. * @returns - Array of animatable textures.
  49502. */
  49503. getAnimatables(): IAnimatable[];
  49504. /**
  49505. * Returns the texture used for reflections.
  49506. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  49507. */
  49508. private _getReflectionTexture;
  49509. /**
  49510. * Returns an array of the actively used textures.
  49511. * @returns - Array of BaseTextures
  49512. */
  49513. getActiveTextures(): BaseTexture[];
  49514. /**
  49515. * Checks to see if a texture is used in the material.
  49516. * @param texture - Base texture to use.
  49517. * @returns - Boolean specifying if a texture is used in the material.
  49518. */
  49519. hasTexture(texture: BaseTexture): boolean;
  49520. /**
  49521. * Disposes the resources of the material.
  49522. * @param forceDisposeEffect - Forces the disposal of effects.
  49523. * @param forceDisposeTextures - Forces the disposal of all textures.
  49524. */
  49525. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  49526. }
  49527. }
  49528. declare module "babylonjs/Materials/PBR/pbrMaterial" {
  49529. import { Nullable } from "babylonjs/types";
  49530. import { Scene } from "babylonjs/scene";
  49531. import { Color3 } from "babylonjs/Maths/math.color";
  49532. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  49533. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  49534. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49535. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  49536. /**
  49537. * The Physically based material of BJS.
  49538. *
  49539. * This offers the main features of a standard PBR material.
  49540. * For more information, please refer to the documentation :
  49541. * https://doc.babylonjs.com/how_to/physically_based_rendering
  49542. */
  49543. export class PBRMaterial extends PBRBaseMaterial {
  49544. /**
  49545. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  49546. */
  49547. static readonly PBRMATERIAL_OPAQUE: number;
  49548. /**
  49549. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  49550. */
  49551. static readonly PBRMATERIAL_ALPHATEST: number;
  49552. /**
  49553. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  49554. */
  49555. static readonly PBRMATERIAL_ALPHABLEND: number;
  49556. /**
  49557. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  49558. * They are also discarded below the alpha cutoff threshold to improve performances.
  49559. */
  49560. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  49561. /**
  49562. * Defines the default value of how much AO map is occluding the analytical lights
  49563. * (point spot...).
  49564. */
  49565. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  49566. /**
  49567. * Intensity of the direct lights e.g. the four lights available in your scene.
  49568. * This impacts both the direct diffuse and specular highlights.
  49569. */
  49570. directIntensity: number;
  49571. /**
  49572. * Intensity of the emissive part of the material.
  49573. * This helps controlling the emissive effect without modifying the emissive color.
  49574. */
  49575. emissiveIntensity: number;
  49576. /**
  49577. * Intensity of the environment e.g. how much the environment will light the object
  49578. * either through harmonics for rough material or through the refelction for shiny ones.
  49579. */
  49580. environmentIntensity: number;
  49581. /**
  49582. * This is a special control allowing the reduction of the specular highlights coming from the
  49583. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  49584. */
  49585. specularIntensity: number;
  49586. /**
  49587. * Debug Control allowing disabling the bump map on this material.
  49588. */
  49589. disableBumpMap: boolean;
  49590. /**
  49591. * AKA Diffuse Texture in standard nomenclature.
  49592. */
  49593. albedoTexture: BaseTexture;
  49594. /**
  49595. * AKA Occlusion Texture in other nomenclature.
  49596. */
  49597. ambientTexture: BaseTexture;
  49598. /**
  49599. * AKA Occlusion Texture Intensity in other nomenclature.
  49600. */
  49601. ambientTextureStrength: number;
  49602. /**
  49603. * Defines how much the AO map is occluding the analytical lights (point spot...).
  49604. * 1 means it completely occludes it
  49605. * 0 mean it has no impact
  49606. */
  49607. ambientTextureImpactOnAnalyticalLights: number;
  49608. /**
  49609. * Stores the alpha values in a texture.
  49610. */
  49611. opacityTexture: BaseTexture;
  49612. /**
  49613. * Stores the reflection values in a texture.
  49614. */
  49615. reflectionTexture: Nullable<BaseTexture>;
  49616. /**
  49617. * Stores the emissive values in a texture.
  49618. */
  49619. emissiveTexture: BaseTexture;
  49620. /**
  49621. * AKA Specular texture in other nomenclature.
  49622. */
  49623. reflectivityTexture: BaseTexture;
  49624. /**
  49625. * Used to switch from specular/glossiness to metallic/roughness workflow.
  49626. */
  49627. metallicTexture: BaseTexture;
  49628. /**
  49629. * Specifies the metallic scalar of the metallic/roughness workflow.
  49630. * Can also be used to scale the metalness values of the metallic texture.
  49631. */
  49632. metallic: Nullable<number>;
  49633. /**
  49634. * Specifies the roughness scalar of the metallic/roughness workflow.
  49635. * Can also be used to scale the roughness values of the metallic texture.
  49636. */
  49637. roughness: Nullable<number>;
  49638. /**
  49639. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  49640. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  49641. */
  49642. microSurfaceTexture: BaseTexture;
  49643. /**
  49644. * Stores surface normal data used to displace a mesh in a texture.
  49645. */
  49646. bumpTexture: BaseTexture;
  49647. /**
  49648. * Stores the pre-calculated light information of a mesh in a texture.
  49649. */
  49650. lightmapTexture: BaseTexture;
  49651. /**
  49652. * Stores the refracted light information in a texture.
  49653. */
  49654. refractionTexture: Nullable<BaseTexture>;
  49655. /**
  49656. * The color of a material in ambient lighting.
  49657. */
  49658. ambientColor: Color3;
  49659. /**
  49660. * AKA Diffuse Color in other nomenclature.
  49661. */
  49662. albedoColor: Color3;
  49663. /**
  49664. * AKA Specular Color in other nomenclature.
  49665. */
  49666. reflectivityColor: Color3;
  49667. /**
  49668. * The color reflected from the material.
  49669. */
  49670. reflectionColor: Color3;
  49671. /**
  49672. * The color emitted from the material.
  49673. */
  49674. emissiveColor: Color3;
  49675. /**
  49676. * AKA Glossiness in other nomenclature.
  49677. */
  49678. microSurface: number;
  49679. /**
  49680. * source material index of refraction (IOR)' / 'destination material IOR.
  49681. */
  49682. indexOfRefraction: number;
  49683. /**
  49684. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  49685. */
  49686. invertRefractionY: boolean;
  49687. /**
  49688. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  49689. * Materials half opaque for instance using refraction could benefit from this control.
  49690. */
  49691. linkRefractionWithTransparency: boolean;
  49692. /**
  49693. * If true, the light map contains occlusion information instead of lighting info.
  49694. */
  49695. useLightmapAsShadowmap: boolean;
  49696. /**
  49697. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  49698. */
  49699. useAlphaFromAlbedoTexture: boolean;
  49700. /**
  49701. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  49702. */
  49703. forceAlphaTest: boolean;
  49704. /**
  49705. * Defines the alpha limits in alpha test mode.
  49706. */
  49707. alphaCutOff: number;
  49708. /**
  49709. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  49710. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  49711. */
  49712. useSpecularOverAlpha: boolean;
  49713. /**
  49714. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  49715. */
  49716. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  49717. /**
  49718. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  49719. */
  49720. useRoughnessFromMetallicTextureAlpha: boolean;
  49721. /**
  49722. * Specifies if the metallic texture contains the roughness information in its green channel.
  49723. */
  49724. useRoughnessFromMetallicTextureGreen: boolean;
  49725. /**
  49726. * Specifies if the metallic texture contains the metallness information in its blue channel.
  49727. */
  49728. useMetallnessFromMetallicTextureBlue: boolean;
  49729. /**
  49730. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  49731. */
  49732. useAmbientOcclusionFromMetallicTextureRed: boolean;
  49733. /**
  49734. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  49735. */
  49736. useAmbientInGrayScale: boolean;
  49737. /**
  49738. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  49739. * The material will try to infer what glossiness each pixel should be.
  49740. */
  49741. useAutoMicroSurfaceFromReflectivityMap: boolean;
  49742. /**
  49743. * BJS is using an harcoded light falloff based on a manually sets up range.
  49744. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  49745. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  49746. */
  49747. /**
  49748. * BJS is using an harcoded light falloff based on a manually sets up range.
  49749. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  49750. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  49751. */
  49752. usePhysicalLightFalloff: boolean;
  49753. /**
  49754. * In order to support the falloff compatibility with gltf, a special mode has been added
  49755. * to reproduce the gltf light falloff.
  49756. */
  49757. /**
  49758. * In order to support the falloff compatibility with gltf, a special mode has been added
  49759. * to reproduce the gltf light falloff.
  49760. */
  49761. useGLTFLightFalloff: boolean;
  49762. /**
  49763. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  49764. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  49765. */
  49766. useRadianceOverAlpha: boolean;
  49767. /**
  49768. * Allows using an object space normal map (instead of tangent space).
  49769. */
  49770. useObjectSpaceNormalMap: boolean;
  49771. /**
  49772. * Allows using the bump map in parallax mode.
  49773. */
  49774. useParallax: boolean;
  49775. /**
  49776. * Allows using the bump map in parallax occlusion mode.
  49777. */
  49778. useParallaxOcclusion: boolean;
  49779. /**
  49780. * Controls the scale bias of the parallax mode.
  49781. */
  49782. parallaxScaleBias: number;
  49783. /**
  49784. * If sets to true, disables all the lights affecting the material.
  49785. */
  49786. disableLighting: boolean;
  49787. /**
  49788. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  49789. */
  49790. forceIrradianceInFragment: boolean;
  49791. /**
  49792. * Number of Simultaneous lights allowed on the material.
  49793. */
  49794. maxSimultaneousLights: number;
  49795. /**
  49796. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  49797. */
  49798. invertNormalMapX: boolean;
  49799. /**
  49800. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  49801. */
  49802. invertNormalMapY: boolean;
  49803. /**
  49804. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  49805. */
  49806. twoSidedLighting: boolean;
  49807. /**
  49808. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  49809. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  49810. */
  49811. useAlphaFresnel: boolean;
  49812. /**
  49813. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  49814. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  49815. */
  49816. useLinearAlphaFresnel: boolean;
  49817. /**
  49818. * Let user defines the brdf lookup texture used for IBL.
  49819. * A default 8bit version is embedded but you could point at :
  49820. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  49821. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  49822. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  49823. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  49824. */
  49825. environmentBRDFTexture: Nullable<BaseTexture>;
  49826. /**
  49827. * Force normal to face away from face.
  49828. */
  49829. forceNormalForward: boolean;
  49830. /**
  49831. * Enables specular anti aliasing in the PBR shader.
  49832. * It will both interacts on the Geometry for analytical and IBL lighting.
  49833. * It also prefilter the roughness map based on the bump values.
  49834. */
  49835. enableSpecularAntiAliasing: boolean;
  49836. /**
  49837. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  49838. * makes the reflect vector face the model (under horizon).
  49839. */
  49840. useHorizonOcclusion: boolean;
  49841. /**
  49842. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  49843. * too much the area relying on ambient texture to define their ambient occlusion.
  49844. */
  49845. useRadianceOcclusion: boolean;
  49846. /**
  49847. * If set to true, no lighting calculations will be applied.
  49848. */
  49849. unlit: boolean;
  49850. /**
  49851. * Gets the image processing configuration used either in this material.
  49852. */
  49853. /**
  49854. * Sets the Default image processing configuration used either in the this material.
  49855. *
  49856. * If sets to null, the scene one is in use.
  49857. */
  49858. imageProcessingConfiguration: ImageProcessingConfiguration;
  49859. /**
  49860. * Gets wether the color curves effect is enabled.
  49861. */
  49862. /**
  49863. * Sets wether the color curves effect is enabled.
  49864. */
  49865. cameraColorCurvesEnabled: boolean;
  49866. /**
  49867. * Gets wether the color grading effect is enabled.
  49868. */
  49869. /**
  49870. * Gets wether the color grading effect is enabled.
  49871. */
  49872. cameraColorGradingEnabled: boolean;
  49873. /**
  49874. * Gets wether tonemapping is enabled or not.
  49875. */
  49876. /**
  49877. * Sets wether tonemapping is enabled or not
  49878. */
  49879. cameraToneMappingEnabled: boolean;
  49880. /**
  49881. * The camera exposure used on this material.
  49882. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  49883. * This corresponds to a photographic exposure.
  49884. */
  49885. /**
  49886. * The camera exposure used on this material.
  49887. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  49888. * This corresponds to a photographic exposure.
  49889. */
  49890. cameraExposure: number;
  49891. /**
  49892. * Gets The camera contrast used on this material.
  49893. */
  49894. /**
  49895. * Sets The camera contrast used on this material.
  49896. */
  49897. cameraContrast: number;
  49898. /**
  49899. * Gets the Color Grading 2D Lookup Texture.
  49900. */
  49901. /**
  49902. * Sets the Color Grading 2D Lookup Texture.
  49903. */
  49904. cameraColorGradingTexture: Nullable<BaseTexture>;
  49905. /**
  49906. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  49907. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  49908. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  49909. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  49910. */
  49911. /**
  49912. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  49913. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  49914. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  49915. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  49916. */
  49917. cameraColorCurves: Nullable<ColorCurves>;
  49918. /**
  49919. * Instantiates a new PBRMaterial instance.
  49920. *
  49921. * @param name The material name
  49922. * @param scene The scene the material will be use in.
  49923. */
  49924. constructor(name: string, scene: Scene);
  49925. /**
  49926. * Returns the name of this material class.
  49927. */
  49928. getClassName(): string;
  49929. /**
  49930. * Makes a duplicate of the current material.
  49931. * @param name - name to use for the new material.
  49932. */
  49933. clone(name: string): PBRMaterial;
  49934. /**
  49935. * Serializes this PBR Material.
  49936. * @returns - An object with the serialized material.
  49937. */
  49938. serialize(): any;
  49939. /**
  49940. * Parses a PBR Material from a serialized object.
  49941. * @param source - Serialized object.
  49942. * @param scene - BJS scene instance.
  49943. * @param rootUrl - url for the scene object
  49944. * @returns - PBRMaterial
  49945. */
  49946. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  49947. }
  49948. }
  49949. declare module "babylonjs/Misc/dds" {
  49950. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  49951. import { Engine } from "babylonjs/Engines/engine";
  49952. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49953. import { Nullable } from "babylonjs/types";
  49954. import { Scene } from "babylonjs/scene";
  49955. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  49956. /**
  49957. * Direct draw surface info
  49958. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  49959. */
  49960. export interface DDSInfo {
  49961. /**
  49962. * Width of the texture
  49963. */
  49964. width: number;
  49965. /**
  49966. * Width of the texture
  49967. */
  49968. height: number;
  49969. /**
  49970. * Number of Mipmaps for the texture
  49971. * @see https://en.wikipedia.org/wiki/Mipmap
  49972. */
  49973. mipmapCount: number;
  49974. /**
  49975. * If the textures format is a known fourCC format
  49976. * @see https://www.fourcc.org/
  49977. */
  49978. isFourCC: boolean;
  49979. /**
  49980. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  49981. */
  49982. isRGB: boolean;
  49983. /**
  49984. * If the texture is a lumincance format
  49985. */
  49986. isLuminance: boolean;
  49987. /**
  49988. * If this is a cube texture
  49989. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  49990. */
  49991. isCube: boolean;
  49992. /**
  49993. * If the texture is a compressed format eg. FOURCC_DXT1
  49994. */
  49995. isCompressed: boolean;
  49996. /**
  49997. * The dxgiFormat of the texture
  49998. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  49999. */
  50000. dxgiFormat: number;
  50001. /**
  50002. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  50003. */
  50004. textureType: number;
  50005. /**
  50006. * Sphericle polynomial created for the dds texture
  50007. */
  50008. sphericalPolynomial?: SphericalPolynomial;
  50009. }
  50010. /**
  50011. * Class used to provide DDS decompression tools
  50012. */
  50013. export class DDSTools {
  50014. /**
  50015. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  50016. */
  50017. static StoreLODInAlphaChannel: boolean;
  50018. /**
  50019. * Gets DDS information from an array buffer
  50020. * @param arrayBuffer defines the array buffer to read data from
  50021. * @returns the DDS information
  50022. */
  50023. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  50024. private static _FloatView;
  50025. private static _Int32View;
  50026. private static _ToHalfFloat;
  50027. private static _FromHalfFloat;
  50028. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  50029. private static _GetHalfFloatRGBAArrayBuffer;
  50030. private static _GetFloatRGBAArrayBuffer;
  50031. private static _GetFloatAsUIntRGBAArrayBuffer;
  50032. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  50033. private static _GetRGBAArrayBuffer;
  50034. private static _ExtractLongWordOrder;
  50035. private static _GetRGBArrayBuffer;
  50036. private static _GetLuminanceArrayBuffer;
  50037. /**
  50038. * Uploads DDS Levels to a Babylon Texture
  50039. * @hidden
  50040. */
  50041. static UploadDDSLevels(engine: Engine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  50042. }
  50043. module "babylonjs/Engines/engine" {
  50044. interface Engine {
  50045. /**
  50046. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  50047. * @param rootUrl defines the url where the file to load is located
  50048. * @param scene defines the current scene
  50049. * @param lodScale defines scale to apply to the mip map selection
  50050. * @param lodOffset defines offset to apply to the mip map selection
  50051. * @param onLoad defines an optional callback raised when the texture is loaded
  50052. * @param onError defines an optional callback raised if there is an issue to load the texture
  50053. * @param format defines the format of the data
  50054. * @param forcedExtension defines the extension to use to pick the right loader
  50055. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  50056. * @returns the cube texture as an InternalTexture
  50057. */
  50058. createPrefilteredCubeTexture(rootUrl: string, scene: Nullable<Scene>, lodScale: number, lodOffset: number, onLoad?: Nullable<(internalTexture: Nullable<InternalTexture>) => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, forcedExtension?: any, createPolynomials?: boolean): InternalTexture;
  50059. }
  50060. }
  50061. }
  50062. declare module "babylonjs/Materials/Textures/Loaders/ddsTextureLoader" {
  50063. import { Nullable } from "babylonjs/types";
  50064. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  50065. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  50066. /**
  50067. * Implementation of the DDS Texture Loader.
  50068. * @hidden
  50069. */
  50070. export class _DDSTextureLoader implements IInternalTextureLoader {
  50071. /**
  50072. * Defines wether the loader supports cascade loading the different faces.
  50073. */
  50074. readonly supportCascades: boolean;
  50075. /**
  50076. * This returns if the loader support the current file information.
  50077. * @param extension defines the file extension of the file being loaded
  50078. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50079. * @param fallback defines the fallback internal texture if any
  50080. * @param isBase64 defines whether the texture is encoded as a base64
  50081. * @param isBuffer defines whether the texture data are stored as a buffer
  50082. * @returns true if the loader can load the specified file
  50083. */
  50084. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  50085. /**
  50086. * Transform the url before loading if required.
  50087. * @param rootUrl the url of the texture
  50088. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50089. * @returns the transformed texture
  50090. */
  50091. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  50092. /**
  50093. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  50094. * @param rootUrl the url of the texture
  50095. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50096. * @returns the fallback texture
  50097. */
  50098. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  50099. /**
  50100. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  50101. * @param data contains the texture data
  50102. * @param texture defines the BabylonJS internal texture
  50103. * @param createPolynomials will be true if polynomials have been requested
  50104. * @param onLoad defines the callback to trigger once the texture is ready
  50105. * @param onError defines the callback to trigger in case of error
  50106. */
  50107. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  50108. /**
  50109. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  50110. * @param data contains the texture data
  50111. * @param texture defines the BabylonJS internal texture
  50112. * @param callback defines the method to call once ready to upload
  50113. */
  50114. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  50115. }
  50116. }
  50117. declare module "babylonjs/Materials/Textures/Loaders/envTextureLoader" {
  50118. import { Nullable } from "babylonjs/types";
  50119. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  50120. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  50121. /**
  50122. * Implementation of the ENV Texture Loader.
  50123. * @hidden
  50124. */
  50125. export class _ENVTextureLoader implements IInternalTextureLoader {
  50126. /**
  50127. * Defines wether the loader supports cascade loading the different faces.
  50128. */
  50129. readonly supportCascades: boolean;
  50130. /**
  50131. * This returns if the loader support the current file information.
  50132. * @param extension defines the file extension of the file being loaded
  50133. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50134. * @param fallback defines the fallback internal texture if any
  50135. * @param isBase64 defines whether the texture is encoded as a base64
  50136. * @param isBuffer defines whether the texture data are stored as a buffer
  50137. * @returns true if the loader can load the specified file
  50138. */
  50139. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  50140. /**
  50141. * Transform the url before loading if required.
  50142. * @param rootUrl the url of the texture
  50143. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50144. * @returns the transformed texture
  50145. */
  50146. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  50147. /**
  50148. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  50149. * @param rootUrl the url of the texture
  50150. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50151. * @returns the fallback texture
  50152. */
  50153. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  50154. /**
  50155. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  50156. * @param data contains the texture data
  50157. * @param texture defines the BabylonJS internal texture
  50158. * @param createPolynomials will be true if polynomials have been requested
  50159. * @param onLoad defines the callback to trigger once the texture is ready
  50160. * @param onError defines the callback to trigger in case of error
  50161. */
  50162. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  50163. /**
  50164. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  50165. * @param data contains the texture data
  50166. * @param texture defines the BabylonJS internal texture
  50167. * @param callback defines the method to call once ready to upload
  50168. */
  50169. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  50170. }
  50171. }
  50172. declare module "babylonjs/Misc/khronosTextureContainer" {
  50173. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  50174. /**
  50175. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  50176. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  50177. */
  50178. export class KhronosTextureContainer {
  50179. /** contents of the KTX container file */
  50180. arrayBuffer: any;
  50181. private static HEADER_LEN;
  50182. private static COMPRESSED_2D;
  50183. private static COMPRESSED_3D;
  50184. private static TEX_2D;
  50185. private static TEX_3D;
  50186. /**
  50187. * Gets the openGL type
  50188. */
  50189. glType: number;
  50190. /**
  50191. * Gets the openGL type size
  50192. */
  50193. glTypeSize: number;
  50194. /**
  50195. * Gets the openGL format
  50196. */
  50197. glFormat: number;
  50198. /**
  50199. * Gets the openGL internal format
  50200. */
  50201. glInternalFormat: number;
  50202. /**
  50203. * Gets the base internal format
  50204. */
  50205. glBaseInternalFormat: number;
  50206. /**
  50207. * Gets image width in pixel
  50208. */
  50209. pixelWidth: number;
  50210. /**
  50211. * Gets image height in pixel
  50212. */
  50213. pixelHeight: number;
  50214. /**
  50215. * Gets image depth in pixels
  50216. */
  50217. pixelDepth: number;
  50218. /**
  50219. * Gets the number of array elements
  50220. */
  50221. numberOfArrayElements: number;
  50222. /**
  50223. * Gets the number of faces
  50224. */
  50225. numberOfFaces: number;
  50226. /**
  50227. * Gets the number of mipmap levels
  50228. */
  50229. numberOfMipmapLevels: number;
  50230. /**
  50231. * Gets the bytes of key value data
  50232. */
  50233. bytesOfKeyValueData: number;
  50234. /**
  50235. * Gets the load type
  50236. */
  50237. loadType: number;
  50238. /**
  50239. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  50240. */
  50241. isInvalid: boolean;
  50242. /**
  50243. * Creates a new KhronosTextureContainer
  50244. * @param arrayBuffer contents of the KTX container file
  50245. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  50246. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  50247. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  50248. */
  50249. constructor(
  50250. /** contents of the KTX container file */
  50251. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  50252. /**
  50253. * Uploads KTX content to a Babylon Texture.
  50254. * It is assumed that the texture has already been created & is currently bound
  50255. * @hidden
  50256. */
  50257. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  50258. private _upload2DCompressedLevels;
  50259. }
  50260. }
  50261. declare module "babylonjs/Materials/Textures/Loaders/ktxTextureLoader" {
  50262. import { Nullable } from "babylonjs/types";
  50263. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  50264. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  50265. /**
  50266. * Implementation of the KTX Texture Loader.
  50267. * @hidden
  50268. */
  50269. export class _KTXTextureLoader implements IInternalTextureLoader {
  50270. /**
  50271. * Defines wether the loader supports cascade loading the different faces.
  50272. */
  50273. readonly supportCascades: boolean;
  50274. /**
  50275. * This returns if the loader support the current file information.
  50276. * @param extension defines the file extension of the file being loaded
  50277. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50278. * @param fallback defines the fallback internal texture if any
  50279. * @param isBase64 defines whether the texture is encoded as a base64
  50280. * @param isBuffer defines whether the texture data are stored as a buffer
  50281. * @returns true if the loader can load the specified file
  50282. */
  50283. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  50284. /**
  50285. * Transform the url before loading if required.
  50286. * @param rootUrl the url of the texture
  50287. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50288. * @returns the transformed texture
  50289. */
  50290. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  50291. /**
  50292. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  50293. * @param rootUrl the url of the texture
  50294. * @param textureFormatInUse defines the current compressed format in use iun the engine
  50295. * @returns the fallback texture
  50296. */
  50297. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  50298. /**
  50299. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  50300. * @param data contains the texture data
  50301. * @param texture defines the BabylonJS internal texture
  50302. * @param createPolynomials will be true if polynomials have been requested
  50303. * @param onLoad defines the callback to trigger once the texture is ready
  50304. * @param onError defines the callback to trigger in case of error
  50305. */
  50306. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  50307. /**
  50308. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  50309. * @param data contains the texture data
  50310. * @param texture defines the BabylonJS internal texture
  50311. * @param callback defines the method to call once ready to upload
  50312. */
  50313. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  50314. }
  50315. }
  50316. declare module "babylonjs/Cameras/XR/webXRDefaultExperience" {
  50317. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  50318. import { Scene } from "babylonjs/scene";
  50319. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  50320. import { WebXRControllerModelLoader } from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  50321. import { WebXRControllerPointerSelection } from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  50322. import { WebXRControllerTeleportation } from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  50323. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  50324. import { WebXREnterExitUI } from "babylonjs/Cameras/XR/webXREnterExitUI";
  50325. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50326. /**
  50327. * Options for the default xr helper
  50328. */
  50329. export class WebXRDefaultExperienceOptions {
  50330. /**
  50331. * Floor meshes that should be used for teleporting
  50332. */
  50333. floorMeshes: Array<AbstractMesh>;
  50334. }
  50335. /**
  50336. * Default experience which provides a similar setup to the previous webVRExperience
  50337. */
  50338. export class WebXRDefaultExperience {
  50339. /**
  50340. * Base experience
  50341. */
  50342. baseExperience: WebXRExperienceHelper;
  50343. /**
  50344. * Input experience extension
  50345. */
  50346. input: WebXRInput;
  50347. /**
  50348. * Loads the controller models
  50349. */
  50350. controllerModelLoader: WebXRControllerModelLoader;
  50351. /**
  50352. * Enables laser pointer and selection
  50353. */
  50354. pointerSelection: WebXRControllerPointerSelection;
  50355. /**
  50356. * Enables teleportation
  50357. */
  50358. teleportation: WebXRControllerTeleportation;
  50359. /**
  50360. * Enables ui for enetering/exiting xr
  50361. */
  50362. enterExitUI: WebXREnterExitUI;
  50363. /**
  50364. * Default output canvas xr should render to
  50365. */
  50366. outputCanvas: WebXRManagedOutputCanvas;
  50367. /**
  50368. * Creates the default xr experience
  50369. * @param scene scene
  50370. * @param options options for basic configuration
  50371. * @returns resulting WebXRDefaultExperience
  50372. */
  50373. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  50374. private constructor();
  50375. /**
  50376. * DIsposes of the experience helper
  50377. */
  50378. dispose(): void;
  50379. }
  50380. }
  50381. declare module "babylonjs/Helpers/sceneHelpers" {
  50382. import { Nullable } from "babylonjs/types";
  50383. import { Mesh } from "babylonjs/Meshes/mesh";
  50384. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  50385. import { IEnvironmentHelperOptions, EnvironmentHelper } from "babylonjs/Helpers/environmentHelper";
  50386. import { VRExperienceHelperOptions, VRExperienceHelper } from "babylonjs/Cameras/VR/vrExperienceHelper";
  50387. import "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  50388. import "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  50389. import "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  50390. import "babylonjs/Meshes/Builders/boxBuilder";
  50391. import { WebXRDefaultExperience, WebXRDefaultExperienceOptions } from "babylonjs/Cameras/XR/webXRDefaultExperience";
  50392. /** @hidden */
  50393. export var _forceSceneHelpersToBundle: boolean;
  50394. module "babylonjs/scene" {
  50395. interface Scene {
  50396. /**
  50397. * Creates a default light for the scene.
  50398. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  50399. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  50400. */
  50401. createDefaultLight(replace?: boolean): void;
  50402. /**
  50403. * Creates a default camera for the scene.
  50404. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  50405. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  50406. * @param replace has default false, when true replaces the active camera in the scene
  50407. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  50408. */
  50409. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  50410. /**
  50411. * Creates a default camera and a default light.
  50412. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  50413. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  50414. * @param replace has the default false, when true replaces the active camera/light in the scene
  50415. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  50416. */
  50417. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  50418. /**
  50419. * Creates a new sky box
  50420. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  50421. * @param environmentTexture defines the texture to use as environment texture
  50422. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  50423. * @param scale defines the overall scale of the skybox
  50424. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  50425. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  50426. * @returns a new mesh holding the sky box
  50427. */
  50428. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  50429. /**
  50430. * Creates a new environment
  50431. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  50432. * @param options defines the options you can use to configure the environment
  50433. * @returns the new EnvironmentHelper
  50434. */
  50435. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  50436. /**
  50437. * Creates a new VREXperienceHelper
  50438. * @see http://doc.babylonjs.com/how_to/webvr_helper
  50439. * @param webVROptions defines the options used to create the new VREXperienceHelper
  50440. * @returns a new VREXperienceHelper
  50441. */
  50442. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  50443. /**
  50444. * Creates a new WebXRDefaultExperience
  50445. * @see http://doc.babylonjs.com/how_to/webxr
  50446. * @param options experience options
  50447. * @returns a promise for a new WebXRDefaultExperience
  50448. */
  50449. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  50450. }
  50451. }
  50452. }
  50453. declare module "babylonjs/Helpers/videoDome" {
  50454. import { Scene } from "babylonjs/scene";
  50455. import { TransformNode } from "babylonjs/Meshes/transformNode";
  50456. import { Mesh } from "babylonjs/Meshes/mesh";
  50457. import { VideoTexture } from "babylonjs/Materials/Textures/videoTexture";
  50458. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  50459. import "babylonjs/Meshes/Builders/sphereBuilder";
  50460. /**
  50461. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  50462. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  50463. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  50464. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  50465. */
  50466. export class VideoDome extends TransformNode {
  50467. /**
  50468. * Define the video source as a Monoscopic panoramic 360 video.
  50469. */
  50470. static readonly MODE_MONOSCOPIC: number;
  50471. /**
  50472. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  50473. */
  50474. static readonly MODE_TOPBOTTOM: number;
  50475. /**
  50476. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  50477. */
  50478. static readonly MODE_SIDEBYSIDE: number;
  50479. private _halfDome;
  50480. private _useDirectMapping;
  50481. /**
  50482. * The video texture being displayed on the sphere
  50483. */
  50484. protected _videoTexture: VideoTexture;
  50485. /**
  50486. * Gets the video texture being displayed on the sphere
  50487. */
  50488. readonly videoTexture: VideoTexture;
  50489. /**
  50490. * The skybox material
  50491. */
  50492. protected _material: BackgroundMaterial;
  50493. /**
  50494. * The surface used for the skybox
  50495. */
  50496. protected _mesh: Mesh;
  50497. /**
  50498. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  50499. */
  50500. private _halfDomeMask;
  50501. /**
  50502. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  50503. * Also see the options.resolution property.
  50504. */
  50505. fovMultiplier: number;
  50506. private _videoMode;
  50507. /**
  50508. * Gets or set the current video mode for the video. It can be:
  50509. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  50510. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  50511. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  50512. */
  50513. videoMode: number;
  50514. /**
  50515. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  50516. *
  50517. */
  50518. /**
  50519. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  50520. */
  50521. halfDome: boolean;
  50522. /**
  50523. * Oberserver used in Stereoscopic VR Mode.
  50524. */
  50525. private _onBeforeCameraRenderObserver;
  50526. /**
  50527. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  50528. * @param name Element's name, child elements will append suffixes for their own names.
  50529. * @param urlsOrVideo defines the url(s) or the video element to use
  50530. * @param options An object containing optional or exposed sub element properties
  50531. */
  50532. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  50533. resolution?: number;
  50534. clickToPlay?: boolean;
  50535. autoPlay?: boolean;
  50536. loop?: boolean;
  50537. size?: number;
  50538. poster?: string;
  50539. faceForward?: boolean;
  50540. useDirectMapping?: boolean;
  50541. halfDomeMode?: boolean;
  50542. }, scene: Scene);
  50543. private _changeVideoMode;
  50544. /**
  50545. * Releases resources associated with this node.
  50546. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  50547. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  50548. */
  50549. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  50550. }
  50551. }
  50552. declare module "babylonjs/Helpers/index" {
  50553. export * from "babylonjs/Helpers/environmentHelper";
  50554. export * from "babylonjs/Helpers/photoDome";
  50555. export * from "babylonjs/Helpers/sceneHelpers";
  50556. export * from "babylonjs/Helpers/videoDome";
  50557. }
  50558. declare module "babylonjs/Instrumentation/engineInstrumentation" {
  50559. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  50560. import { IDisposable } from "babylonjs/scene";
  50561. import { Engine } from "babylonjs/Engines/engine";
  50562. /**
  50563. * This class can be used to get instrumentation data from a Babylon engine
  50564. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  50565. */
  50566. export class EngineInstrumentation implements IDisposable {
  50567. /**
  50568. * Define the instrumented engine.
  50569. */
  50570. engine: Engine;
  50571. private _captureGPUFrameTime;
  50572. private _gpuFrameTimeToken;
  50573. private _gpuFrameTime;
  50574. private _captureShaderCompilationTime;
  50575. private _shaderCompilationTime;
  50576. private _onBeginFrameObserver;
  50577. private _onEndFrameObserver;
  50578. private _onBeforeShaderCompilationObserver;
  50579. private _onAfterShaderCompilationObserver;
  50580. /**
  50581. * Gets the perf counter used for GPU frame time
  50582. */
  50583. readonly gpuFrameTimeCounter: PerfCounter;
  50584. /**
  50585. * Gets the GPU frame time capture status
  50586. */
  50587. /**
  50588. * Enable or disable the GPU frame time capture
  50589. */
  50590. captureGPUFrameTime: boolean;
  50591. /**
  50592. * Gets the perf counter used for shader compilation time
  50593. */
  50594. readonly shaderCompilationTimeCounter: PerfCounter;
  50595. /**
  50596. * Gets the shader compilation time capture status
  50597. */
  50598. /**
  50599. * Enable or disable the shader compilation time capture
  50600. */
  50601. captureShaderCompilationTime: boolean;
  50602. /**
  50603. * Instantiates a new engine instrumentation.
  50604. * This class can be used to get instrumentation data from a Babylon engine
  50605. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  50606. * @param engine Defines the engine to instrument
  50607. */
  50608. constructor(
  50609. /**
  50610. * Define the instrumented engine.
  50611. */
  50612. engine: Engine);
  50613. /**
  50614. * Dispose and release associated resources.
  50615. */
  50616. dispose(): void;
  50617. }
  50618. }
  50619. declare module "babylonjs/Instrumentation/sceneInstrumentation" {
  50620. import { Scene, IDisposable } from "babylonjs/scene";
  50621. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  50622. /**
  50623. * This class can be used to get instrumentation data from a Babylon engine
  50624. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  50625. */
  50626. export class SceneInstrumentation implements IDisposable {
  50627. /**
  50628. * Defines the scene to instrument
  50629. */
  50630. scene: Scene;
  50631. private _captureActiveMeshesEvaluationTime;
  50632. private _activeMeshesEvaluationTime;
  50633. private _captureRenderTargetsRenderTime;
  50634. private _renderTargetsRenderTime;
  50635. private _captureFrameTime;
  50636. private _frameTime;
  50637. private _captureRenderTime;
  50638. private _renderTime;
  50639. private _captureInterFrameTime;
  50640. private _interFrameTime;
  50641. private _captureParticlesRenderTime;
  50642. private _particlesRenderTime;
  50643. private _captureSpritesRenderTime;
  50644. private _spritesRenderTime;
  50645. private _capturePhysicsTime;
  50646. private _physicsTime;
  50647. private _captureAnimationsTime;
  50648. private _animationsTime;
  50649. private _captureCameraRenderTime;
  50650. private _cameraRenderTime;
  50651. private _onBeforeActiveMeshesEvaluationObserver;
  50652. private _onAfterActiveMeshesEvaluationObserver;
  50653. private _onBeforeRenderTargetsRenderObserver;
  50654. private _onAfterRenderTargetsRenderObserver;
  50655. private _onAfterRenderObserver;
  50656. private _onBeforeDrawPhaseObserver;
  50657. private _onAfterDrawPhaseObserver;
  50658. private _onBeforeAnimationsObserver;
  50659. private _onBeforeParticlesRenderingObserver;
  50660. private _onAfterParticlesRenderingObserver;
  50661. private _onBeforeSpritesRenderingObserver;
  50662. private _onAfterSpritesRenderingObserver;
  50663. private _onBeforePhysicsObserver;
  50664. private _onAfterPhysicsObserver;
  50665. private _onAfterAnimationsObserver;
  50666. private _onBeforeCameraRenderObserver;
  50667. private _onAfterCameraRenderObserver;
  50668. /**
  50669. * Gets the perf counter used for active meshes evaluation time
  50670. */
  50671. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  50672. /**
  50673. * Gets the active meshes evaluation time capture status
  50674. */
  50675. /**
  50676. * Enable or disable the active meshes evaluation time capture
  50677. */
  50678. captureActiveMeshesEvaluationTime: boolean;
  50679. /**
  50680. * Gets the perf counter used for render targets render time
  50681. */
  50682. readonly renderTargetsRenderTimeCounter: PerfCounter;
  50683. /**
  50684. * Gets the render targets render time capture status
  50685. */
  50686. /**
  50687. * Enable or disable the render targets render time capture
  50688. */
  50689. captureRenderTargetsRenderTime: boolean;
  50690. /**
  50691. * Gets the perf counter used for particles render time
  50692. */
  50693. readonly particlesRenderTimeCounter: PerfCounter;
  50694. /**
  50695. * Gets the particles render time capture status
  50696. */
  50697. /**
  50698. * Enable or disable the particles render time capture
  50699. */
  50700. captureParticlesRenderTime: boolean;
  50701. /**
  50702. * Gets the perf counter used for sprites render time
  50703. */
  50704. readonly spritesRenderTimeCounter: PerfCounter;
  50705. /**
  50706. * Gets the sprites render time capture status
  50707. */
  50708. /**
  50709. * Enable or disable the sprites render time capture
  50710. */
  50711. captureSpritesRenderTime: boolean;
  50712. /**
  50713. * Gets the perf counter used for physics time
  50714. */
  50715. readonly physicsTimeCounter: PerfCounter;
  50716. /**
  50717. * Gets the physics time capture status
  50718. */
  50719. /**
  50720. * Enable or disable the physics time capture
  50721. */
  50722. capturePhysicsTime: boolean;
  50723. /**
  50724. * Gets the perf counter used for animations time
  50725. */
  50726. readonly animationsTimeCounter: PerfCounter;
  50727. /**
  50728. * Gets the animations time capture status
  50729. */
  50730. /**
  50731. * Enable or disable the animations time capture
  50732. */
  50733. captureAnimationsTime: boolean;
  50734. /**
  50735. * Gets the perf counter used for frame time capture
  50736. */
  50737. readonly frameTimeCounter: PerfCounter;
  50738. /**
  50739. * Gets the frame time capture status
  50740. */
  50741. /**
  50742. * Enable or disable the frame time capture
  50743. */
  50744. captureFrameTime: boolean;
  50745. /**
  50746. * Gets the perf counter used for inter-frames time capture
  50747. */
  50748. readonly interFrameTimeCounter: PerfCounter;
  50749. /**
  50750. * Gets the inter-frames time capture status
  50751. */
  50752. /**
  50753. * Enable or disable the inter-frames time capture
  50754. */
  50755. captureInterFrameTime: boolean;
  50756. /**
  50757. * Gets the perf counter used for render time capture
  50758. */
  50759. readonly renderTimeCounter: PerfCounter;
  50760. /**
  50761. * Gets the render time capture status
  50762. */
  50763. /**
  50764. * Enable or disable the render time capture
  50765. */
  50766. captureRenderTime: boolean;
  50767. /**
  50768. * Gets the perf counter used for camera render time capture
  50769. */
  50770. readonly cameraRenderTimeCounter: PerfCounter;
  50771. /**
  50772. * Gets the camera render time capture status
  50773. */
  50774. /**
  50775. * Enable or disable the camera render time capture
  50776. */
  50777. captureCameraRenderTime: boolean;
  50778. /**
  50779. * Gets the perf counter used for draw calls
  50780. */
  50781. readonly drawCallsCounter: PerfCounter;
  50782. /**
  50783. * Instantiates a new scene instrumentation.
  50784. * This class can be used to get instrumentation data from a Babylon engine
  50785. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  50786. * @param scene Defines the scene to instrument
  50787. */
  50788. constructor(
  50789. /**
  50790. * Defines the scene to instrument
  50791. */
  50792. scene: Scene);
  50793. /**
  50794. * Dispose and release associated resources.
  50795. */
  50796. dispose(): void;
  50797. }
  50798. }
  50799. declare module "babylonjs/Instrumentation/index" {
  50800. export * from "babylonjs/Instrumentation/engineInstrumentation";
  50801. export * from "babylonjs/Instrumentation/sceneInstrumentation";
  50802. export * from "babylonjs/Instrumentation/timeToken";
  50803. }
  50804. declare module "babylonjs/Shaders/glowMapGeneration.fragment" {
  50805. /** @hidden */
  50806. export var glowMapGenerationPixelShader: {
  50807. name: string;
  50808. shader: string;
  50809. };
  50810. }
  50811. declare module "babylonjs/Shaders/glowMapGeneration.vertex" {
  50812. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  50813. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  50814. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  50815. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  50816. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  50817. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  50818. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  50819. /** @hidden */
  50820. export var glowMapGenerationVertexShader: {
  50821. name: string;
  50822. shader: string;
  50823. };
  50824. }
  50825. declare module "babylonjs/Layers/effectLayer" {
  50826. import { Observable } from "babylonjs/Misc/observable";
  50827. import { Nullable } from "babylonjs/types";
  50828. import { Camera } from "babylonjs/Cameras/camera";
  50829. import { Scene } from "babylonjs/scene";
  50830. import { ISize } from "babylonjs/Maths/math.size";
  50831. import { Color4 } from "babylonjs/Maths/math.color";
  50832. import { Engine } from "babylonjs/Engines/engine";
  50833. import { SubMesh } from "babylonjs/Meshes/subMesh";
  50834. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50835. import { Mesh } from "babylonjs/Meshes/mesh";
  50836. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  50837. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  50838. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  50839. import { Effect } from "babylonjs/Materials/effect";
  50840. import { Material } from "babylonjs/Materials/material";
  50841. import "babylonjs/Shaders/glowMapGeneration.fragment";
  50842. import "babylonjs/Shaders/glowMapGeneration.vertex";
  50843. /**
  50844. * Effect layer options. This helps customizing the behaviour
  50845. * of the effect layer.
  50846. */
  50847. export interface IEffectLayerOptions {
  50848. /**
  50849. * Multiplication factor apply to the canvas size to compute the render target size
  50850. * used to generated the objects (the smaller the faster).
  50851. */
  50852. mainTextureRatio: number;
  50853. /**
  50854. * Enforces a fixed size texture to ensure effect stability across devices.
  50855. */
  50856. mainTextureFixedSize?: number;
  50857. /**
  50858. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  50859. */
  50860. alphaBlendingMode: number;
  50861. /**
  50862. * The camera attached to the layer.
  50863. */
  50864. camera: Nullable<Camera>;
  50865. /**
  50866. * The rendering group to draw the layer in.
  50867. */
  50868. renderingGroupId: number;
  50869. }
  50870. /**
  50871. * The effect layer Helps adding post process effect blended with the main pass.
  50872. *
  50873. * This can be for instance use to generate glow or higlight effects on the scene.
  50874. *
  50875. * The effect layer class can not be used directly and is intented to inherited from to be
  50876. * customized per effects.
  50877. */
  50878. export abstract class EffectLayer {
  50879. private _vertexBuffers;
  50880. private _indexBuffer;
  50881. private _cachedDefines;
  50882. private _effectLayerMapGenerationEffect;
  50883. private _effectLayerOptions;
  50884. private _mergeEffect;
  50885. protected _scene: Scene;
  50886. protected _engine: Engine;
  50887. protected _maxSize: number;
  50888. protected _mainTextureDesiredSize: ISize;
  50889. protected _mainTexture: RenderTargetTexture;
  50890. protected _shouldRender: boolean;
  50891. protected _postProcesses: PostProcess[];
  50892. protected _textures: BaseTexture[];
  50893. protected _emissiveTextureAndColor: {
  50894. texture: Nullable<BaseTexture>;
  50895. color: Color4;
  50896. };
  50897. /**
  50898. * The name of the layer
  50899. */
  50900. name: string;
  50901. /**
  50902. * The clear color of the texture used to generate the glow map.
  50903. */
  50904. neutralColor: Color4;
  50905. /**
  50906. * Specifies wether the highlight layer is enabled or not.
  50907. */
  50908. isEnabled: boolean;
  50909. /**
  50910. * Gets the camera attached to the layer.
  50911. */
  50912. readonly camera: Nullable<Camera>;
  50913. /**
  50914. * Gets the rendering group id the layer should render in.
  50915. */
  50916. renderingGroupId: number;
  50917. /**
  50918. * An event triggered when the effect layer has been disposed.
  50919. */
  50920. onDisposeObservable: Observable<EffectLayer>;
  50921. /**
  50922. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  50923. */
  50924. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  50925. /**
  50926. * An event triggered when the generated texture is being merged in the scene.
  50927. */
  50928. onBeforeComposeObservable: Observable<EffectLayer>;
  50929. /**
  50930. * An event triggered when the generated texture has been merged in the scene.
  50931. */
  50932. onAfterComposeObservable: Observable<EffectLayer>;
  50933. /**
  50934. * An event triggered when the efffect layer changes its size.
  50935. */
  50936. onSizeChangedObservable: Observable<EffectLayer>;
  50937. /** @hidden */
  50938. static _SceneComponentInitialization: (scene: Scene) => void;
  50939. /**
  50940. * Instantiates a new effect Layer and references it in the scene.
  50941. * @param name The name of the layer
  50942. * @param scene The scene to use the layer in
  50943. */
  50944. constructor(
  50945. /** The Friendly of the effect in the scene */
  50946. name: string, scene: Scene);
  50947. /**
  50948. * Get the effect name of the layer.
  50949. * @return The effect name
  50950. */
  50951. abstract getEffectName(): string;
  50952. /**
  50953. * Checks for the readiness of the element composing the layer.
  50954. * @param subMesh the mesh to check for
  50955. * @param useInstances specify wether or not to use instances to render the mesh
  50956. * @return true if ready otherwise, false
  50957. */
  50958. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  50959. /**
  50960. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  50961. * @returns true if the effect requires stencil during the main canvas render pass.
  50962. */
  50963. abstract needStencil(): boolean;
  50964. /**
  50965. * Create the merge effect. This is the shader use to blit the information back
  50966. * to the main canvas at the end of the scene rendering.
  50967. * @returns The effect containing the shader used to merge the effect on the main canvas
  50968. */
  50969. protected abstract _createMergeEffect(): Effect;
  50970. /**
  50971. * Creates the render target textures and post processes used in the effect layer.
  50972. */
  50973. protected abstract _createTextureAndPostProcesses(): void;
  50974. /**
  50975. * Implementation specific of rendering the generating effect on the main canvas.
  50976. * @param effect The effect used to render through
  50977. */
  50978. protected abstract _internalRender(effect: Effect): void;
  50979. /**
  50980. * Sets the required values for both the emissive texture and and the main color.
  50981. */
  50982. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  50983. /**
  50984. * Free any resources and references associated to a mesh.
  50985. * Internal use
  50986. * @param mesh The mesh to free.
  50987. */
  50988. abstract _disposeMesh(mesh: Mesh): void;
  50989. /**
  50990. * Serializes this layer (Glow or Highlight for example)
  50991. * @returns a serialized layer object
  50992. */
  50993. abstract serialize?(): any;
  50994. /**
  50995. * Initializes the effect layer with the required options.
  50996. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  50997. */
  50998. protected _init(options: Partial<IEffectLayerOptions>): void;
  50999. /**
  51000. * Generates the index buffer of the full screen quad blending to the main canvas.
  51001. */
  51002. private _generateIndexBuffer;
  51003. /**
  51004. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  51005. */
  51006. private _generateVertexBuffer;
  51007. /**
  51008. * Sets the main texture desired size which is the closest power of two
  51009. * of the engine canvas size.
  51010. */
  51011. private _setMainTextureSize;
  51012. /**
  51013. * Creates the main texture for the effect layer.
  51014. */
  51015. protected _createMainTexture(): void;
  51016. /**
  51017. * Adds specific effects defines.
  51018. * @param defines The defines to add specifics to.
  51019. */
  51020. protected _addCustomEffectDefines(defines: string[]): void;
  51021. /**
  51022. * Checks for the readiness of the element composing the layer.
  51023. * @param subMesh the mesh to check for
  51024. * @param useInstances specify wether or not to use instances to render the mesh
  51025. * @param emissiveTexture the associated emissive texture used to generate the glow
  51026. * @return true if ready otherwise, false
  51027. */
  51028. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  51029. /**
  51030. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  51031. */
  51032. render(): void;
  51033. /**
  51034. * Determine if a given mesh will be used in the current effect.
  51035. * @param mesh mesh to test
  51036. * @returns true if the mesh will be used
  51037. */
  51038. hasMesh(mesh: AbstractMesh): boolean;
  51039. /**
  51040. * Returns true if the layer contains information to display, otherwise false.
  51041. * @returns true if the glow layer should be rendered
  51042. */
  51043. shouldRender(): boolean;
  51044. /**
  51045. * Returns true if the mesh should render, otherwise false.
  51046. * @param mesh The mesh to render
  51047. * @returns true if it should render otherwise false
  51048. */
  51049. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  51050. /**
  51051. * Returns true if the mesh can be rendered, otherwise false.
  51052. * @param mesh The mesh to render
  51053. * @param material The material used on the mesh
  51054. * @returns true if it can be rendered otherwise false
  51055. */
  51056. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  51057. /**
  51058. * Returns true if the mesh should render, otherwise false.
  51059. * @param mesh The mesh to render
  51060. * @returns true if it should render otherwise false
  51061. */
  51062. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  51063. /**
  51064. * Renders the submesh passed in parameter to the generation map.
  51065. */
  51066. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  51067. /**
  51068. * Rebuild the required buffers.
  51069. * @hidden Internal use only.
  51070. */
  51071. _rebuild(): void;
  51072. /**
  51073. * Dispose only the render target textures and post process.
  51074. */
  51075. private _disposeTextureAndPostProcesses;
  51076. /**
  51077. * Dispose the highlight layer and free resources.
  51078. */
  51079. dispose(): void;
  51080. /**
  51081. * Gets the class name of the effect layer
  51082. * @returns the string with the class name of the effect layer
  51083. */
  51084. getClassName(): string;
  51085. /**
  51086. * Creates an effect layer from parsed effect layer data
  51087. * @param parsedEffectLayer defines effect layer data
  51088. * @param scene defines the current scene
  51089. * @param rootUrl defines the root URL containing the effect layer information
  51090. * @returns a parsed effect Layer
  51091. */
  51092. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  51093. }
  51094. }
  51095. declare module "babylonjs/Layers/effectLayerSceneComponent" {
  51096. import { Scene } from "babylonjs/scene";
  51097. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  51098. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  51099. import { AbstractScene } from "babylonjs/abstractScene";
  51100. module "babylonjs/abstractScene" {
  51101. interface AbstractScene {
  51102. /**
  51103. * The list of effect layers (highlights/glow) added to the scene
  51104. * @see http://doc.babylonjs.com/how_to/highlight_layer
  51105. * @see http://doc.babylonjs.com/how_to/glow_layer
  51106. */
  51107. effectLayers: Array<EffectLayer>;
  51108. /**
  51109. * Removes the given effect layer from this scene.
  51110. * @param toRemove defines the effect layer to remove
  51111. * @returns the index of the removed effect layer
  51112. */
  51113. removeEffectLayer(toRemove: EffectLayer): number;
  51114. /**
  51115. * Adds the given effect layer to this scene
  51116. * @param newEffectLayer defines the effect layer to add
  51117. */
  51118. addEffectLayer(newEffectLayer: EffectLayer): void;
  51119. }
  51120. }
  51121. /**
  51122. * Defines the layer scene component responsible to manage any effect layers
  51123. * in a given scene.
  51124. */
  51125. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  51126. /**
  51127. * The component name helpfull to identify the component in the list of scene components.
  51128. */
  51129. readonly name: string;
  51130. /**
  51131. * The scene the component belongs to.
  51132. */
  51133. scene: Scene;
  51134. private _engine;
  51135. private _renderEffects;
  51136. private _needStencil;
  51137. private _previousStencilState;
  51138. /**
  51139. * Creates a new instance of the component for the given scene
  51140. * @param scene Defines the scene to register the component in
  51141. */
  51142. constructor(scene: Scene);
  51143. /**
  51144. * Registers the component in a given scene
  51145. */
  51146. register(): void;
  51147. /**
  51148. * Rebuilds the elements related to this component in case of
  51149. * context lost for instance.
  51150. */
  51151. rebuild(): void;
  51152. /**
  51153. * Serializes the component data to the specified json object
  51154. * @param serializationObject The object to serialize to
  51155. */
  51156. serialize(serializationObject: any): void;
  51157. /**
  51158. * Adds all the elements from the container to the scene
  51159. * @param container the container holding the elements
  51160. */
  51161. addFromContainer(container: AbstractScene): void;
  51162. /**
  51163. * Removes all the elements in the container from the scene
  51164. * @param container contains the elements to remove
  51165. * @param dispose if the removed element should be disposed (default: false)
  51166. */
  51167. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  51168. /**
  51169. * Disposes the component and the associated ressources.
  51170. */
  51171. dispose(): void;
  51172. private _isReadyForMesh;
  51173. private _renderMainTexture;
  51174. private _setStencil;
  51175. private _setStencilBack;
  51176. private _draw;
  51177. private _drawCamera;
  51178. private _drawRenderingGroup;
  51179. }
  51180. }
  51181. declare module "babylonjs/Shaders/glowMapMerge.fragment" {
  51182. /** @hidden */
  51183. export var glowMapMergePixelShader: {
  51184. name: string;
  51185. shader: string;
  51186. };
  51187. }
  51188. declare module "babylonjs/Shaders/glowMapMerge.vertex" {
  51189. /** @hidden */
  51190. export var glowMapMergeVertexShader: {
  51191. name: string;
  51192. shader: string;
  51193. };
  51194. }
  51195. declare module "babylonjs/Layers/glowLayer" {
  51196. import { Nullable } from "babylonjs/types";
  51197. import { Camera } from "babylonjs/Cameras/camera";
  51198. import { Scene } from "babylonjs/scene";
  51199. import { SubMesh } from "babylonjs/Meshes/subMesh";
  51200. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51201. import { Mesh } from "babylonjs/Meshes/mesh";
  51202. import { Texture } from "babylonjs/Materials/Textures/texture";
  51203. import { Effect } from "babylonjs/Materials/effect";
  51204. import { Material } from "babylonjs/Materials/material";
  51205. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  51206. import { Color4 } from "babylonjs/Maths/math.color";
  51207. import "babylonjs/Shaders/glowMapMerge.fragment";
  51208. import "babylonjs/Shaders/glowMapMerge.vertex";
  51209. import "babylonjs/Layers/effectLayerSceneComponent";
  51210. module "babylonjs/abstractScene" {
  51211. interface AbstractScene {
  51212. /**
  51213. * Return a the first highlight layer of the scene with a given name.
  51214. * @param name The name of the highlight layer to look for.
  51215. * @return The highlight layer if found otherwise null.
  51216. */
  51217. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  51218. }
  51219. }
  51220. /**
  51221. * Glow layer options. This helps customizing the behaviour
  51222. * of the glow layer.
  51223. */
  51224. export interface IGlowLayerOptions {
  51225. /**
  51226. * Multiplication factor apply to the canvas size to compute the render target size
  51227. * used to generated the glowing objects (the smaller the faster).
  51228. */
  51229. mainTextureRatio: number;
  51230. /**
  51231. * Enforces a fixed size texture to ensure resize independant blur.
  51232. */
  51233. mainTextureFixedSize?: number;
  51234. /**
  51235. * How big is the kernel of the blur texture.
  51236. */
  51237. blurKernelSize: number;
  51238. /**
  51239. * The camera attached to the layer.
  51240. */
  51241. camera: Nullable<Camera>;
  51242. /**
  51243. * Enable MSAA by chosing the number of samples.
  51244. */
  51245. mainTextureSamples?: number;
  51246. /**
  51247. * The rendering group to draw the layer in.
  51248. */
  51249. renderingGroupId: number;
  51250. }
  51251. /**
  51252. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  51253. *
  51254. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  51255. * glowy meshes to your scene.
  51256. *
  51257. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  51258. */
  51259. export class GlowLayer extends EffectLayer {
  51260. /**
  51261. * Effect Name of the layer.
  51262. */
  51263. static readonly EffectName: string;
  51264. /**
  51265. * The default blur kernel size used for the glow.
  51266. */
  51267. static DefaultBlurKernelSize: number;
  51268. /**
  51269. * The default texture size ratio used for the glow.
  51270. */
  51271. static DefaultTextureRatio: number;
  51272. /**
  51273. * Sets the kernel size of the blur.
  51274. */
  51275. /**
  51276. * Gets the kernel size of the blur.
  51277. */
  51278. blurKernelSize: number;
  51279. /**
  51280. * Sets the glow intensity.
  51281. */
  51282. /**
  51283. * Gets the glow intensity.
  51284. */
  51285. intensity: number;
  51286. private _options;
  51287. private _intensity;
  51288. private _horizontalBlurPostprocess1;
  51289. private _verticalBlurPostprocess1;
  51290. private _horizontalBlurPostprocess2;
  51291. private _verticalBlurPostprocess2;
  51292. private _blurTexture1;
  51293. private _blurTexture2;
  51294. private _postProcesses1;
  51295. private _postProcesses2;
  51296. private _includedOnlyMeshes;
  51297. private _excludedMeshes;
  51298. /**
  51299. * Callback used to let the user override the color selection on a per mesh basis
  51300. */
  51301. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  51302. /**
  51303. * Callback used to let the user override the texture selection on a per mesh basis
  51304. */
  51305. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  51306. /**
  51307. * Instantiates a new glow Layer and references it to the scene.
  51308. * @param name The name of the layer
  51309. * @param scene The scene to use the layer in
  51310. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  51311. */
  51312. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  51313. /**
  51314. * Get the effect name of the layer.
  51315. * @return The effect name
  51316. */
  51317. getEffectName(): string;
  51318. /**
  51319. * Create the merge effect. This is the shader use to blit the information back
  51320. * to the main canvas at the end of the scene rendering.
  51321. */
  51322. protected _createMergeEffect(): Effect;
  51323. /**
  51324. * Creates the render target textures and post processes used in the glow layer.
  51325. */
  51326. protected _createTextureAndPostProcesses(): void;
  51327. /**
  51328. * Checks for the readiness of the element composing the layer.
  51329. * @param subMesh the mesh to check for
  51330. * @param useInstances specify wether or not to use instances to render the mesh
  51331. * @param emissiveTexture the associated emissive texture used to generate the glow
  51332. * @return true if ready otherwise, false
  51333. */
  51334. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  51335. /**
  51336. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  51337. */
  51338. needStencil(): boolean;
  51339. /**
  51340. * Returns true if the mesh can be rendered, otherwise false.
  51341. * @param mesh The mesh to render
  51342. * @param material The material used on the mesh
  51343. * @returns true if it can be rendered otherwise false
  51344. */
  51345. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  51346. /**
  51347. * Implementation specific of rendering the generating effect on the main canvas.
  51348. * @param effect The effect used to render through
  51349. */
  51350. protected _internalRender(effect: Effect): void;
  51351. /**
  51352. * Sets the required values for both the emissive texture and and the main color.
  51353. */
  51354. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  51355. /**
  51356. * Returns true if the mesh should render, otherwise false.
  51357. * @param mesh The mesh to render
  51358. * @returns true if it should render otherwise false
  51359. */
  51360. protected _shouldRenderMesh(mesh: Mesh): boolean;
  51361. /**
  51362. * Adds specific effects defines.
  51363. * @param defines The defines to add specifics to.
  51364. */
  51365. protected _addCustomEffectDefines(defines: string[]): void;
  51366. /**
  51367. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  51368. * @param mesh The mesh to exclude from the glow layer
  51369. */
  51370. addExcludedMesh(mesh: Mesh): void;
  51371. /**
  51372. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  51373. * @param mesh The mesh to remove
  51374. */
  51375. removeExcludedMesh(mesh: Mesh): void;
  51376. /**
  51377. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  51378. * @param mesh The mesh to include in the glow layer
  51379. */
  51380. addIncludedOnlyMesh(mesh: Mesh): void;
  51381. /**
  51382. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  51383. * @param mesh The mesh to remove
  51384. */
  51385. removeIncludedOnlyMesh(mesh: Mesh): void;
  51386. /**
  51387. * Determine if a given mesh will be used in the glow layer
  51388. * @param mesh The mesh to test
  51389. * @returns true if the mesh will be highlighted by the current glow layer
  51390. */
  51391. hasMesh(mesh: AbstractMesh): boolean;
  51392. /**
  51393. * Free any resources and references associated to a mesh.
  51394. * Internal use
  51395. * @param mesh The mesh to free.
  51396. * @hidden
  51397. */
  51398. _disposeMesh(mesh: Mesh): void;
  51399. /**
  51400. * Gets the class name of the effect layer
  51401. * @returns the string with the class name of the effect layer
  51402. */
  51403. getClassName(): string;
  51404. /**
  51405. * Serializes this glow layer
  51406. * @returns a serialized glow layer object
  51407. */
  51408. serialize(): any;
  51409. /**
  51410. * Creates a Glow Layer from parsed glow layer data
  51411. * @param parsedGlowLayer defines glow layer data
  51412. * @param scene defines the current scene
  51413. * @param rootUrl defines the root URL containing the glow layer information
  51414. * @returns a parsed Glow Layer
  51415. */
  51416. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  51417. }
  51418. }
  51419. declare module "babylonjs/Shaders/glowBlurPostProcess.fragment" {
  51420. /** @hidden */
  51421. export var glowBlurPostProcessPixelShader: {
  51422. name: string;
  51423. shader: string;
  51424. };
  51425. }
  51426. declare module "babylonjs/Layers/highlightLayer" {
  51427. import { Observable } from "babylonjs/Misc/observable";
  51428. import { Nullable } from "babylonjs/types";
  51429. import { Camera } from "babylonjs/Cameras/camera";
  51430. import { Scene } from "babylonjs/scene";
  51431. import { SubMesh } from "babylonjs/Meshes/subMesh";
  51432. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51433. import { Mesh } from "babylonjs/Meshes/mesh";
  51434. import { Effect } from "babylonjs/Materials/effect";
  51435. import { Material } from "babylonjs/Materials/material";
  51436. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  51437. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  51438. import "babylonjs/Shaders/glowMapMerge.fragment";
  51439. import "babylonjs/Shaders/glowMapMerge.vertex";
  51440. import "babylonjs/Shaders/glowBlurPostProcess.fragment";
  51441. module "babylonjs/abstractScene" {
  51442. interface AbstractScene {
  51443. /**
  51444. * Return a the first highlight layer of the scene with a given name.
  51445. * @param name The name of the highlight layer to look for.
  51446. * @return The highlight layer if found otherwise null.
  51447. */
  51448. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  51449. }
  51450. }
  51451. /**
  51452. * Highlight layer options. This helps customizing the behaviour
  51453. * of the highlight layer.
  51454. */
  51455. export interface IHighlightLayerOptions {
  51456. /**
  51457. * Multiplication factor apply to the canvas size to compute the render target size
  51458. * used to generated the glowing objects (the smaller the faster).
  51459. */
  51460. mainTextureRatio: number;
  51461. /**
  51462. * Enforces a fixed size texture to ensure resize independant blur.
  51463. */
  51464. mainTextureFixedSize?: number;
  51465. /**
  51466. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  51467. * of the picture to blur (the smaller the faster).
  51468. */
  51469. blurTextureSizeRatio: number;
  51470. /**
  51471. * How big in texel of the blur texture is the vertical blur.
  51472. */
  51473. blurVerticalSize: number;
  51474. /**
  51475. * How big in texel of the blur texture is the horizontal blur.
  51476. */
  51477. blurHorizontalSize: number;
  51478. /**
  51479. * Alpha blending mode used to apply the blur. Default is combine.
  51480. */
  51481. alphaBlendingMode: number;
  51482. /**
  51483. * The camera attached to the layer.
  51484. */
  51485. camera: Nullable<Camera>;
  51486. /**
  51487. * Should we display highlight as a solid stroke?
  51488. */
  51489. isStroke?: boolean;
  51490. /**
  51491. * The rendering group to draw the layer in.
  51492. */
  51493. renderingGroupId: number;
  51494. }
  51495. /**
  51496. * The highlight layer Helps adding a glow effect around a mesh.
  51497. *
  51498. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  51499. * glowy meshes to your scene.
  51500. *
  51501. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  51502. */
  51503. export class HighlightLayer extends EffectLayer {
  51504. name: string;
  51505. /**
  51506. * Effect Name of the highlight layer.
  51507. */
  51508. static readonly EffectName: string;
  51509. /**
  51510. * The neutral color used during the preparation of the glow effect.
  51511. * This is black by default as the blend operation is a blend operation.
  51512. */
  51513. static NeutralColor: Color4;
  51514. /**
  51515. * Stencil value used for glowing meshes.
  51516. */
  51517. static GlowingMeshStencilReference: number;
  51518. /**
  51519. * Stencil value used for the other meshes in the scene.
  51520. */
  51521. static NormalMeshStencilReference: number;
  51522. /**
  51523. * Specifies whether or not the inner glow is ACTIVE in the layer.
  51524. */
  51525. innerGlow: boolean;
  51526. /**
  51527. * Specifies whether or not the outer glow is ACTIVE in the layer.
  51528. */
  51529. outerGlow: boolean;
  51530. /**
  51531. * Specifies the horizontal size of the blur.
  51532. */
  51533. /**
  51534. * Gets the horizontal size of the blur.
  51535. */
  51536. blurHorizontalSize: number;
  51537. /**
  51538. * Specifies the vertical size of the blur.
  51539. */
  51540. /**
  51541. * Gets the vertical size of the blur.
  51542. */
  51543. blurVerticalSize: number;
  51544. /**
  51545. * An event triggered when the highlight layer is being blurred.
  51546. */
  51547. onBeforeBlurObservable: Observable<HighlightLayer>;
  51548. /**
  51549. * An event triggered when the highlight layer has been blurred.
  51550. */
  51551. onAfterBlurObservable: Observable<HighlightLayer>;
  51552. private _instanceGlowingMeshStencilReference;
  51553. private _options;
  51554. private _downSamplePostprocess;
  51555. private _horizontalBlurPostprocess;
  51556. private _verticalBlurPostprocess;
  51557. private _blurTexture;
  51558. private _meshes;
  51559. private _excludedMeshes;
  51560. /**
  51561. * Instantiates a new highlight Layer and references it to the scene..
  51562. * @param name The name of the layer
  51563. * @param scene The scene to use the layer in
  51564. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  51565. */
  51566. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  51567. /**
  51568. * Get the effect name of the layer.
  51569. * @return The effect name
  51570. */
  51571. getEffectName(): string;
  51572. /**
  51573. * Create the merge effect. This is the shader use to blit the information back
  51574. * to the main canvas at the end of the scene rendering.
  51575. */
  51576. protected _createMergeEffect(): Effect;
  51577. /**
  51578. * Creates the render target textures and post processes used in the highlight layer.
  51579. */
  51580. protected _createTextureAndPostProcesses(): void;
  51581. /**
  51582. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  51583. */
  51584. needStencil(): boolean;
  51585. /**
  51586. * Checks for the readiness of the element composing the layer.
  51587. * @param subMesh the mesh to check for
  51588. * @param useInstances specify wether or not to use instances to render the mesh
  51589. * @param emissiveTexture the associated emissive texture used to generate the glow
  51590. * @return true if ready otherwise, false
  51591. */
  51592. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  51593. /**
  51594. * Implementation specific of rendering the generating effect on the main canvas.
  51595. * @param effect The effect used to render through
  51596. */
  51597. protected _internalRender(effect: Effect): void;
  51598. /**
  51599. * Returns true if the layer contains information to display, otherwise false.
  51600. */
  51601. shouldRender(): boolean;
  51602. /**
  51603. * Returns true if the mesh should render, otherwise false.
  51604. * @param mesh The mesh to render
  51605. * @returns true if it should render otherwise false
  51606. */
  51607. protected _shouldRenderMesh(mesh: Mesh): boolean;
  51608. /**
  51609. * Sets the required values for both the emissive texture and and the main color.
  51610. */
  51611. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  51612. /**
  51613. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  51614. * @param mesh The mesh to exclude from the highlight layer
  51615. */
  51616. addExcludedMesh(mesh: Mesh): void;
  51617. /**
  51618. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  51619. * @param mesh The mesh to highlight
  51620. */
  51621. removeExcludedMesh(mesh: Mesh): void;
  51622. /**
  51623. * Determine if a given mesh will be highlighted by the current HighlightLayer
  51624. * @param mesh mesh to test
  51625. * @returns true if the mesh will be highlighted by the current HighlightLayer
  51626. */
  51627. hasMesh(mesh: AbstractMesh): boolean;
  51628. /**
  51629. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  51630. * @param mesh The mesh to highlight
  51631. * @param color The color of the highlight
  51632. * @param glowEmissiveOnly Extract the glow from the emissive texture
  51633. */
  51634. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  51635. /**
  51636. * Remove a mesh from the highlight layer in order to make it stop glowing.
  51637. * @param mesh The mesh to highlight
  51638. */
  51639. removeMesh(mesh: Mesh): void;
  51640. /**
  51641. * Force the stencil to the normal expected value for none glowing parts
  51642. */
  51643. private _defaultStencilReference;
  51644. /**
  51645. * Free any resources and references associated to a mesh.
  51646. * Internal use
  51647. * @param mesh The mesh to free.
  51648. * @hidden
  51649. */
  51650. _disposeMesh(mesh: Mesh): void;
  51651. /**
  51652. * Dispose the highlight layer and free resources.
  51653. */
  51654. dispose(): void;
  51655. /**
  51656. * Gets the class name of the effect layer
  51657. * @returns the string with the class name of the effect layer
  51658. */
  51659. getClassName(): string;
  51660. /**
  51661. * Serializes this Highlight layer
  51662. * @returns a serialized Highlight layer object
  51663. */
  51664. serialize(): any;
  51665. /**
  51666. * Creates a Highlight layer from parsed Highlight layer data
  51667. * @param parsedHightlightLayer defines the Highlight layer data
  51668. * @param scene defines the current scene
  51669. * @param rootUrl defines the root URL containing the Highlight layer information
  51670. * @returns a parsed Highlight layer
  51671. */
  51672. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  51673. }
  51674. }
  51675. declare module "babylonjs/Layers/layerSceneComponent" {
  51676. import { Scene } from "babylonjs/scene";
  51677. import { ISceneComponent } from "babylonjs/sceneComponent";
  51678. import { Layer } from "babylonjs/Layers/layer";
  51679. import { AbstractScene } from "babylonjs/abstractScene";
  51680. module "babylonjs/abstractScene" {
  51681. interface AbstractScene {
  51682. /**
  51683. * The list of layers (background and foreground) of the scene
  51684. */
  51685. layers: Array<Layer>;
  51686. }
  51687. }
  51688. /**
  51689. * Defines the layer scene component responsible to manage any layers
  51690. * in a given scene.
  51691. */
  51692. export class LayerSceneComponent implements ISceneComponent {
  51693. /**
  51694. * The component name helpfull to identify the component in the list of scene components.
  51695. */
  51696. readonly name: string;
  51697. /**
  51698. * The scene the component belongs to.
  51699. */
  51700. scene: Scene;
  51701. private _engine;
  51702. /**
  51703. * Creates a new instance of the component for the given scene
  51704. * @param scene Defines the scene to register the component in
  51705. */
  51706. constructor(scene: Scene);
  51707. /**
  51708. * Registers the component in a given scene
  51709. */
  51710. register(): void;
  51711. /**
  51712. * Rebuilds the elements related to this component in case of
  51713. * context lost for instance.
  51714. */
  51715. rebuild(): void;
  51716. /**
  51717. * Disposes the component and the associated ressources.
  51718. */
  51719. dispose(): void;
  51720. private _draw;
  51721. private _drawCameraPredicate;
  51722. private _drawCameraBackground;
  51723. private _drawCameraForeground;
  51724. private _drawRenderTargetPredicate;
  51725. private _drawRenderTargetBackground;
  51726. private _drawRenderTargetForeground;
  51727. /**
  51728. * Adds all the elements from the container to the scene
  51729. * @param container the container holding the elements
  51730. */
  51731. addFromContainer(container: AbstractScene): void;
  51732. /**
  51733. * Removes all the elements in the container from the scene
  51734. * @param container contains the elements to remove
  51735. * @param dispose if the removed element should be disposed (default: false)
  51736. */
  51737. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  51738. }
  51739. }
  51740. declare module "babylonjs/Shaders/layer.fragment" {
  51741. /** @hidden */
  51742. export var layerPixelShader: {
  51743. name: string;
  51744. shader: string;
  51745. };
  51746. }
  51747. declare module "babylonjs/Shaders/layer.vertex" {
  51748. /** @hidden */
  51749. export var layerVertexShader: {
  51750. name: string;
  51751. shader: string;
  51752. };
  51753. }
  51754. declare module "babylonjs/Layers/layer" {
  51755. import { Observable } from "babylonjs/Misc/observable";
  51756. import { Nullable } from "babylonjs/types";
  51757. import { Scene } from "babylonjs/scene";
  51758. import { Vector2 } from "babylonjs/Maths/math.vector";
  51759. import { Color4 } from "babylonjs/Maths/math.color";
  51760. import { Texture } from "babylonjs/Materials/Textures/texture";
  51761. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  51762. import "babylonjs/Shaders/layer.fragment";
  51763. import "babylonjs/Shaders/layer.vertex";
  51764. /**
  51765. * This represents a full screen 2d layer.
  51766. * This can be useful to display a picture in the background of your scene for instance.
  51767. * @see https://www.babylonjs-playground.com/#08A2BS#1
  51768. */
  51769. export class Layer {
  51770. /**
  51771. * Define the name of the layer.
  51772. */
  51773. name: string;
  51774. /**
  51775. * Define the texture the layer should display.
  51776. */
  51777. texture: Nullable<Texture>;
  51778. /**
  51779. * Is the layer in background or foreground.
  51780. */
  51781. isBackground: boolean;
  51782. /**
  51783. * Define the color of the layer (instead of texture).
  51784. */
  51785. color: Color4;
  51786. /**
  51787. * Define the scale of the layer in order to zoom in out of the texture.
  51788. */
  51789. scale: Vector2;
  51790. /**
  51791. * Define an offset for the layer in order to shift the texture.
  51792. */
  51793. offset: Vector2;
  51794. /**
  51795. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  51796. */
  51797. alphaBlendingMode: number;
  51798. /**
  51799. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  51800. * Alpha test will not mix with the background color in case of transparency.
  51801. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  51802. */
  51803. alphaTest: boolean;
  51804. /**
  51805. * Define a mask to restrict the layer to only some of the scene cameras.
  51806. */
  51807. layerMask: number;
  51808. /**
  51809. * Define the list of render target the layer is visible into.
  51810. */
  51811. renderTargetTextures: RenderTargetTexture[];
  51812. /**
  51813. * Define if the layer is only used in renderTarget or if it also
  51814. * renders in the main frame buffer of the canvas.
  51815. */
  51816. renderOnlyInRenderTargetTextures: boolean;
  51817. private _scene;
  51818. private _vertexBuffers;
  51819. private _indexBuffer;
  51820. private _effect;
  51821. private _alphaTestEffect;
  51822. /**
  51823. * An event triggered when the layer is disposed.
  51824. */
  51825. onDisposeObservable: Observable<Layer>;
  51826. private _onDisposeObserver;
  51827. /**
  51828. * Back compatibility with callback before the onDisposeObservable existed.
  51829. * The set callback will be triggered when the layer has been disposed.
  51830. */
  51831. onDispose: () => void;
  51832. /**
  51833. * An event triggered before rendering the scene
  51834. */
  51835. onBeforeRenderObservable: Observable<Layer>;
  51836. private _onBeforeRenderObserver;
  51837. /**
  51838. * Back compatibility with callback before the onBeforeRenderObservable existed.
  51839. * The set callback will be triggered just before rendering the layer.
  51840. */
  51841. onBeforeRender: () => void;
  51842. /**
  51843. * An event triggered after rendering the scene
  51844. */
  51845. onAfterRenderObservable: Observable<Layer>;
  51846. private _onAfterRenderObserver;
  51847. /**
  51848. * Back compatibility with callback before the onAfterRenderObservable existed.
  51849. * The set callback will be triggered just after rendering the layer.
  51850. */
  51851. onAfterRender: () => void;
  51852. /**
  51853. * Instantiates a new layer.
  51854. * This represents a full screen 2d layer.
  51855. * This can be useful to display a picture in the background of your scene for instance.
  51856. * @see https://www.babylonjs-playground.com/#08A2BS#1
  51857. * @param name Define the name of the layer in the scene
  51858. * @param imgUrl Define the url of the texture to display in the layer
  51859. * @param scene Define the scene the layer belongs to
  51860. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  51861. * @param color Defines a color for the layer
  51862. */
  51863. constructor(
  51864. /**
  51865. * Define the name of the layer.
  51866. */
  51867. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  51868. private _createIndexBuffer;
  51869. /** @hidden */
  51870. _rebuild(): void;
  51871. /**
  51872. * Renders the layer in the scene.
  51873. */
  51874. render(): void;
  51875. /**
  51876. * Disposes and releases the associated ressources.
  51877. */
  51878. dispose(): void;
  51879. }
  51880. }
  51881. declare module "babylonjs/Layers/index" {
  51882. export * from "babylonjs/Layers/effectLayer";
  51883. export * from "babylonjs/Layers/effectLayerSceneComponent";
  51884. export * from "babylonjs/Layers/glowLayer";
  51885. export * from "babylonjs/Layers/highlightLayer";
  51886. export * from "babylonjs/Layers/layer";
  51887. export * from "babylonjs/Layers/layerSceneComponent";
  51888. }
  51889. declare module "babylonjs/Shaders/lensFlare.fragment" {
  51890. /** @hidden */
  51891. export var lensFlarePixelShader: {
  51892. name: string;
  51893. shader: string;
  51894. };
  51895. }
  51896. declare module "babylonjs/Shaders/lensFlare.vertex" {
  51897. /** @hidden */
  51898. export var lensFlareVertexShader: {
  51899. name: string;
  51900. shader: string;
  51901. };
  51902. }
  51903. declare module "babylonjs/LensFlares/lensFlareSystem" {
  51904. import { Scene } from "babylonjs/scene";
  51905. import { Vector3 } from "babylonjs/Maths/math.vector";
  51906. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51907. import { LensFlare } from "babylonjs/LensFlares/lensFlare";
  51908. import "babylonjs/Shaders/lensFlare.fragment";
  51909. import "babylonjs/Shaders/lensFlare.vertex";
  51910. import { Viewport } from "babylonjs/Maths/math.viewport";
  51911. /**
  51912. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  51913. * It is usually composed of several `lensFlare`.
  51914. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51915. */
  51916. export class LensFlareSystem {
  51917. /**
  51918. * Define the name of the lens flare system
  51919. */
  51920. name: string;
  51921. /**
  51922. * List of lens flares used in this system.
  51923. */
  51924. lensFlares: LensFlare[];
  51925. /**
  51926. * Define a limit from the border the lens flare can be visible.
  51927. */
  51928. borderLimit: number;
  51929. /**
  51930. * Define a viewport border we do not want to see the lens flare in.
  51931. */
  51932. viewportBorder: number;
  51933. /**
  51934. * Define a predicate which could limit the list of meshes able to occlude the effect.
  51935. */
  51936. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  51937. /**
  51938. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  51939. */
  51940. layerMask: number;
  51941. /**
  51942. * Define the id of the lens flare system in the scene.
  51943. * (equal to name by default)
  51944. */
  51945. id: string;
  51946. private _scene;
  51947. private _emitter;
  51948. private _vertexBuffers;
  51949. private _indexBuffer;
  51950. private _effect;
  51951. private _positionX;
  51952. private _positionY;
  51953. private _isEnabled;
  51954. /** @hidden */
  51955. static _SceneComponentInitialization: (scene: Scene) => void;
  51956. /**
  51957. * Instantiates a lens flare system.
  51958. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  51959. * It is usually composed of several `lensFlare`.
  51960. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51961. * @param name Define the name of the lens flare system in the scene
  51962. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  51963. * @param scene Define the scene the lens flare system belongs to
  51964. */
  51965. constructor(
  51966. /**
  51967. * Define the name of the lens flare system
  51968. */
  51969. name: string, emitter: any, scene: Scene);
  51970. /**
  51971. * Define if the lens flare system is enabled.
  51972. */
  51973. isEnabled: boolean;
  51974. /**
  51975. * Get the scene the effects belongs to.
  51976. * @returns the scene holding the lens flare system
  51977. */
  51978. getScene(): Scene;
  51979. /**
  51980. * Get the emitter of the lens flare system.
  51981. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  51982. * @returns the emitter of the lens flare system
  51983. */
  51984. getEmitter(): any;
  51985. /**
  51986. * Set the emitter of the lens flare system.
  51987. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  51988. * @param newEmitter Define the new emitter of the system
  51989. */
  51990. setEmitter(newEmitter: any): void;
  51991. /**
  51992. * Get the lens flare system emitter position.
  51993. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  51994. * @returns the position
  51995. */
  51996. getEmitterPosition(): Vector3;
  51997. /**
  51998. * @hidden
  51999. */
  52000. computeEffectivePosition(globalViewport: Viewport): boolean;
  52001. /** @hidden */
  52002. _isVisible(): boolean;
  52003. /**
  52004. * @hidden
  52005. */
  52006. render(): boolean;
  52007. /**
  52008. * Dispose and release the lens flare with its associated resources.
  52009. */
  52010. dispose(): void;
  52011. /**
  52012. * Parse a lens flare system from a JSON repressentation
  52013. * @param parsedLensFlareSystem Define the JSON to parse
  52014. * @param scene Define the scene the parsed system should be instantiated in
  52015. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  52016. * @returns the parsed system
  52017. */
  52018. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  52019. /**
  52020. * Serialize the current Lens Flare System into a JSON representation.
  52021. * @returns the serialized JSON
  52022. */
  52023. serialize(): any;
  52024. }
  52025. }
  52026. declare module "babylonjs/LensFlares/lensFlare" {
  52027. import { Nullable } from "babylonjs/types";
  52028. import { Color3 } from "babylonjs/Maths/math.color";
  52029. import { Texture } from "babylonjs/Materials/Textures/texture";
  52030. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  52031. /**
  52032. * This represents one of the lens effect in a `lensFlareSystem`.
  52033. * It controls one of the indiviual texture used in the effect.
  52034. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  52035. */
  52036. export class LensFlare {
  52037. /**
  52038. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  52039. */
  52040. size: number;
  52041. /**
  52042. * Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  52043. */
  52044. position: number;
  52045. /**
  52046. * Define the lens color.
  52047. */
  52048. color: Color3;
  52049. /**
  52050. * Define the lens texture.
  52051. */
  52052. texture: Nullable<Texture>;
  52053. /**
  52054. * Define the alpha mode to render this particular lens.
  52055. */
  52056. alphaMode: number;
  52057. private _system;
  52058. /**
  52059. * Creates a new Lens Flare.
  52060. * This represents one of the lens effect in a `lensFlareSystem`.
  52061. * It controls one of the indiviual texture used in the effect.
  52062. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  52063. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  52064. * @param position Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  52065. * @param color Define the lens color
  52066. * @param imgUrl Define the lens texture url
  52067. * @param system Define the `lensFlareSystem` this flare is part of
  52068. * @returns The newly created Lens Flare
  52069. */
  52070. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  52071. /**
  52072. * Instantiates a new Lens Flare.
  52073. * This represents one of the lens effect in a `lensFlareSystem`.
  52074. * It controls one of the indiviual texture used in the effect.
  52075. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  52076. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  52077. * @param position Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  52078. * @param color Define the lens color
  52079. * @param imgUrl Define the lens texture url
  52080. * @param system Define the `lensFlareSystem` this flare is part of
  52081. */
  52082. constructor(
  52083. /**
  52084. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  52085. */
  52086. size: number,
  52087. /**
  52088. * Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  52089. */
  52090. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  52091. /**
  52092. * Dispose and release the lens flare with its associated resources.
  52093. */
  52094. dispose(): void;
  52095. }
  52096. }
  52097. declare module "babylonjs/LensFlares/lensFlareSystemSceneComponent" {
  52098. import { Nullable } from "babylonjs/types";
  52099. import { Scene } from "babylonjs/scene";
  52100. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  52101. import { AbstractScene } from "babylonjs/abstractScene";
  52102. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  52103. module "babylonjs/abstractScene" {
  52104. interface AbstractScene {
  52105. /**
  52106. * The list of lens flare system added to the scene
  52107. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  52108. */
  52109. lensFlareSystems: Array<LensFlareSystem>;
  52110. /**
  52111. * Removes the given lens flare system from this scene.
  52112. * @param toRemove The lens flare system to remove
  52113. * @returns The index of the removed lens flare system
  52114. */
  52115. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  52116. /**
  52117. * Adds the given lens flare system to this scene
  52118. * @param newLensFlareSystem The lens flare system to add
  52119. */
  52120. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  52121. /**
  52122. * Gets a lens flare system using its name
  52123. * @param name defines the name to look for
  52124. * @returns the lens flare system or null if not found
  52125. */
  52126. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  52127. /**
  52128. * Gets a lens flare system using its id
  52129. * @param id defines the id to look for
  52130. * @returns the lens flare system or null if not found
  52131. */
  52132. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  52133. }
  52134. }
  52135. /**
  52136. * Defines the lens flare scene component responsible to manage any lens flares
  52137. * in a given scene.
  52138. */
  52139. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  52140. /**
  52141. * The component name helpfull to identify the component in the list of scene components.
  52142. */
  52143. readonly name: string;
  52144. /**
  52145. * The scene the component belongs to.
  52146. */
  52147. scene: Scene;
  52148. /**
  52149. * Creates a new instance of the component for the given scene
  52150. * @param scene Defines the scene to register the component in
  52151. */
  52152. constructor(scene: Scene);
  52153. /**
  52154. * Registers the component in a given scene
  52155. */
  52156. register(): void;
  52157. /**
  52158. * Rebuilds the elements related to this component in case of
  52159. * context lost for instance.
  52160. */
  52161. rebuild(): void;
  52162. /**
  52163. * Adds all the elements from the container to the scene
  52164. * @param container the container holding the elements
  52165. */
  52166. addFromContainer(container: AbstractScene): void;
  52167. /**
  52168. * Removes all the elements in the container from the scene
  52169. * @param container contains the elements to remove
  52170. * @param dispose if the removed element should be disposed (default: false)
  52171. */
  52172. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  52173. /**
  52174. * Serializes the component data to the specified json object
  52175. * @param serializationObject The object to serialize to
  52176. */
  52177. serialize(serializationObject: any): void;
  52178. /**
  52179. * Disposes the component and the associated ressources.
  52180. */
  52181. dispose(): void;
  52182. private _draw;
  52183. }
  52184. }
  52185. declare module "babylonjs/LensFlares/index" {
  52186. export * from "babylonjs/LensFlares/lensFlare";
  52187. export * from "babylonjs/LensFlares/lensFlareSystem";
  52188. export * from "babylonjs/LensFlares/lensFlareSystemSceneComponent";
  52189. }
  52190. declare module "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent" {
  52191. import { Scene } from "babylonjs/scene";
  52192. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  52193. import { AbstractScene } from "babylonjs/abstractScene";
  52194. /**
  52195. * Defines the shadow generator component responsible to manage any shadow generators
  52196. * in a given scene.
  52197. */
  52198. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  52199. /**
  52200. * The component name helpfull to identify the component in the list of scene components.
  52201. */
  52202. readonly name: string;
  52203. /**
  52204. * The scene the component belongs to.
  52205. */
  52206. scene: Scene;
  52207. /**
  52208. * Creates a new instance of the component for the given scene
  52209. * @param scene Defines the scene to register the component in
  52210. */
  52211. constructor(scene: Scene);
  52212. /**
  52213. * Registers the component in a given scene
  52214. */
  52215. register(): void;
  52216. /**
  52217. * Rebuilds the elements related to this component in case of
  52218. * context lost for instance.
  52219. */
  52220. rebuild(): void;
  52221. /**
  52222. * Serializes the component data to the specified json object
  52223. * @param serializationObject The object to serialize to
  52224. */
  52225. serialize(serializationObject: any): void;
  52226. /**
  52227. * Adds all the elements from the container to the scene
  52228. * @param container the container holding the elements
  52229. */
  52230. addFromContainer(container: AbstractScene): void;
  52231. /**
  52232. * Removes all the elements in the container from the scene
  52233. * @param container contains the elements to remove
  52234. * @param dispose if the removed element should be disposed (default: false)
  52235. */
  52236. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  52237. /**
  52238. * Rebuilds the elements related to this component in case of
  52239. * context lost for instance.
  52240. */
  52241. dispose(): void;
  52242. private _gatherRenderTargets;
  52243. }
  52244. }
  52245. declare module "babylonjs/Lights/Shadows/index" {
  52246. export * from "babylonjs/Lights/Shadows/shadowGenerator";
  52247. export * from "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent";
  52248. }
  52249. declare module "babylonjs/Lights/pointLight" {
  52250. import { Scene } from "babylonjs/scene";
  52251. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  52252. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52253. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  52254. import { Effect } from "babylonjs/Materials/effect";
  52255. /**
  52256. * A point light is a light defined by an unique point in world space.
  52257. * The light is emitted in every direction from this point.
  52258. * A good example of a point light is a standard light bulb.
  52259. * Documentation: https://doc.babylonjs.com/babylon101/lights
  52260. */
  52261. export class PointLight extends ShadowLight {
  52262. private _shadowAngle;
  52263. /**
  52264. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52265. * This specifies what angle the shadow will use to be created.
  52266. *
  52267. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  52268. */
  52269. /**
  52270. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52271. * This specifies what angle the shadow will use to be created.
  52272. *
  52273. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  52274. */
  52275. shadowAngle: number;
  52276. /**
  52277. * Gets the direction if it has been set.
  52278. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52279. */
  52280. /**
  52281. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52282. */
  52283. direction: Vector3;
  52284. /**
  52285. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  52286. * A PointLight emits the light in every direction.
  52287. * It can cast shadows.
  52288. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  52289. * ```javascript
  52290. * var pointLight = new PointLight("pl", camera.position, scene);
  52291. * ```
  52292. * Documentation : https://doc.babylonjs.com/babylon101/lights
  52293. * @param name The light friendly name
  52294. * @param position The position of the point light in the scene
  52295. * @param scene The scene the lights belongs to
  52296. */
  52297. constructor(name: string, position: Vector3, scene: Scene);
  52298. /**
  52299. * Returns the string "PointLight"
  52300. * @returns the class name
  52301. */
  52302. getClassName(): string;
  52303. /**
  52304. * Returns the integer 0.
  52305. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  52306. */
  52307. getTypeID(): number;
  52308. /**
  52309. * Specifies wether or not the shadowmap should be a cube texture.
  52310. * @returns true if the shadowmap needs to be a cube texture.
  52311. */
  52312. needCube(): boolean;
  52313. /**
  52314. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  52315. * @param faceIndex The index of the face we are computed the direction to generate shadow
  52316. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  52317. */
  52318. getShadowDirection(faceIndex?: number): Vector3;
  52319. /**
  52320. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  52321. * - fov = PI / 2
  52322. * - aspect ratio : 1.0
  52323. * - z-near and far equal to the active camera minZ and maxZ.
  52324. * Returns the PointLight.
  52325. */
  52326. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  52327. protected _buildUniformLayout(): void;
  52328. /**
  52329. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  52330. * @param effect The effect to update
  52331. * @param lightIndex The index of the light in the effect to update
  52332. * @returns The point light
  52333. */
  52334. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  52335. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  52336. /**
  52337. * Prepares the list of defines specific to the light type.
  52338. * @param defines the list of defines
  52339. * @param lightIndex defines the index of the light for the effect
  52340. */
  52341. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  52342. }
  52343. }
  52344. declare module "babylonjs/Lights/index" {
  52345. export * from "babylonjs/Lights/light";
  52346. export * from "babylonjs/Lights/shadowLight";
  52347. export * from "babylonjs/Lights/Shadows/index";
  52348. export * from "babylonjs/Lights/directionalLight";
  52349. export * from "babylonjs/Lights/hemisphericLight";
  52350. export * from "babylonjs/Lights/pointLight";
  52351. export * from "babylonjs/Lights/spotLight";
  52352. }
  52353. declare module "babylonjs/Misc/HighDynamicRange/hdr" {
  52354. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  52355. /**
  52356. * Header information of HDR texture files.
  52357. */
  52358. export interface HDRInfo {
  52359. /**
  52360. * The height of the texture in pixels.
  52361. */
  52362. height: number;
  52363. /**
  52364. * The width of the texture in pixels.
  52365. */
  52366. width: number;
  52367. /**
  52368. * The index of the beginning of the data in the binary file.
  52369. */
  52370. dataPosition: number;
  52371. }
  52372. /**
  52373. * This groups tools to convert HDR texture to native colors array.
  52374. */
  52375. export class HDRTools {
  52376. private static Ldexp;
  52377. private static Rgbe2float;
  52378. private static readStringLine;
  52379. /**
  52380. * Reads header information from an RGBE texture stored in a native array.
  52381. * More information on this format are available here:
  52382. * https://en.wikipedia.org/wiki/RGBE_image_format
  52383. *
  52384. * @param uint8array The binary file stored in native array.
  52385. * @return The header information.
  52386. */
  52387. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  52388. /**
  52389. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  52390. * This RGBE texture needs to store the information as a panorama.
  52391. *
  52392. * More information on this format are available here:
  52393. * https://en.wikipedia.org/wiki/RGBE_image_format
  52394. *
  52395. * @param buffer The binary file stored in an array buffer.
  52396. * @param size The expected size of the extracted cubemap.
  52397. * @return The Cube Map information.
  52398. */
  52399. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  52400. /**
  52401. * Returns the pixels data extracted from an RGBE texture.
  52402. * This pixels will be stored left to right up to down in the R G B order in one array.
  52403. *
  52404. * More information on this format are available here:
  52405. * https://en.wikipedia.org/wiki/RGBE_image_format
  52406. *
  52407. * @param uint8array The binary file stored in an array buffer.
  52408. * @param hdrInfo The header information of the file.
  52409. * @return The pixels data in RGB right to left up to down order.
  52410. */
  52411. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  52412. private static RGBE_ReadPixels_RLE;
  52413. }
  52414. }
  52415. declare module "babylonjs/Materials/Textures/hdrCubeTexture" {
  52416. import { Nullable } from "babylonjs/types";
  52417. import { Scene } from "babylonjs/scene";
  52418. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  52419. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52420. import "babylonjs/Engines/Extensions/engine.rawTexture";
  52421. /**
  52422. * This represents a texture coming from an HDR input.
  52423. *
  52424. * The only supported format is currently panorama picture stored in RGBE format.
  52425. * Example of such files can be found on HDRLib: http://hdrlib.com/
  52426. */
  52427. export class HDRCubeTexture extends BaseTexture {
  52428. private static _facesMapping;
  52429. private _generateHarmonics;
  52430. private _noMipmap;
  52431. private _textureMatrix;
  52432. private _size;
  52433. private _onLoad;
  52434. private _onError;
  52435. /**
  52436. * The texture URL.
  52437. */
  52438. url: string;
  52439. /**
  52440. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  52441. */
  52442. coordinatesMode: number;
  52443. protected _isBlocking: boolean;
  52444. /**
  52445. * Sets wether or not the texture is blocking during loading.
  52446. */
  52447. /**
  52448. * Gets wether or not the texture is blocking during loading.
  52449. */
  52450. isBlocking: boolean;
  52451. protected _rotationY: number;
  52452. /**
  52453. * Sets texture matrix rotation angle around Y axis in radians.
  52454. */
  52455. /**
  52456. * Gets texture matrix rotation angle around Y axis radians.
  52457. */
  52458. rotationY: number;
  52459. /**
  52460. * Gets or sets the center of the bounding box associated with the cube texture
  52461. * It must define where the camera used to render the texture was set
  52462. */
  52463. boundingBoxPosition: Vector3;
  52464. private _boundingBoxSize;
  52465. /**
  52466. * Gets or sets the size of the bounding box associated with the cube texture
  52467. * When defined, the cubemap will switch to local mode
  52468. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  52469. * @example https://www.babylonjs-playground.com/#RNASML
  52470. */
  52471. boundingBoxSize: Vector3;
  52472. /**
  52473. * Instantiates an HDRTexture from the following parameters.
  52474. *
  52475. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  52476. * @param scene The scene the texture will be used in
  52477. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  52478. * @param noMipmap Forces to not generate the mipmap if true
  52479. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  52480. * @param gammaSpace Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  52481. * @param reserved Reserved flag for internal use.
  52482. */
  52483. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  52484. /**
  52485. * Get the current class name of the texture useful for serialization or dynamic coding.
  52486. * @returns "HDRCubeTexture"
  52487. */
  52488. getClassName(): string;
  52489. /**
  52490. * Occurs when the file is raw .hdr file.
  52491. */
  52492. private loadTexture;
  52493. clone(): HDRCubeTexture;
  52494. delayLoad(): void;
  52495. /**
  52496. * Get the texture reflection matrix used to rotate/transform the reflection.
  52497. * @returns the reflection matrix
  52498. */
  52499. getReflectionTextureMatrix(): Matrix;
  52500. /**
  52501. * Set the texture reflection matrix used to rotate/transform the reflection.
  52502. * @param value Define the reflection matrix to set
  52503. */
  52504. setReflectionTextureMatrix(value: Matrix): void;
  52505. /**
  52506. * Parses a JSON representation of an HDR Texture in order to create the texture
  52507. * @param parsedTexture Define the JSON representation
  52508. * @param scene Define the scene the texture should be created in
  52509. * @param rootUrl Define the root url in case we need to load relative dependencies
  52510. * @returns the newly created texture after parsing
  52511. */
  52512. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  52513. serialize(): any;
  52514. }
  52515. }
  52516. declare module "babylonjs/Physics/physicsEngine" {
  52517. import { Nullable } from "babylonjs/types";
  52518. import { Vector3 } from "babylonjs/Maths/math.vector";
  52519. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  52520. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  52521. import { PhysicsJoint } from "babylonjs/Physics/physicsJoint";
  52522. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52523. /**
  52524. * Class used to control physics engine
  52525. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  52526. */
  52527. export class PhysicsEngine implements IPhysicsEngine {
  52528. private _physicsPlugin;
  52529. /**
  52530. * Global value used to control the smallest number supported by the simulation
  52531. */
  52532. static Epsilon: number;
  52533. private _impostors;
  52534. private _joints;
  52535. /**
  52536. * Gets the gravity vector used by the simulation
  52537. */
  52538. gravity: Vector3;
  52539. /**
  52540. * Factory used to create the default physics plugin.
  52541. * @returns The default physics plugin
  52542. */
  52543. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  52544. /**
  52545. * Creates a new Physics Engine
  52546. * @param gravity defines the gravity vector used by the simulation
  52547. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  52548. */
  52549. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  52550. /**
  52551. * Sets the gravity vector used by the simulation
  52552. * @param gravity defines the gravity vector to use
  52553. */
  52554. setGravity(gravity: Vector3): void;
  52555. /**
  52556. * Set the time step of the physics engine.
  52557. * Default is 1/60.
  52558. * To slow it down, enter 1/600 for example.
  52559. * To speed it up, 1/30
  52560. * @param newTimeStep defines the new timestep to apply to this world.
  52561. */
  52562. setTimeStep(newTimeStep?: number): void;
  52563. /**
  52564. * Get the time step of the physics engine.
  52565. * @returns the current time step
  52566. */
  52567. getTimeStep(): number;
  52568. /**
  52569. * Release all resources
  52570. */
  52571. dispose(): void;
  52572. /**
  52573. * Gets the name of the current physics plugin
  52574. * @returns the name of the plugin
  52575. */
  52576. getPhysicsPluginName(): string;
  52577. /**
  52578. * Adding a new impostor for the impostor tracking.
  52579. * This will be done by the impostor itself.
  52580. * @param impostor the impostor to add
  52581. */
  52582. addImpostor(impostor: PhysicsImpostor): void;
  52583. /**
  52584. * Remove an impostor from the engine.
  52585. * This impostor and its mesh will not longer be updated by the physics engine.
  52586. * @param impostor the impostor to remove
  52587. */
  52588. removeImpostor(impostor: PhysicsImpostor): void;
  52589. /**
  52590. * Add a joint to the physics engine
  52591. * @param mainImpostor defines the main impostor to which the joint is added.
  52592. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  52593. * @param joint defines the joint that will connect both impostors.
  52594. */
  52595. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  52596. /**
  52597. * Removes a joint from the simulation
  52598. * @param mainImpostor defines the impostor used with the joint
  52599. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  52600. * @param joint defines the joint to remove
  52601. */
  52602. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  52603. /**
  52604. * Called by the scene. No need to call it.
  52605. * @param delta defines the timespam between frames
  52606. */
  52607. _step(delta: number): void;
  52608. /**
  52609. * Gets the current plugin used to run the simulation
  52610. * @returns current plugin
  52611. */
  52612. getPhysicsPlugin(): IPhysicsEnginePlugin;
  52613. /**
  52614. * Gets the list of physic impostors
  52615. * @returns an array of PhysicsImpostor
  52616. */
  52617. getImpostors(): Array<PhysicsImpostor>;
  52618. /**
  52619. * Gets the impostor for a physics enabled object
  52620. * @param object defines the object impersonated by the impostor
  52621. * @returns the PhysicsImpostor or null if not found
  52622. */
  52623. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  52624. /**
  52625. * Gets the impostor for a physics body object
  52626. * @param body defines physics body used by the impostor
  52627. * @returns the PhysicsImpostor or null if not found
  52628. */
  52629. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  52630. /**
  52631. * Does a raycast in the physics world
  52632. * @param from when should the ray start?
  52633. * @param to when should the ray end?
  52634. * @returns PhysicsRaycastResult
  52635. */
  52636. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  52637. }
  52638. }
  52639. declare module "babylonjs/Physics/Plugins/cannonJSPlugin" {
  52640. import { Nullable } from "babylonjs/types";
  52641. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  52642. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52643. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  52644. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  52645. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  52646. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52647. /** @hidden */
  52648. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  52649. private _useDeltaForWorldStep;
  52650. world: any;
  52651. name: string;
  52652. private _physicsMaterials;
  52653. private _fixedTimeStep;
  52654. private _cannonRaycastResult;
  52655. private _raycastResult;
  52656. private _physicsBodysToRemoveAfterStep;
  52657. BJSCANNON: any;
  52658. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  52659. setGravity(gravity: Vector3): void;
  52660. setTimeStep(timeStep: number): void;
  52661. getTimeStep(): number;
  52662. executeStep(delta: number): void;
  52663. private _removeMarkedPhysicsBodiesFromWorld;
  52664. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52665. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52666. generatePhysicsBody(impostor: PhysicsImpostor): void;
  52667. private _processChildMeshes;
  52668. removePhysicsBody(impostor: PhysicsImpostor): void;
  52669. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  52670. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  52671. private _addMaterial;
  52672. private _checkWithEpsilon;
  52673. private _createShape;
  52674. private _createHeightmap;
  52675. private _minus90X;
  52676. private _plus90X;
  52677. private _tmpPosition;
  52678. private _tmpDeltaPosition;
  52679. private _tmpUnityRotation;
  52680. private _updatePhysicsBodyTransformation;
  52681. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  52682. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  52683. isSupported(): boolean;
  52684. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52685. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52686. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52687. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52688. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  52689. getBodyMass(impostor: PhysicsImpostor): number;
  52690. getBodyFriction(impostor: PhysicsImpostor): number;
  52691. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  52692. getBodyRestitution(impostor: PhysicsImpostor): number;
  52693. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  52694. sleepBody(impostor: PhysicsImpostor): void;
  52695. wakeUpBody(impostor: PhysicsImpostor): void;
  52696. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  52697. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  52698. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  52699. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  52700. getRadius(impostor: PhysicsImpostor): number;
  52701. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  52702. dispose(): void;
  52703. private _extendNamespace;
  52704. /**
  52705. * Does a raycast in the physics world
  52706. * @param from when should the ray start?
  52707. * @param to when should the ray end?
  52708. * @returns PhysicsRaycastResult
  52709. */
  52710. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  52711. }
  52712. }
  52713. declare module "babylonjs/Physics/Plugins/oimoJSPlugin" {
  52714. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  52715. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  52716. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  52717. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52718. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  52719. import { Nullable } from "babylonjs/types";
  52720. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52721. /** @hidden */
  52722. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  52723. world: any;
  52724. name: string;
  52725. BJSOIMO: any;
  52726. private _raycastResult;
  52727. constructor(iterations?: number, oimoInjection?: any);
  52728. setGravity(gravity: Vector3): void;
  52729. setTimeStep(timeStep: number): void;
  52730. getTimeStep(): number;
  52731. private _tmpImpostorsArray;
  52732. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  52733. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52734. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52735. generatePhysicsBody(impostor: PhysicsImpostor): void;
  52736. private _tmpPositionVector;
  52737. removePhysicsBody(impostor: PhysicsImpostor): void;
  52738. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  52739. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  52740. isSupported(): boolean;
  52741. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  52742. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  52743. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52744. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52745. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52746. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52747. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  52748. getBodyMass(impostor: PhysicsImpostor): number;
  52749. getBodyFriction(impostor: PhysicsImpostor): number;
  52750. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  52751. getBodyRestitution(impostor: PhysicsImpostor): number;
  52752. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  52753. sleepBody(impostor: PhysicsImpostor): void;
  52754. wakeUpBody(impostor: PhysicsImpostor): void;
  52755. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  52756. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  52757. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  52758. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  52759. getRadius(impostor: PhysicsImpostor): number;
  52760. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  52761. dispose(): void;
  52762. /**
  52763. * Does a raycast in the physics world
  52764. * @param from when should the ray start?
  52765. * @param to when should the ray end?
  52766. * @returns PhysicsRaycastResult
  52767. */
  52768. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  52769. }
  52770. }
  52771. declare module "babylonjs/Meshes/Builders/ribbonBuilder" {
  52772. import { Nullable } from "babylonjs/types";
  52773. import { Scene } from "babylonjs/scene";
  52774. import { Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  52775. import { Color4 } from "babylonjs/Maths/math.color";
  52776. import { Mesh } from "babylonjs/Meshes/mesh";
  52777. /**
  52778. * Class containing static functions to help procedurally build meshes
  52779. */
  52780. export class RibbonBuilder {
  52781. /**
  52782. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  52783. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  52784. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  52785. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  52786. * * The parameter `offset` (positive integer, default : rounded half size of the pathArray length), is taken in account only if the `pathArray` is containing a single path
  52787. * * It's the offset to join the points from the same path. Ex : offset = 10 means the point 1 is joined to the point 11
  52788. * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#ribbon
  52789. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  52790. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  52791. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  52792. * * The parameter `uvs` is an optional flat array of `Vector2` to update/set each ribbon vertex with its own custom UV values instead of the computed ones
  52793. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  52794. * * Note that if you use the parameters `uvs` or `colors`, the passed arrays must be populated with the right number of elements, it is to say the number of ribbon vertices. Remember that if you set `closePath` to `true`, there's one extra vertex per path in the geometry
  52795. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  52796. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  52797. * @param name defines the name of the mesh
  52798. * @param options defines the options used to create the mesh
  52799. * @param scene defines the hosting scene
  52800. * @returns the ribbon mesh
  52801. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  52802. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  52803. */
  52804. static CreateRibbon(name: string, options: {
  52805. pathArray: Vector3[][];
  52806. closeArray?: boolean;
  52807. closePath?: boolean;
  52808. offset?: number;
  52809. updatable?: boolean;
  52810. sideOrientation?: number;
  52811. frontUVs?: Vector4;
  52812. backUVs?: Vector4;
  52813. instance?: Mesh;
  52814. invertUV?: boolean;
  52815. uvs?: Vector2[];
  52816. colors?: Color4[];
  52817. }, scene?: Nullable<Scene>): Mesh;
  52818. }
  52819. }
  52820. declare module "babylonjs/Meshes/Builders/shapeBuilder" {
  52821. import { Nullable } from "babylonjs/types";
  52822. import { Scene } from "babylonjs/scene";
  52823. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  52824. import { Mesh } from "babylonjs/Meshes/mesh";
  52825. /**
  52826. * Class containing static functions to help procedurally build meshes
  52827. */
  52828. export class ShapeBuilder {
  52829. /**
  52830. * Creates an extruded shape mesh. The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  52831. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  52832. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  52833. * * The parameter `rotation` (float, default 0 radians) is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve.
  52834. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  52835. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  52836. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  52837. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  52838. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  52839. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  52840. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  52841. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  52842. * @param name defines the name of the mesh
  52843. * @param options defines the options used to create the mesh
  52844. * @param scene defines the hosting scene
  52845. * @returns the extruded shape mesh
  52846. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  52847. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  52848. */
  52849. static ExtrudeShape(name: string, options: {
  52850. shape: Vector3[];
  52851. path: Vector3[];
  52852. scale?: number;
  52853. rotation?: number;
  52854. cap?: number;
  52855. updatable?: boolean;
  52856. sideOrientation?: number;
  52857. frontUVs?: Vector4;
  52858. backUVs?: Vector4;
  52859. instance?: Mesh;
  52860. invertUV?: boolean;
  52861. }, scene?: Nullable<Scene>): Mesh;
  52862. /**
  52863. * Creates an custom extruded shape mesh.
  52864. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  52865. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  52866. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  52867. * * The parameter `rotationFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  52868. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  52869. * * The parameter `scaleFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  52870. * * It must returns a float value that will be the scale value applied to the shape on each path point
  52871. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  52872. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  52873. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  52874. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  52875. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  52876. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  52877. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  52878. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  52879. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  52880. * @param name defines the name of the mesh
  52881. * @param options defines the options used to create the mesh
  52882. * @param scene defines the hosting scene
  52883. * @returns the custom extruded shape mesh
  52884. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  52885. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  52886. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  52887. */
  52888. static ExtrudeShapeCustom(name: string, options: {
  52889. shape: Vector3[];
  52890. path: Vector3[];
  52891. scaleFunction?: any;
  52892. rotationFunction?: any;
  52893. ribbonCloseArray?: boolean;
  52894. ribbonClosePath?: boolean;
  52895. cap?: number;
  52896. updatable?: boolean;
  52897. sideOrientation?: number;
  52898. frontUVs?: Vector4;
  52899. backUVs?: Vector4;
  52900. instance?: Mesh;
  52901. invertUV?: boolean;
  52902. }, scene?: Nullable<Scene>): Mesh;
  52903. private static _ExtrudeShapeGeneric;
  52904. }
  52905. }
  52906. declare module "babylonjs/Physics/Plugins/ammoJSPlugin" {
  52907. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  52908. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  52909. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  52910. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  52911. import { Nullable } from "babylonjs/types";
  52912. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52913. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52914. /**
  52915. * AmmoJS Physics plugin
  52916. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  52917. * @see https://github.com/kripken/ammo.js/
  52918. */
  52919. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  52920. private _useDeltaForWorldStep;
  52921. /**
  52922. * Reference to the Ammo library
  52923. */
  52924. bjsAMMO: any;
  52925. /**
  52926. * Created ammoJS world which physics bodies are added to
  52927. */
  52928. world: any;
  52929. /**
  52930. * Name of the plugin
  52931. */
  52932. name: string;
  52933. private _timeStep;
  52934. private _fixedTimeStep;
  52935. private _maxSteps;
  52936. private _tmpQuaternion;
  52937. private _tmpAmmoTransform;
  52938. private _tmpAmmoQuaternion;
  52939. private _tmpAmmoConcreteContactResultCallback;
  52940. private _collisionConfiguration;
  52941. private _dispatcher;
  52942. private _overlappingPairCache;
  52943. private _solver;
  52944. private _softBodySolver;
  52945. private _tmpAmmoVectorA;
  52946. private _tmpAmmoVectorB;
  52947. private _tmpAmmoVectorC;
  52948. private _tmpAmmoVectorD;
  52949. private _tmpContactCallbackResult;
  52950. private _tmpAmmoVectorRCA;
  52951. private _tmpAmmoVectorRCB;
  52952. private _raycastResult;
  52953. private static readonly DISABLE_COLLISION_FLAG;
  52954. private static readonly KINEMATIC_FLAG;
  52955. private static readonly DISABLE_DEACTIVATION_FLAG;
  52956. /**
  52957. * Initializes the ammoJS plugin
  52958. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  52959. * @param ammoInjection can be used to inject your own ammo reference
  52960. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  52961. */
  52962. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  52963. /**
  52964. * Sets the gravity of the physics world (m/(s^2))
  52965. * @param gravity Gravity to set
  52966. */
  52967. setGravity(gravity: Vector3): void;
  52968. /**
  52969. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  52970. * @param timeStep timestep to use in seconds
  52971. */
  52972. setTimeStep(timeStep: number): void;
  52973. /**
  52974. * Increment to step forward in the physics engine (If timeStep is set to 1/60 and fixedTimeStep is set to 1/120 the physics engine should run 2 steps per frame) (Default: 1/60)
  52975. * @param fixedTimeStep fixedTimeStep to use in seconds
  52976. */
  52977. setFixedTimeStep(fixedTimeStep: number): void;
  52978. /**
  52979. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  52980. * @param maxSteps the maximum number of steps by the physics engine per frame
  52981. */
  52982. setMaxSteps(maxSteps: number): void;
  52983. /**
  52984. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  52985. * @returns the current timestep in seconds
  52986. */
  52987. getTimeStep(): number;
  52988. private _isImpostorInContact;
  52989. private _isImpostorPairInContact;
  52990. private _stepSimulation;
  52991. /**
  52992. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  52993. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  52994. * After the step the babylon meshes are set to the position of the physics imposters
  52995. * @param delta amount of time to step forward
  52996. * @param impostors array of imposters to update before/after the step
  52997. */
  52998. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  52999. /**
  53000. * Update babylon mesh to match physics world object
  53001. * @param impostor imposter to match
  53002. */
  53003. private _afterSoftStep;
  53004. /**
  53005. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  53006. * @param impostor imposter to match
  53007. */
  53008. private _ropeStep;
  53009. /**
  53010. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  53011. * @param impostor imposter to match
  53012. */
  53013. private _softbodyOrClothStep;
  53014. private _tmpVector;
  53015. private _tmpMatrix;
  53016. /**
  53017. * Applies an impulse on the imposter
  53018. * @param impostor imposter to apply impulse to
  53019. * @param force amount of force to be applied to the imposter
  53020. * @param contactPoint the location to apply the impulse on the imposter
  53021. */
  53022. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  53023. /**
  53024. * Applies a force on the imposter
  53025. * @param impostor imposter to apply force
  53026. * @param force amount of force to be applied to the imposter
  53027. * @param contactPoint the location to apply the force on the imposter
  53028. */
  53029. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  53030. /**
  53031. * Creates a physics body using the plugin
  53032. * @param impostor the imposter to create the physics body on
  53033. */
  53034. generatePhysicsBody(impostor: PhysicsImpostor): void;
  53035. /**
  53036. * Removes the physics body from the imposter and disposes of the body's memory
  53037. * @param impostor imposter to remove the physics body from
  53038. */
  53039. removePhysicsBody(impostor: PhysicsImpostor): void;
  53040. /**
  53041. * Generates a joint
  53042. * @param impostorJoint the imposter joint to create the joint with
  53043. */
  53044. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  53045. /**
  53046. * Removes a joint
  53047. * @param impostorJoint the imposter joint to remove the joint from
  53048. */
  53049. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  53050. private _addMeshVerts;
  53051. /**
  53052. * Initialise the soft body vertices to match its object's (mesh) vertices
  53053. * Softbody vertices (nodes) are in world space and to match this
  53054. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  53055. * @param impostor to create the softbody for
  53056. */
  53057. private _softVertexData;
  53058. /**
  53059. * Create an impostor's soft body
  53060. * @param impostor to create the softbody for
  53061. */
  53062. private _createSoftbody;
  53063. /**
  53064. * Create cloth for an impostor
  53065. * @param impostor to create the softbody for
  53066. */
  53067. private _createCloth;
  53068. /**
  53069. * Create rope for an impostor
  53070. * @param impostor to create the softbody for
  53071. */
  53072. private _createRope;
  53073. private _addHullVerts;
  53074. private _createShape;
  53075. /**
  53076. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  53077. * @param impostor imposter containing the physics body and babylon object
  53078. */
  53079. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  53080. /**
  53081. * Sets the babylon object's position/rotation from the physics body's position/rotation
  53082. * @param impostor imposter containing the physics body and babylon object
  53083. * @param newPosition new position
  53084. * @param newRotation new rotation
  53085. */
  53086. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  53087. /**
  53088. * If this plugin is supported
  53089. * @returns true if its supported
  53090. */
  53091. isSupported(): boolean;
  53092. /**
  53093. * Sets the linear velocity of the physics body
  53094. * @param impostor imposter to set the velocity on
  53095. * @param velocity velocity to set
  53096. */
  53097. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  53098. /**
  53099. * Sets the angular velocity of the physics body
  53100. * @param impostor imposter to set the velocity on
  53101. * @param velocity velocity to set
  53102. */
  53103. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  53104. /**
  53105. * gets the linear velocity
  53106. * @param impostor imposter to get linear velocity from
  53107. * @returns linear velocity
  53108. */
  53109. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  53110. /**
  53111. * gets the angular velocity
  53112. * @param impostor imposter to get angular velocity from
  53113. * @returns angular velocity
  53114. */
  53115. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  53116. /**
  53117. * Sets the mass of physics body
  53118. * @param impostor imposter to set the mass on
  53119. * @param mass mass to set
  53120. */
  53121. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  53122. /**
  53123. * Gets the mass of the physics body
  53124. * @param impostor imposter to get the mass from
  53125. * @returns mass
  53126. */
  53127. getBodyMass(impostor: PhysicsImpostor): number;
  53128. /**
  53129. * Gets friction of the impostor
  53130. * @param impostor impostor to get friction from
  53131. * @returns friction value
  53132. */
  53133. getBodyFriction(impostor: PhysicsImpostor): number;
  53134. /**
  53135. * Sets friction of the impostor
  53136. * @param impostor impostor to set friction on
  53137. * @param friction friction value
  53138. */
  53139. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  53140. /**
  53141. * Gets restitution of the impostor
  53142. * @param impostor impostor to get restitution from
  53143. * @returns restitution value
  53144. */
  53145. getBodyRestitution(impostor: PhysicsImpostor): number;
  53146. /**
  53147. * Sets resitution of the impostor
  53148. * @param impostor impostor to set resitution on
  53149. * @param restitution resitution value
  53150. */
  53151. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  53152. /**
  53153. * Gets pressure inside the impostor
  53154. * @param impostor impostor to get pressure from
  53155. * @returns pressure value
  53156. */
  53157. getBodyPressure(impostor: PhysicsImpostor): number;
  53158. /**
  53159. * Sets pressure inside a soft body impostor
  53160. * Cloth and rope must remain 0 pressure
  53161. * @param impostor impostor to set pressure on
  53162. * @param pressure pressure value
  53163. */
  53164. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  53165. /**
  53166. * Gets stiffness of the impostor
  53167. * @param impostor impostor to get stiffness from
  53168. * @returns pressure value
  53169. */
  53170. getBodyStiffness(impostor: PhysicsImpostor): number;
  53171. /**
  53172. * Sets stiffness of the impostor
  53173. * @param impostor impostor to set stiffness on
  53174. * @param stiffness stiffness value from 0 to 1
  53175. */
  53176. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  53177. /**
  53178. * Gets velocityIterations of the impostor
  53179. * @param impostor impostor to get velocity iterations from
  53180. * @returns velocityIterations value
  53181. */
  53182. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  53183. /**
  53184. * Sets velocityIterations of the impostor
  53185. * @param impostor impostor to set velocity iterations on
  53186. * @param velocityIterations velocityIterations value
  53187. */
  53188. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  53189. /**
  53190. * Gets positionIterations of the impostor
  53191. * @param impostor impostor to get position iterations from
  53192. * @returns positionIterations value
  53193. */
  53194. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  53195. /**
  53196. * Sets positionIterations of the impostor
  53197. * @param impostor impostor to set position on
  53198. * @param positionIterations positionIterations value
  53199. */
  53200. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  53201. /**
  53202. * Append an anchor to a cloth object
  53203. * @param impostor is the cloth impostor to add anchor to
  53204. * @param otherImpostor is the rigid impostor to anchor to
  53205. * @param width ratio across width from 0 to 1
  53206. * @param height ratio up height from 0 to 1
  53207. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  53208. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  53209. */
  53210. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  53211. /**
  53212. * Append an hook to a rope object
  53213. * @param impostor is the rope impostor to add hook to
  53214. * @param otherImpostor is the rigid impostor to hook to
  53215. * @param length ratio along the rope from 0 to 1
  53216. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  53217. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  53218. */
  53219. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  53220. /**
  53221. * Sleeps the physics body and stops it from being active
  53222. * @param impostor impostor to sleep
  53223. */
  53224. sleepBody(impostor: PhysicsImpostor): void;
  53225. /**
  53226. * Activates the physics body
  53227. * @param impostor impostor to activate
  53228. */
  53229. wakeUpBody(impostor: PhysicsImpostor): void;
  53230. /**
  53231. * Updates the distance parameters of the joint
  53232. * @param joint joint to update
  53233. * @param maxDistance maximum distance of the joint
  53234. * @param minDistance minimum distance of the joint
  53235. */
  53236. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  53237. /**
  53238. * Sets a motor on the joint
  53239. * @param joint joint to set motor on
  53240. * @param speed speed of the motor
  53241. * @param maxForce maximum force of the motor
  53242. * @param motorIndex index of the motor
  53243. */
  53244. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  53245. /**
  53246. * Sets the motors limit
  53247. * @param joint joint to set limit on
  53248. * @param upperLimit upper limit
  53249. * @param lowerLimit lower limit
  53250. */
  53251. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  53252. /**
  53253. * Syncs the position and rotation of a mesh with the impostor
  53254. * @param mesh mesh to sync
  53255. * @param impostor impostor to update the mesh with
  53256. */
  53257. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  53258. /**
  53259. * Gets the radius of the impostor
  53260. * @param impostor impostor to get radius from
  53261. * @returns the radius
  53262. */
  53263. getRadius(impostor: PhysicsImpostor): number;
  53264. /**
  53265. * Gets the box size of the impostor
  53266. * @param impostor impostor to get box size from
  53267. * @param result the resulting box size
  53268. */
  53269. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  53270. /**
  53271. * Disposes of the impostor
  53272. */
  53273. dispose(): void;
  53274. /**
  53275. * Does a raycast in the physics world
  53276. * @param from when should the ray start?
  53277. * @param to when should the ray end?
  53278. * @returns PhysicsRaycastResult
  53279. */
  53280. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  53281. }
  53282. }
  53283. declare module "babylonjs/Probes/reflectionProbe" {
  53284. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  53285. import { Vector3 } from "babylonjs/Maths/math.vector";
  53286. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53287. import { Nullable } from "babylonjs/types";
  53288. import { Scene } from "babylonjs/scene";
  53289. module "babylonjs/abstractScene" {
  53290. interface AbstractScene {
  53291. /**
  53292. * The list of reflection probes added to the scene
  53293. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  53294. */
  53295. reflectionProbes: Array<ReflectionProbe>;
  53296. /**
  53297. * Removes the given reflection probe from this scene.
  53298. * @param toRemove The reflection probe to remove
  53299. * @returns The index of the removed reflection probe
  53300. */
  53301. removeReflectionProbe(toRemove: ReflectionProbe): number;
  53302. /**
  53303. * Adds the given reflection probe to this scene.
  53304. * @param newReflectionProbe The reflection probe to add
  53305. */
  53306. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  53307. }
  53308. }
  53309. /**
  53310. * Class used to generate realtime reflection / refraction cube textures
  53311. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  53312. */
  53313. export class ReflectionProbe {
  53314. /** defines the name of the probe */
  53315. name: string;
  53316. private _scene;
  53317. private _renderTargetTexture;
  53318. private _projectionMatrix;
  53319. private _viewMatrix;
  53320. private _target;
  53321. private _add;
  53322. private _attachedMesh;
  53323. private _invertYAxis;
  53324. /** Gets or sets probe position (center of the cube map) */
  53325. position: Vector3;
  53326. /**
  53327. * Creates a new reflection probe
  53328. * @param name defines the name of the probe
  53329. * @param size defines the texture resolution (for each face)
  53330. * @param scene defines the hosting scene
  53331. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  53332. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  53333. */
  53334. constructor(
  53335. /** defines the name of the probe */
  53336. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  53337. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  53338. samples: number;
  53339. /** Gets or sets the refresh rate to use (on every frame by default) */
  53340. refreshRate: number;
  53341. /**
  53342. * Gets the hosting scene
  53343. * @returns a Scene
  53344. */
  53345. getScene(): Scene;
  53346. /** Gets the internal CubeTexture used to render to */
  53347. readonly cubeTexture: RenderTargetTexture;
  53348. /** Gets the list of meshes to render */
  53349. readonly renderList: Nullable<AbstractMesh[]>;
  53350. /**
  53351. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  53352. * @param mesh defines the mesh to attach to
  53353. */
  53354. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  53355. /**
  53356. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  53357. * @param renderingGroupId The rendering group id corresponding to its index
  53358. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  53359. */
  53360. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  53361. /**
  53362. * Clean all associated resources
  53363. */
  53364. dispose(): void;
  53365. /**
  53366. * Converts the reflection probe information to a readable string for debug purpose.
  53367. * @param fullDetails Supports for multiple levels of logging within scene loading
  53368. * @returns the human readable reflection probe info
  53369. */
  53370. toString(fullDetails?: boolean): string;
  53371. /**
  53372. * Get the class name of the relfection probe.
  53373. * @returns "ReflectionProbe"
  53374. */
  53375. getClassName(): string;
  53376. /**
  53377. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  53378. * @returns The JSON representation of the texture
  53379. */
  53380. serialize(): any;
  53381. /**
  53382. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  53383. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  53384. * @param scene Define the scene the parsed reflection probe should be instantiated in
  53385. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  53386. * @returns The parsed reflection probe if successful
  53387. */
  53388. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  53389. }
  53390. }
  53391. declare module "babylonjs/Loading/Plugins/babylonFileLoader" {
  53392. /** @hidden */
  53393. export var _BabylonLoaderRegistered: boolean;
  53394. }
  53395. declare module "babylonjs/Loading/Plugins/index" {
  53396. export * from "babylonjs/Loading/Plugins/babylonFileLoader";
  53397. }
  53398. declare module "babylonjs/Loading/index" {
  53399. export * from "babylonjs/Loading/loadingScreen";
  53400. export * from "babylonjs/Loading/Plugins/index";
  53401. export * from "babylonjs/Loading/sceneLoader";
  53402. export * from "babylonjs/Loading/sceneLoaderFlags";
  53403. }
  53404. declare module "babylonjs/Materials/Background/index" {
  53405. export * from "babylonjs/Materials/Background/backgroundMaterial";
  53406. }
  53407. declare module "babylonjs/Materials/PBR/pbrBaseSimpleMaterial" {
  53408. import { Scene } from "babylonjs/scene";
  53409. import { Color3 } from "babylonjs/Maths/math.color";
  53410. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  53411. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53412. /**
  53413. * The Physically based simple base material of BJS.
  53414. *
  53415. * This enables better naming and convention enforcements on top of the pbrMaterial.
  53416. * It is used as the base class for both the specGloss and metalRough conventions.
  53417. */
  53418. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  53419. /**
  53420. * Number of Simultaneous lights allowed on the material.
  53421. */
  53422. maxSimultaneousLights: number;
  53423. /**
  53424. * If sets to true, disables all the lights affecting the material.
  53425. */
  53426. disableLighting: boolean;
  53427. /**
  53428. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  53429. */
  53430. environmentTexture: BaseTexture;
  53431. /**
  53432. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  53433. */
  53434. invertNormalMapX: boolean;
  53435. /**
  53436. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  53437. */
  53438. invertNormalMapY: boolean;
  53439. /**
  53440. * Normal map used in the model.
  53441. */
  53442. normalTexture: BaseTexture;
  53443. /**
  53444. * Emissivie color used to self-illuminate the model.
  53445. */
  53446. emissiveColor: Color3;
  53447. /**
  53448. * Emissivie texture used to self-illuminate the model.
  53449. */
  53450. emissiveTexture: BaseTexture;
  53451. /**
  53452. * Occlusion Channel Strenght.
  53453. */
  53454. occlusionStrength: number;
  53455. /**
  53456. * Occlusion Texture of the material (adding extra occlusion effects).
  53457. */
  53458. occlusionTexture: BaseTexture;
  53459. /**
  53460. * Defines the alpha limits in alpha test mode.
  53461. */
  53462. alphaCutOff: number;
  53463. /**
  53464. * Gets the current double sided mode.
  53465. */
  53466. /**
  53467. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  53468. */
  53469. doubleSided: boolean;
  53470. /**
  53471. * Stores the pre-calculated light information of a mesh in a texture.
  53472. */
  53473. lightmapTexture: BaseTexture;
  53474. /**
  53475. * If true, the light map contains occlusion information instead of lighting info.
  53476. */
  53477. useLightmapAsShadowmap: boolean;
  53478. /**
  53479. * Instantiates a new PBRMaterial instance.
  53480. *
  53481. * @param name The material name
  53482. * @param scene The scene the material will be use in.
  53483. */
  53484. constructor(name: string, scene: Scene);
  53485. getClassName(): string;
  53486. }
  53487. }
  53488. declare module "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial" {
  53489. import { Scene } from "babylonjs/scene";
  53490. import { Color3 } from "babylonjs/Maths/math.color";
  53491. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53492. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  53493. /**
  53494. * The PBR material of BJS following the metal roughness convention.
  53495. *
  53496. * This fits to the PBR convention in the GLTF definition:
  53497. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  53498. */
  53499. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  53500. /**
  53501. * The base color has two different interpretations depending on the value of metalness.
  53502. * When the material is a metal, the base color is the specific measured reflectance value
  53503. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  53504. * of the material.
  53505. */
  53506. baseColor: Color3;
  53507. /**
  53508. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  53509. * well as opacity information in the alpha channel.
  53510. */
  53511. baseTexture: BaseTexture;
  53512. /**
  53513. * Specifies the metallic scalar value of the material.
  53514. * Can also be used to scale the metalness values of the metallic texture.
  53515. */
  53516. metallic: number;
  53517. /**
  53518. * Specifies the roughness scalar value of the material.
  53519. * Can also be used to scale the roughness values of the metallic texture.
  53520. */
  53521. roughness: number;
  53522. /**
  53523. * Texture containing both the metallic value in the B channel and the
  53524. * roughness value in the G channel to keep better precision.
  53525. */
  53526. metallicRoughnessTexture: BaseTexture;
  53527. /**
  53528. * Instantiates a new PBRMetalRoughnessMaterial instance.
  53529. *
  53530. * @param name The material name
  53531. * @param scene The scene the material will be use in.
  53532. */
  53533. constructor(name: string, scene: Scene);
  53534. /**
  53535. * Return the currrent class name of the material.
  53536. */
  53537. getClassName(): string;
  53538. /**
  53539. * Makes a duplicate of the current material.
  53540. * @param name - name to use for the new material.
  53541. */
  53542. clone(name: string): PBRMetallicRoughnessMaterial;
  53543. /**
  53544. * Serialize the material to a parsable JSON object.
  53545. */
  53546. serialize(): any;
  53547. /**
  53548. * Parses a JSON object correponding to the serialize function.
  53549. */
  53550. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  53551. }
  53552. }
  53553. declare module "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial" {
  53554. import { Scene } from "babylonjs/scene";
  53555. import { Color3 } from "babylonjs/Maths/math.color";
  53556. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53557. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  53558. /**
  53559. * The PBR material of BJS following the specular glossiness convention.
  53560. *
  53561. * This fits to the PBR convention in the GLTF definition:
  53562. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  53563. */
  53564. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  53565. /**
  53566. * Specifies the diffuse color of the material.
  53567. */
  53568. diffuseColor: Color3;
  53569. /**
  53570. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  53571. * channel.
  53572. */
  53573. diffuseTexture: BaseTexture;
  53574. /**
  53575. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  53576. */
  53577. specularColor: Color3;
  53578. /**
  53579. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  53580. */
  53581. glossiness: number;
  53582. /**
  53583. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  53584. */
  53585. specularGlossinessTexture: BaseTexture;
  53586. /**
  53587. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  53588. *
  53589. * @param name The material name
  53590. * @param scene The scene the material will be use in.
  53591. */
  53592. constructor(name: string, scene: Scene);
  53593. /**
  53594. * Return the currrent class name of the material.
  53595. */
  53596. getClassName(): string;
  53597. /**
  53598. * Makes a duplicate of the current material.
  53599. * @param name - name to use for the new material.
  53600. */
  53601. clone(name: string): PBRSpecularGlossinessMaterial;
  53602. /**
  53603. * Serialize the material to a parsable JSON object.
  53604. */
  53605. serialize(): any;
  53606. /**
  53607. * Parses a JSON object correponding to the serialize function.
  53608. */
  53609. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  53610. }
  53611. }
  53612. declare module "babylonjs/Materials/PBR/index" {
  53613. export * from "babylonjs/Materials/PBR/pbrBaseMaterial";
  53614. export * from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  53615. export * from "babylonjs/Materials/PBR/pbrMaterial";
  53616. export * from "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial";
  53617. export * from "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial";
  53618. }
  53619. declare module "babylonjs/Materials/Textures/colorGradingTexture" {
  53620. import { Nullable } from "babylonjs/types";
  53621. import { Scene } from "babylonjs/scene";
  53622. import { Matrix } from "babylonjs/Maths/math.vector";
  53623. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53624. /**
  53625. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  53626. * It can help converting any input color in a desired output one. This can then be used to create effects
  53627. * from sepia, black and white to sixties or futuristic rendering...
  53628. *
  53629. * The only supported format is currently 3dl.
  53630. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  53631. */
  53632. export class ColorGradingTexture extends BaseTexture {
  53633. /**
  53634. * The current texture matrix. (will always be identity in color grading texture)
  53635. */
  53636. private _textureMatrix;
  53637. /**
  53638. * The texture URL.
  53639. */
  53640. url: string;
  53641. /**
  53642. * Empty line regex stored for GC.
  53643. */
  53644. private static _noneEmptyLineRegex;
  53645. private _engine;
  53646. /**
  53647. * Instantiates a ColorGradingTexture from the following parameters.
  53648. *
  53649. * @param url The location of the color gradind data (currently only supporting 3dl)
  53650. * @param scene The scene the texture will be used in
  53651. */
  53652. constructor(url: string, scene: Scene);
  53653. /**
  53654. * Returns the texture matrix used in most of the material.
  53655. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  53656. */
  53657. getTextureMatrix(): Matrix;
  53658. /**
  53659. * Occurs when the file being loaded is a .3dl LUT file.
  53660. */
  53661. private load3dlTexture;
  53662. /**
  53663. * Starts the loading process of the texture.
  53664. */
  53665. private loadTexture;
  53666. /**
  53667. * Clones the color gradind texture.
  53668. */
  53669. clone(): ColorGradingTexture;
  53670. /**
  53671. * Called during delayed load for textures.
  53672. */
  53673. delayLoad(): void;
  53674. /**
  53675. * Parses a color grading texture serialized by Babylon.
  53676. * @param parsedTexture The texture information being parsedTexture
  53677. * @param scene The scene to load the texture in
  53678. * @param rootUrl The root url of the data assets to load
  53679. * @return A color gradind texture
  53680. */
  53681. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  53682. /**
  53683. * Serializes the LUT texture to json format.
  53684. */
  53685. serialize(): any;
  53686. }
  53687. }
  53688. declare module "babylonjs/Materials/Textures/equiRectangularCubeTexture" {
  53689. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53690. import { Scene } from "babylonjs/scene";
  53691. import { Nullable } from "babylonjs/types";
  53692. import "babylonjs/Engines/Extensions/engine.rawTexture";
  53693. /**
  53694. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  53695. */
  53696. export class EquiRectangularCubeTexture extends BaseTexture {
  53697. /** The six faces of the cube. */
  53698. private static _FacesMapping;
  53699. private _noMipmap;
  53700. private _onLoad;
  53701. private _onError;
  53702. /** The size of the cubemap. */
  53703. private _size;
  53704. /** The buffer of the image. */
  53705. private _buffer;
  53706. /** The width of the input image. */
  53707. private _width;
  53708. /** The height of the input image. */
  53709. private _height;
  53710. /** The URL to the image. */
  53711. url: string;
  53712. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  53713. coordinatesMode: number;
  53714. /**
  53715. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  53716. * @param url The location of the image
  53717. * @param scene The scene the texture will be used in
  53718. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  53719. * @param noMipmap Forces to not generate the mipmap if true
  53720. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  53721. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  53722. * @param onLoad — defines a callback called when texture is loaded
  53723. * @param onError — defines a callback called if there is an error
  53724. */
  53725. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  53726. /**
  53727. * Load the image data, by putting the image on a canvas and extracting its buffer.
  53728. */
  53729. private loadImage;
  53730. /**
  53731. * Convert the image buffer into a cubemap and create a CubeTexture.
  53732. */
  53733. private loadTexture;
  53734. /**
  53735. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  53736. * @param buffer The ArrayBuffer that should be converted.
  53737. * @returns The buffer as Float32Array.
  53738. */
  53739. private getFloat32ArrayFromArrayBuffer;
  53740. /**
  53741. * Get the current class name of the texture useful for serialization or dynamic coding.
  53742. * @returns "EquiRectangularCubeTexture"
  53743. */
  53744. getClassName(): string;
  53745. /**
  53746. * Create a clone of the current EquiRectangularCubeTexture and return it.
  53747. * @returns A clone of the current EquiRectangularCubeTexture.
  53748. */
  53749. clone(): EquiRectangularCubeTexture;
  53750. }
  53751. }
  53752. declare module "babylonjs/Misc/tga" {
  53753. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53754. /**
  53755. * Based on jsTGALoader - Javascript loader for TGA file
  53756. * By Vincent Thibault
  53757. * @see http://blog.robrowser.com/javascript-tga-loader.html
  53758. */
  53759. export class TGATools {
  53760. private static _TYPE_INDEXED;
  53761. private static _TYPE_RGB;
  53762. private static _TYPE_GREY;
  53763. private static _TYPE_RLE_INDEXED;
  53764. private static _TYPE_RLE_RGB;
  53765. private static _TYPE_RLE_GREY;
  53766. private static _ORIGIN_MASK;
  53767. private static _ORIGIN_SHIFT;
  53768. private static _ORIGIN_BL;
  53769. private static _ORIGIN_BR;
  53770. private static _ORIGIN_UL;
  53771. private static _ORIGIN_UR;
  53772. /**
  53773. * Gets the header of a TGA file
  53774. * @param data defines the TGA data
  53775. * @returns the header
  53776. */
  53777. static GetTGAHeader(data: Uint8Array): any;
  53778. /**
  53779. * Uploads TGA content to a Babylon Texture
  53780. * @hidden
  53781. */
  53782. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  53783. /** @hidden */
  53784. static _getImageData8bits(header: any, palettes: Uint8Array, pixel_data: Uint8Array, y_start: number, y_step: number, y_end: number, x_start: number, x_step: number, x_end: number): Uint8Array;
  53785. /** @hidden */
  53786. static _getImageData16bits(header: any, palettes: Uint8Array, pixel_data: Uint8Array, y_start: number, y_step: number, y_end: number, x_start: number, x_step: number, x_end: number): Uint8Array;
  53787. /** @hidden */
  53788. static _getImageData24bits(header: any, palettes: Uint8Array, pixel_data: Uint8Array, y_start: number, y_step: number, y_end: number, x_start: number, x_step: number, x_end: number): Uint8Array;
  53789. /** @hidden */
  53790. static _getImageData32bits(header: any, palettes: Uint8Array, pixel_data: Uint8Array, y_start: number, y_step: number, y_end: number, x_start: number, x_step: number, x_end: number): Uint8Array;
  53791. /** @hidden */
  53792. static _getImageDataGrey8bits(header: any, palettes: Uint8Array, pixel_data: Uint8Array, y_start: number, y_step: number, y_end: number, x_start: number, x_step: number, x_end: number): Uint8Array;
  53793. /** @hidden */
  53794. static _getImageDataGrey16bits(header: any, palettes: Uint8Array, pixel_data: Uint8Array, y_start: number, y_step: number, y_end: number, x_start: number, x_step: number, x_end: number): Uint8Array;
  53795. }
  53796. }
  53797. declare module "babylonjs/Materials/Textures/Loaders/tgaTextureLoader" {
  53798. import { Nullable } from "babylonjs/types";
  53799. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53800. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  53801. /**
  53802. * Implementation of the TGA Texture Loader.
  53803. * @hidden
  53804. */
  53805. export class _TGATextureLoader implements IInternalTextureLoader {
  53806. /**
  53807. * Defines wether the loader supports cascade loading the different faces.
  53808. */
  53809. readonly supportCascades: boolean;
  53810. /**
  53811. * This returns if the loader support the current file information.
  53812. * @param extension defines the file extension of the file being loaded
  53813. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53814. * @param fallback defines the fallback internal texture if any
  53815. * @param isBase64 defines whether the texture is encoded as a base64
  53816. * @param isBuffer defines whether the texture data are stored as a buffer
  53817. * @returns true if the loader can load the specified file
  53818. */
  53819. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  53820. /**
  53821. * Transform the url before loading if required.
  53822. * @param rootUrl the url of the texture
  53823. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53824. * @returns the transformed texture
  53825. */
  53826. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  53827. /**
  53828. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  53829. * @param rootUrl the url of the texture
  53830. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53831. * @returns the fallback texture
  53832. */
  53833. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  53834. /**
  53835. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  53836. * @param data contains the texture data
  53837. * @param texture defines the BabylonJS internal texture
  53838. * @param createPolynomials will be true if polynomials have been requested
  53839. * @param onLoad defines the callback to trigger once the texture is ready
  53840. * @param onError defines the callback to trigger in case of error
  53841. */
  53842. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  53843. /**
  53844. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  53845. * @param data contains the texture data
  53846. * @param texture defines the BabylonJS internal texture
  53847. * @param callback defines the method to call once ready to upload
  53848. */
  53849. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  53850. }
  53851. }
  53852. declare module "babylonjs/Misc/basis" {
  53853. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53854. /**
  53855. * Info about the .basis files
  53856. */
  53857. class BasisFileInfo {
  53858. /**
  53859. * If the file has alpha
  53860. */
  53861. hasAlpha: boolean;
  53862. /**
  53863. * Info about each image of the basis file
  53864. */
  53865. images: Array<{
  53866. levels: Array<{
  53867. width: number;
  53868. height: number;
  53869. transcodedPixels: ArrayBufferView;
  53870. }>;
  53871. }>;
  53872. }
  53873. /**
  53874. * Result of transcoding a basis file
  53875. */
  53876. class TranscodeResult {
  53877. /**
  53878. * Info about the .basis file
  53879. */
  53880. fileInfo: BasisFileInfo;
  53881. /**
  53882. * Format to use when loading the file
  53883. */
  53884. format: number;
  53885. }
  53886. /**
  53887. * Configuration options for the Basis transcoder
  53888. */
  53889. export class BasisTranscodeConfiguration {
  53890. /**
  53891. * Supported compression formats used to determine the supported output format of the transcoder
  53892. */
  53893. supportedCompressionFormats?: {
  53894. /**
  53895. * etc1 compression format
  53896. */
  53897. etc1?: boolean;
  53898. /**
  53899. * s3tc compression format
  53900. */
  53901. s3tc?: boolean;
  53902. /**
  53903. * pvrtc compression format
  53904. */
  53905. pvrtc?: boolean;
  53906. /**
  53907. * etc2 compression format
  53908. */
  53909. etc2?: boolean;
  53910. };
  53911. /**
  53912. * If mipmap levels should be loaded for transcoded images (Default: true)
  53913. */
  53914. loadMipmapLevels?: boolean;
  53915. /**
  53916. * Index of a single image to load (Default: all images)
  53917. */
  53918. loadSingleImage?: number;
  53919. }
  53920. /**
  53921. * Used to load .Basis files
  53922. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  53923. */
  53924. export class BasisTools {
  53925. private static _IgnoreSupportedFormats;
  53926. /**
  53927. * URL to use when loading the basis transcoder
  53928. */
  53929. static JSModuleURL: string;
  53930. /**
  53931. * URL to use when loading the wasm module for the transcoder
  53932. */
  53933. static WasmModuleURL: string;
  53934. /**
  53935. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  53936. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  53937. * @returns internal format corresponding to the Basis format
  53938. */
  53939. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  53940. private static _WorkerPromise;
  53941. private static _Worker;
  53942. private static _actionId;
  53943. private static _CreateWorkerAsync;
  53944. /**
  53945. * Transcodes a loaded image file to compressed pixel data
  53946. * @param imageData image data to transcode
  53947. * @param config configuration options for the transcoding
  53948. * @returns a promise resulting in the transcoded image
  53949. */
  53950. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  53951. /**
  53952. * Loads a texture from the transcode result
  53953. * @param texture texture load to
  53954. * @param transcodeResult the result of transcoding the basis file to load from
  53955. */
  53956. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  53957. }
  53958. }
  53959. declare module "babylonjs/Materials/Textures/Loaders/basisTextureLoader" {
  53960. import { Nullable } from "babylonjs/types";
  53961. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53962. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  53963. /**
  53964. * Loader for .basis file format
  53965. */
  53966. export class _BasisTextureLoader implements IInternalTextureLoader {
  53967. /**
  53968. * Defines whether the loader supports cascade loading the different faces.
  53969. */
  53970. readonly supportCascades: boolean;
  53971. /**
  53972. * This returns if the loader support the current file information.
  53973. * @param extension defines the file extension of the file being loaded
  53974. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53975. * @param fallback defines the fallback internal texture if any
  53976. * @param isBase64 defines whether the texture is encoded as a base64
  53977. * @param isBuffer defines whether the texture data are stored as a buffer
  53978. * @returns true if the loader can load the specified file
  53979. */
  53980. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  53981. /**
  53982. * Transform the url before loading if required.
  53983. * @param rootUrl the url of the texture
  53984. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53985. * @returns the transformed texture
  53986. */
  53987. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  53988. /**
  53989. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  53990. * @param rootUrl the url of the texture
  53991. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53992. * @returns the fallback texture
  53993. */
  53994. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  53995. /**
  53996. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  53997. * @param data contains the texture data
  53998. * @param texture defines the BabylonJS internal texture
  53999. * @param createPolynomials will be true if polynomials have been requested
  54000. * @param onLoad defines the callback to trigger once the texture is ready
  54001. * @param onError defines the callback to trigger in case of error
  54002. */
  54003. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  54004. /**
  54005. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  54006. * @param data contains the texture data
  54007. * @param texture defines the BabylonJS internal texture
  54008. * @param callback defines the method to call once ready to upload
  54009. */
  54010. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  54011. }
  54012. }
  54013. declare module "babylonjs/Materials/Textures/Loaders/index" {
  54014. export * from "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  54015. export * from "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  54016. export * from "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  54017. export * from "babylonjs/Materials/Textures/Loaders/tgaTextureLoader";
  54018. export * from "babylonjs/Materials/Textures/Loaders/basisTextureLoader";
  54019. }
  54020. declare module "babylonjs/Materials/Textures/Procedurals/customProceduralTexture" {
  54021. import { Scene } from "babylonjs/scene";
  54022. import { Texture } from "babylonjs/Materials/Textures/texture";
  54023. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  54024. /**
  54025. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  54026. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  54027. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  54028. */
  54029. export class CustomProceduralTexture extends ProceduralTexture {
  54030. private _animate;
  54031. private _time;
  54032. private _config;
  54033. private _texturePath;
  54034. /**
  54035. * Instantiates a new Custom Procedural Texture.
  54036. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  54037. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  54038. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  54039. * @param name Define the name of the texture
  54040. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  54041. * @param size Define the size of the texture to create
  54042. * @param scene Define the scene the texture belongs to
  54043. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  54044. * @param generateMipMaps Define if the texture should creates mip maps or not
  54045. */
  54046. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  54047. private _loadJson;
  54048. /**
  54049. * Is the texture ready to be used ? (rendered at least once)
  54050. * @returns true if ready, otherwise, false.
  54051. */
  54052. isReady(): boolean;
  54053. /**
  54054. * Render the texture to its associated render target.
  54055. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  54056. */
  54057. render(useCameraPostProcess?: boolean): void;
  54058. /**
  54059. * Update the list of dependant textures samplers in the shader.
  54060. */
  54061. updateTextures(): void;
  54062. /**
  54063. * Update the uniform values of the procedural texture in the shader.
  54064. */
  54065. updateShaderUniforms(): void;
  54066. /**
  54067. * Define if the texture animates or not.
  54068. */
  54069. animate: boolean;
  54070. }
  54071. }
  54072. declare module "babylonjs/Shaders/noise.fragment" {
  54073. /** @hidden */
  54074. export var noisePixelShader: {
  54075. name: string;
  54076. shader: string;
  54077. };
  54078. }
  54079. declare module "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture" {
  54080. import { Nullable } from "babylonjs/types";
  54081. import { Scene } from "babylonjs/scene";
  54082. import { Texture } from "babylonjs/Materials/Textures/texture";
  54083. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  54084. import "babylonjs/Shaders/noise.fragment";
  54085. /**
  54086. * Class used to generate noise procedural textures
  54087. */
  54088. export class NoiseProceduralTexture extends ProceduralTexture {
  54089. private _time;
  54090. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  54091. brightness: number;
  54092. /** Defines the number of octaves to process */
  54093. octaves: number;
  54094. /** Defines the level of persistence (0.8 by default) */
  54095. persistence: number;
  54096. /** Gets or sets animation speed factor (default is 1) */
  54097. animationSpeedFactor: number;
  54098. /**
  54099. * Creates a new NoiseProceduralTexture
  54100. * @param name defines the name fo the texture
  54101. * @param size defines the size of the texture (default is 256)
  54102. * @param scene defines the hosting scene
  54103. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  54104. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  54105. */
  54106. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  54107. private _updateShaderUniforms;
  54108. protected _getDefines(): string;
  54109. /** Generate the current state of the procedural texture */
  54110. render(useCameraPostProcess?: boolean): void;
  54111. /**
  54112. * Serializes this noise procedural texture
  54113. * @returns a serialized noise procedural texture object
  54114. */
  54115. serialize(): any;
  54116. /**
  54117. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  54118. * @param parsedTexture defines parsed texture data
  54119. * @param scene defines the current scene
  54120. * @param rootUrl defines the root URL containing noise procedural texture information
  54121. * @returns a parsed NoiseProceduralTexture
  54122. */
  54123. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  54124. }
  54125. }
  54126. declare module "babylonjs/Materials/Textures/Procedurals/index" {
  54127. export * from "babylonjs/Materials/Textures/Procedurals/customProceduralTexture";
  54128. export * from "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture";
  54129. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  54130. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent";
  54131. }
  54132. declare module "babylonjs/Materials/Textures/rawCubeTexture" {
  54133. import { Nullable } from "babylonjs/types";
  54134. import { Scene } from "babylonjs/scene";
  54135. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  54136. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  54137. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  54138. import "babylonjs/Engines/Extensions/engine.rawTexture";
  54139. /**
  54140. * Raw cube texture where the raw buffers are passed in
  54141. */
  54142. export class RawCubeTexture extends CubeTexture {
  54143. /**
  54144. * Creates a cube texture where the raw buffers are passed in.
  54145. * @param scene defines the scene the texture is attached to
  54146. * @param data defines the array of data to use to create each face
  54147. * @param size defines the size of the textures
  54148. * @param format defines the format of the data
  54149. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  54150. * @param generateMipMaps defines if the engine should generate the mip levels
  54151. * @param invertY defines if data must be stored with Y axis inverted
  54152. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  54153. * @param compression defines the compression used (null by default)
  54154. */
  54155. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  54156. /**
  54157. * Updates the raw cube texture.
  54158. * @param data defines the data to store
  54159. * @param format defines the data format
  54160. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  54161. * @param invertY defines if data must be stored with Y axis inverted
  54162. * @param compression defines the compression used (null by default)
  54163. * @param level defines which level of the texture to update
  54164. */
  54165. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  54166. /**
  54167. * Updates a raw cube texture with RGBD encoded data.
  54168. * @param data defines the array of data [mipmap][face] to use to create each face
  54169. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  54170. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  54171. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  54172. * @returns a promsie that resolves when the operation is complete
  54173. */
  54174. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  54175. /**
  54176. * Clones the raw cube texture.
  54177. * @return a new cube texture
  54178. */
  54179. clone(): CubeTexture;
  54180. /** @hidden */
  54181. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  54182. }
  54183. }
  54184. declare module "babylonjs/Materials/Textures/rawTexture3D" {
  54185. import { Scene } from "babylonjs/scene";
  54186. import { Texture } from "babylonjs/Materials/Textures/texture";
  54187. import "babylonjs/Engines/Extensions/engine.rawTexture";
  54188. /**
  54189. * Class used to store 3D textures containing user data
  54190. */
  54191. export class RawTexture3D extends Texture {
  54192. /** Gets or sets the texture format to use */
  54193. format: number;
  54194. private _engine;
  54195. /**
  54196. * Create a new RawTexture3D
  54197. * @param data defines the data of the texture
  54198. * @param width defines the width of the texture
  54199. * @param height defines the height of the texture
  54200. * @param depth defines the depth of the texture
  54201. * @param format defines the texture format to use
  54202. * @param scene defines the hosting scene
  54203. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  54204. * @param invertY defines if texture must be stored with Y axis inverted
  54205. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  54206. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  54207. */
  54208. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  54209. /** Gets or sets the texture format to use */
  54210. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  54211. /**
  54212. * Update the texture with new data
  54213. * @param data defines the data to store in the texture
  54214. */
  54215. update(data: ArrayBufferView): void;
  54216. }
  54217. }
  54218. declare module "babylonjs/Materials/Textures/refractionTexture" {
  54219. import { Scene } from "babylonjs/scene";
  54220. import { Plane } from "babylonjs/Maths/math.plane";
  54221. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  54222. /**
  54223. * Creates a refraction texture used by refraction channel of the standard material.
  54224. * It is like a mirror but to see through a material.
  54225. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  54226. */
  54227. export class RefractionTexture extends RenderTargetTexture {
  54228. /**
  54229. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  54230. * It is possible to directly set the refractionPlane by directly using a Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the refractionPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the refractor as stated in the doc.
  54231. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  54232. */
  54233. refractionPlane: Plane;
  54234. /**
  54235. * Define how deep under the surface we should see.
  54236. */
  54237. depth: number;
  54238. /**
  54239. * Creates a refraction texture used by refraction channel of the standard material.
  54240. * It is like a mirror but to see through a material.
  54241. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  54242. * @param name Define the texture name
  54243. * @param size Define the size of the underlying texture
  54244. * @param scene Define the scene the refraction belongs to
  54245. * @param generateMipMaps Define if we need to generate mips level for the refraction
  54246. */
  54247. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  54248. /**
  54249. * Clone the refraction texture.
  54250. * @returns the cloned texture
  54251. */
  54252. clone(): RefractionTexture;
  54253. /**
  54254. * Serialize the texture to a JSON representation you could use in Parse later on
  54255. * @returns the serialized JSON representation
  54256. */
  54257. serialize(): any;
  54258. }
  54259. }
  54260. declare module "babylonjs/Materials/Textures/htmlElementTexture" {
  54261. import { Nullable } from "babylonjs/types";
  54262. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54263. import { Matrix } from "babylonjs/Maths/math.vector";
  54264. import { Engine } from "babylonjs/Engines/engine";
  54265. import { Scene } from "babylonjs/scene";
  54266. /**
  54267. * Defines the options related to the creation of an HtmlElementTexture
  54268. */
  54269. export interface IHtmlElementTextureOptions {
  54270. /**
  54271. * Defines wether mip maps should be created or not.
  54272. */
  54273. generateMipMaps?: boolean;
  54274. /**
  54275. * Defines the sampling mode of the texture.
  54276. */
  54277. samplingMode?: number;
  54278. /**
  54279. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  54280. */
  54281. engine: Nullable<Engine>;
  54282. /**
  54283. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  54284. */
  54285. scene: Nullable<Scene>;
  54286. }
  54287. /**
  54288. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  54289. * To be as efficient as possible depending on your constraints nothing aside the first upload
  54290. * is automatically managed.
  54291. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  54292. * in your application.
  54293. *
  54294. * As the update is not automatic, you need to call them manually.
  54295. */
  54296. export class HtmlElementTexture extends BaseTexture {
  54297. /**
  54298. * The texture URL.
  54299. */
  54300. element: HTMLVideoElement | HTMLCanvasElement;
  54301. private static readonly DefaultOptions;
  54302. private _textureMatrix;
  54303. private _engine;
  54304. private _isVideo;
  54305. private _generateMipMaps;
  54306. private _samplingMode;
  54307. /**
  54308. * Instantiates a HtmlElementTexture from the following parameters.
  54309. *
  54310. * @param name Defines the name of the texture
  54311. * @param element Defines the video or canvas the texture is filled with
  54312. * @param options Defines the other none mandatory texture creation options
  54313. */
  54314. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  54315. private _createInternalTexture;
  54316. /**
  54317. * Returns the texture matrix used in most of the material.
  54318. */
  54319. getTextureMatrix(): Matrix;
  54320. /**
  54321. * Updates the content of the texture.
  54322. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  54323. */
  54324. update(invertY?: Nullable<boolean>): void;
  54325. }
  54326. }
  54327. declare module "babylonjs/Materials/Textures/index" {
  54328. export * from "babylonjs/Materials/Textures/baseTexture";
  54329. export * from "babylonjs/Materials/Textures/colorGradingTexture";
  54330. export * from "babylonjs/Materials/Textures/cubeTexture";
  54331. export * from "babylonjs/Materials/Textures/dynamicTexture";
  54332. export * from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  54333. export * from "babylonjs/Materials/Textures/hdrCubeTexture";
  54334. export * from "babylonjs/Materials/Textures/internalTexture";
  54335. export * from "babylonjs/Materials/Textures/internalTextureLoader";
  54336. export * from "babylonjs/Materials/Textures/Loaders/index";
  54337. export * from "babylonjs/Materials/Textures/mirrorTexture";
  54338. export * from "babylonjs/Materials/Textures/multiRenderTarget";
  54339. export * from "babylonjs/Materials/Textures/Procedurals/index";
  54340. export * from "babylonjs/Materials/Textures/rawCubeTexture";
  54341. export * from "babylonjs/Materials/Textures/rawTexture";
  54342. export * from "babylonjs/Materials/Textures/rawTexture3D";
  54343. export * from "babylonjs/Materials/Textures/refractionTexture";
  54344. export * from "babylonjs/Materials/Textures/renderTargetTexture";
  54345. export * from "babylonjs/Materials/Textures/texture";
  54346. export * from "babylonjs/Materials/Textures/videoTexture";
  54347. export * from "babylonjs/Materials/Textures/htmlElementTexture";
  54348. }
  54349. declare module "babylonjs/Materials/Node/nodeMaterialBlockTargets" {
  54350. /**
  54351. * Enum used to define the target of a block
  54352. */
  54353. export enum NodeMaterialBlockTargets {
  54354. /** Vertex shader */
  54355. Vertex = 1,
  54356. /** Fragment shader */
  54357. Fragment = 2,
  54358. /** Neutral */
  54359. Neutral = 4,
  54360. /** Vertex and Fragment */
  54361. VertexAndFragment = 3
  54362. }
  54363. }
  54364. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes" {
  54365. /**
  54366. * Defines the kind of connection point for node based material
  54367. */
  54368. export enum NodeMaterialBlockConnectionPointTypes {
  54369. /** Float */
  54370. Float = 1,
  54371. /** Int */
  54372. Int = 2,
  54373. /** Vector2 */
  54374. Vector2 = 4,
  54375. /** Vector3 */
  54376. Vector3 = 8,
  54377. /** Vector4 */
  54378. Vector4 = 16,
  54379. /** Color3 */
  54380. Color3 = 32,
  54381. /** Color4 */
  54382. Color4 = 64,
  54383. /** Matrix */
  54384. Matrix = 128,
  54385. /** Detect type based on connection */
  54386. AutoDetect = 1024,
  54387. /** Output type that will be defined by input type */
  54388. BasedOnInput = 2048
  54389. }
  54390. }
  54391. declare module "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer" {
  54392. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54393. /**
  54394. * Root class for all node material optimizers
  54395. */
  54396. export class NodeMaterialOptimizer {
  54397. /**
  54398. * Function used to optimize a NodeMaterial graph
  54399. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  54400. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  54401. */
  54402. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  54403. }
  54404. }
  54405. declare module "babylonjs/Materials/Node/Blocks/transformBlock" {
  54406. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54407. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54408. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54409. import { Scene } from "babylonjs/scene";
  54410. /**
  54411. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  54412. */
  54413. export class TransformBlock extends NodeMaterialBlock {
  54414. /**
  54415. * Defines the value to use to complement W value to transform it to a Vector4
  54416. */
  54417. complementW: number;
  54418. /**
  54419. * Defines the value to use to complement z value to transform it to a Vector4
  54420. */
  54421. complementZ: number;
  54422. /**
  54423. * Creates a new TransformBlock
  54424. * @param name defines the block name
  54425. */
  54426. constructor(name: string);
  54427. /**
  54428. * Gets the current class name
  54429. * @returns the class name
  54430. */
  54431. getClassName(): string;
  54432. /**
  54433. * Gets the vector input
  54434. */
  54435. readonly vector: NodeMaterialConnectionPoint;
  54436. /**
  54437. * Gets the output component
  54438. */
  54439. readonly output: NodeMaterialConnectionPoint;
  54440. /**
  54441. * Gets the matrix transform input
  54442. */
  54443. readonly transform: NodeMaterialConnectionPoint;
  54444. protected _buildBlock(state: NodeMaterialBuildState): this;
  54445. serialize(): any;
  54446. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54447. protected _dumpPropertiesCode(): string;
  54448. }
  54449. }
  54450. declare module "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock" {
  54451. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54452. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54453. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54454. /**
  54455. * Block used to output the vertex position
  54456. */
  54457. export class VertexOutputBlock extends NodeMaterialBlock {
  54458. /**
  54459. * Creates a new VertexOutputBlock
  54460. * @param name defines the block name
  54461. */
  54462. constructor(name: string);
  54463. /**
  54464. * Gets the current class name
  54465. * @returns the class name
  54466. */
  54467. getClassName(): string;
  54468. /**
  54469. * Gets the vector input component
  54470. */
  54471. readonly vector: NodeMaterialConnectionPoint;
  54472. protected _buildBlock(state: NodeMaterialBuildState): this;
  54473. }
  54474. }
  54475. declare module "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock" {
  54476. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54477. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54478. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54479. /**
  54480. * Block used to output the final color
  54481. */
  54482. export class FragmentOutputBlock extends NodeMaterialBlock {
  54483. /**
  54484. * Create a new FragmentOutputBlock
  54485. * @param name defines the block name
  54486. */
  54487. constructor(name: string);
  54488. /**
  54489. * Gets the current class name
  54490. * @returns the class name
  54491. */
  54492. getClassName(): string;
  54493. /**
  54494. * Gets the rgba input component
  54495. */
  54496. readonly rgba: NodeMaterialConnectionPoint;
  54497. /**
  54498. * Gets the rgb input component
  54499. */
  54500. readonly rgb: NodeMaterialConnectionPoint;
  54501. /**
  54502. * Gets the a input component
  54503. */
  54504. readonly a: NodeMaterialConnectionPoint;
  54505. protected _buildBlock(state: NodeMaterialBuildState): this;
  54506. }
  54507. }
  54508. declare module "babylonjs/Materials/Node/nodeMaterialSystemValues" {
  54509. /**
  54510. * Enum used to define system values e.g. values automatically provided by the system
  54511. */
  54512. export enum NodeMaterialSystemValues {
  54513. /** World */
  54514. World = 1,
  54515. /** View */
  54516. View = 2,
  54517. /** Projection */
  54518. Projection = 3,
  54519. /** ViewProjection */
  54520. ViewProjection = 4,
  54521. /** WorldView */
  54522. WorldView = 5,
  54523. /** WorldViewProjection */
  54524. WorldViewProjection = 6,
  54525. /** CameraPosition */
  54526. CameraPosition = 7,
  54527. /** Fog Color */
  54528. FogColor = 8
  54529. }
  54530. }
  54531. declare module "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock" {
  54532. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54533. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54534. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54535. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54536. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54537. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54538. import { Effect } from "babylonjs/Materials/effect";
  54539. import { Mesh } from "babylonjs/Meshes/mesh";
  54540. import { Nullable } from "babylonjs/types";
  54541. import { Scene } from "babylonjs/scene";
  54542. /**
  54543. * Block used to read a reflection texture from a sampler
  54544. */
  54545. export class ReflectionTextureBlock extends NodeMaterialBlock {
  54546. private _define3DName;
  54547. private _defineCubicName;
  54548. private _defineExplicitName;
  54549. private _defineProjectionName;
  54550. private _defineLocalCubicName;
  54551. private _defineSphericalName;
  54552. private _definePlanarName;
  54553. private _defineEquirectangularName;
  54554. private _defineMirroredEquirectangularFixedName;
  54555. private _defineEquirectangularFixedName;
  54556. private _defineSkyboxName;
  54557. private _cubeSamplerName;
  54558. private _2DSamplerName;
  54559. private _positionUVWName;
  54560. private _directionWName;
  54561. private _reflectionCoordsName;
  54562. private _reflection2DCoordsName;
  54563. private _reflectionColorName;
  54564. private _reflectionMatrixName;
  54565. /**
  54566. * Gets or sets the texture associated with the node
  54567. */
  54568. texture: Nullable<BaseTexture>;
  54569. /**
  54570. * Create a new TextureBlock
  54571. * @param name defines the block name
  54572. */
  54573. constructor(name: string);
  54574. /**
  54575. * Gets the current class name
  54576. * @returns the class name
  54577. */
  54578. getClassName(): string;
  54579. /**
  54580. * Gets the world position input component
  54581. */
  54582. readonly position: NodeMaterialConnectionPoint;
  54583. /**
  54584. * Gets the world position input component
  54585. */
  54586. readonly worldPosition: NodeMaterialConnectionPoint;
  54587. /**
  54588. * Gets the world normal input component
  54589. */
  54590. readonly worldNormal: NodeMaterialConnectionPoint;
  54591. /**
  54592. * Gets the world input component
  54593. */
  54594. readonly world: NodeMaterialConnectionPoint;
  54595. /**
  54596. * Gets the camera (or eye) position component
  54597. */
  54598. readonly cameraPosition: NodeMaterialConnectionPoint;
  54599. /**
  54600. * Gets the view input component
  54601. */
  54602. readonly view: NodeMaterialConnectionPoint;
  54603. /**
  54604. * Gets the rgb output component
  54605. */
  54606. readonly rgb: NodeMaterialConnectionPoint;
  54607. /**
  54608. * Gets the r output component
  54609. */
  54610. readonly r: NodeMaterialConnectionPoint;
  54611. /**
  54612. * Gets the g output component
  54613. */
  54614. readonly g: NodeMaterialConnectionPoint;
  54615. /**
  54616. * Gets the b output component
  54617. */
  54618. readonly b: NodeMaterialConnectionPoint;
  54619. autoConfigure(material: NodeMaterial): void;
  54620. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54621. isReady(): boolean;
  54622. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54623. private _injectVertexCode;
  54624. private _writeOutput;
  54625. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  54626. serialize(): any;
  54627. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54628. }
  54629. }
  54630. declare module "babylonjs/Materials/Node/nodeMaterial" {
  54631. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54632. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  54633. import { Scene } from "babylonjs/scene";
  54634. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54635. import { Matrix } from "babylonjs/Maths/math.vector";
  54636. import { Mesh } from "babylonjs/Meshes/mesh";
  54637. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54638. import { Observable } from "babylonjs/Misc/observable";
  54639. import { SubMesh } from "babylonjs/Meshes/subMesh";
  54640. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  54641. import { NodeMaterialOptimizer } from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  54642. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  54643. import { Nullable } from "babylonjs/types";
  54644. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  54645. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  54646. import { ReflectionTextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  54647. /**
  54648. * Interface used to configure the node material editor
  54649. */
  54650. export interface INodeMaterialEditorOptions {
  54651. /** Define the URl to load node editor script */
  54652. editorURL?: string;
  54653. }
  54654. /** @hidden */
  54655. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  54656. /** BONES */
  54657. NUM_BONE_INFLUENCERS: number;
  54658. BonesPerMesh: number;
  54659. BONETEXTURE: boolean;
  54660. /** MORPH TARGETS */
  54661. MORPHTARGETS: boolean;
  54662. MORPHTARGETS_NORMAL: boolean;
  54663. MORPHTARGETS_TANGENT: boolean;
  54664. MORPHTARGETS_UV: boolean;
  54665. NUM_MORPH_INFLUENCERS: number;
  54666. /** IMAGE PROCESSING */
  54667. IMAGEPROCESSING: boolean;
  54668. VIGNETTE: boolean;
  54669. VIGNETTEBLENDMODEMULTIPLY: boolean;
  54670. VIGNETTEBLENDMODEOPAQUE: boolean;
  54671. TONEMAPPING: boolean;
  54672. TONEMAPPING_ACES: boolean;
  54673. CONTRAST: boolean;
  54674. EXPOSURE: boolean;
  54675. COLORCURVES: boolean;
  54676. COLORGRADING: boolean;
  54677. COLORGRADING3D: boolean;
  54678. SAMPLER3DGREENDEPTH: boolean;
  54679. SAMPLER3DBGRMAP: boolean;
  54680. IMAGEPROCESSINGPOSTPROCESS: boolean;
  54681. constructor();
  54682. setValue(name: string, value: boolean): void;
  54683. }
  54684. /**
  54685. * Class used to configure NodeMaterial
  54686. */
  54687. export interface INodeMaterialOptions {
  54688. /**
  54689. * Defines if blocks should emit comments
  54690. */
  54691. emitComments: boolean;
  54692. }
  54693. /**
  54694. * Class used to create a node based material built by assembling shader blocks
  54695. */
  54696. export class NodeMaterial extends PushMaterial {
  54697. private static _BuildIdGenerator;
  54698. private _options;
  54699. private _vertexCompilationState;
  54700. private _fragmentCompilationState;
  54701. private _sharedData;
  54702. private _buildId;
  54703. private _buildWasSuccessful;
  54704. private _cachedWorldViewMatrix;
  54705. private _cachedWorldViewProjectionMatrix;
  54706. private _optimizers;
  54707. private _animationFrame;
  54708. /** Define the URl to load node editor script */
  54709. static EditorURL: string;
  54710. private BJSNODEMATERIALEDITOR;
  54711. /** Get the inspector from bundle or global */
  54712. private _getGlobalNodeMaterialEditor;
  54713. /**
  54714. * Gets or sets a boolean indicating that alpha value must be ignored (This will turn alpha blending off even if an alpha value is produced by the material)
  54715. */
  54716. ignoreAlpha: boolean;
  54717. /**
  54718. * Defines the maximum number of lights that can be used in the material
  54719. */
  54720. maxSimultaneousLights: number;
  54721. /**
  54722. * Observable raised when the material is built
  54723. */
  54724. onBuildObservable: Observable<NodeMaterial>;
  54725. /**
  54726. * Gets or sets the root nodes of the material vertex shader
  54727. */
  54728. _vertexOutputNodes: NodeMaterialBlock[];
  54729. /**
  54730. * Gets or sets the root nodes of the material fragment (pixel) shader
  54731. */
  54732. _fragmentOutputNodes: NodeMaterialBlock[];
  54733. /** Gets or sets options to control the node material overall behavior */
  54734. options: INodeMaterialOptions;
  54735. /**
  54736. * Default configuration related to image processing available in the standard Material.
  54737. */
  54738. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  54739. /**
  54740. * Gets the image processing configuration used either in this material.
  54741. */
  54742. /**
  54743. * Sets the Default image processing configuration used either in the this material.
  54744. *
  54745. * If sets to null, the scene one is in use.
  54746. */
  54747. imageProcessingConfiguration: ImageProcessingConfiguration;
  54748. /**
  54749. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  54750. */
  54751. attachedBlocks: NodeMaterialBlock[];
  54752. /**
  54753. * Create a new node based material
  54754. * @param name defines the material name
  54755. * @param scene defines the hosting scene
  54756. * @param options defines creation option
  54757. */
  54758. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  54759. /**
  54760. * Gets the current class name of the material e.g. "NodeMaterial"
  54761. * @returns the class name
  54762. */
  54763. getClassName(): string;
  54764. /**
  54765. * Keep track of the image processing observer to allow dispose and replace.
  54766. */
  54767. private _imageProcessingObserver;
  54768. /**
  54769. * Attaches a new image processing configuration to the Standard Material.
  54770. * @param configuration
  54771. */
  54772. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  54773. /**
  54774. * Get a block by its name
  54775. * @param name defines the name of the block to retrieve
  54776. * @returns the required block or null if not found
  54777. */
  54778. getBlockByName(name: string): Nullable<NodeMaterialBlock>;
  54779. /**
  54780. * Get a block by its name
  54781. * @param predicate defines the predicate used to find the good candidate
  54782. * @returns the required block or null if not found
  54783. */
  54784. getBlockByPredicate(predicate: (block: NodeMaterialBlock) => boolean): Nullable<NodeMaterialBlock>;
  54785. /**
  54786. * Get an input block by its name
  54787. * @param predicate defines the predicate used to find the good candidate
  54788. * @returns the required input block or null if not found
  54789. */
  54790. getInputBlockByPredicate(predicate: (block: InputBlock) => boolean): Nullable<InputBlock>;
  54791. /**
  54792. * Gets the list of input blocks attached to this material
  54793. * @returns an array of InputBlocks
  54794. */
  54795. getInputBlocks(): InputBlock[];
  54796. /**
  54797. * Adds a new optimizer to the list of optimizers
  54798. * @param optimizer defines the optimizers to add
  54799. * @returns the current material
  54800. */
  54801. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  54802. /**
  54803. * Remove an optimizer from the list of optimizers
  54804. * @param optimizer defines the optimizers to remove
  54805. * @returns the current material
  54806. */
  54807. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  54808. /**
  54809. * Add a new block to the list of output nodes
  54810. * @param node defines the node to add
  54811. * @returns the current material
  54812. */
  54813. addOutputNode(node: NodeMaterialBlock): this;
  54814. /**
  54815. * Remove a block from the list of root nodes
  54816. * @param node defines the node to remove
  54817. * @returns the current material
  54818. */
  54819. removeOutputNode(node: NodeMaterialBlock): this;
  54820. private _addVertexOutputNode;
  54821. private _removeVertexOutputNode;
  54822. private _addFragmentOutputNode;
  54823. private _removeFragmentOutputNode;
  54824. /**
  54825. * Specifies if the material will require alpha blending
  54826. * @returns a boolean specifying if alpha blending is needed
  54827. */
  54828. needAlphaBlending(): boolean;
  54829. /**
  54830. * Specifies if this material should be rendered in alpha test mode
  54831. * @returns a boolean specifying if an alpha test is needed.
  54832. */
  54833. needAlphaTesting(): boolean;
  54834. private _initializeBlock;
  54835. private _resetDualBlocks;
  54836. /**
  54837. * Build the material and generates the inner effect
  54838. * @param verbose defines if the build should log activity
  54839. */
  54840. build(verbose?: boolean): void;
  54841. /**
  54842. * Runs an otpimization phase to try to improve the shader code
  54843. */
  54844. optimize(): void;
  54845. private _prepareDefinesForAttributes;
  54846. /**
  54847. * Get if the submesh is ready to be used and all its information available.
  54848. * Child classes can use it to update shaders
  54849. * @param mesh defines the mesh to check
  54850. * @param subMesh defines which submesh to check
  54851. * @param useInstances specifies that instances should be used
  54852. * @returns a boolean indicating that the submesh is ready or not
  54853. */
  54854. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  54855. /**
  54856. * Get a string representing the shaders built by the current node graph
  54857. */
  54858. readonly compiledShaders: string;
  54859. /**
  54860. * Binds the world matrix to the material
  54861. * @param world defines the world transformation matrix
  54862. */
  54863. bindOnlyWorldMatrix(world: Matrix): void;
  54864. /**
  54865. * Binds the submesh to this material by preparing the effect and shader to draw
  54866. * @param world defines the world transformation matrix
  54867. * @param mesh defines the mesh containing the submesh
  54868. * @param subMesh defines the submesh to bind the material to
  54869. */
  54870. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  54871. /**
  54872. * Gets the active textures from the material
  54873. * @returns an array of textures
  54874. */
  54875. getActiveTextures(): BaseTexture[];
  54876. /**
  54877. * Gets the list of texture blocks
  54878. * @returns an array of texture blocks
  54879. */
  54880. getTextureBlocks(): (TextureBlock | ReflectionTextureBlock)[];
  54881. /**
  54882. * Specifies if the material uses a texture
  54883. * @param texture defines the texture to check against the material
  54884. * @returns a boolean specifying if the material uses the texture
  54885. */
  54886. hasTexture(texture: BaseTexture): boolean;
  54887. /**
  54888. * Disposes the material
  54889. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  54890. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  54891. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  54892. */
  54893. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  54894. /** Creates the node editor window. */
  54895. private _createNodeEditor;
  54896. /**
  54897. * Launch the node material editor
  54898. * @param config Define the configuration of the editor
  54899. * @return a promise fulfilled when the node editor is visible
  54900. */
  54901. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  54902. /**
  54903. * Clear the current material
  54904. */
  54905. clear(): void;
  54906. /**
  54907. * Clear the current material and set it to a default state
  54908. */
  54909. setToDefault(): void;
  54910. /**
  54911. * Loads the current Node Material from a url pointing to a file save by the Node Material Editor
  54912. * @param url defines the url to load from
  54913. * @returns a promise that will fullfil when the material is fully loaded
  54914. */
  54915. loadAsync(url: string): Promise<unknown>;
  54916. private _gatherBlocks;
  54917. /**
  54918. * Generate a string containing the code declaration required to create an equivalent of this material
  54919. * @returns a string
  54920. */
  54921. generateCode(): string;
  54922. /**
  54923. * Serializes this material in a JSON representation
  54924. * @returns the serialized material object
  54925. */
  54926. serialize(): any;
  54927. private _restoreConnections;
  54928. /**
  54929. * Clear the current graph and load a new one from a serialization object
  54930. * @param source defines the JSON representation of the material
  54931. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  54932. */
  54933. loadFromSerialization(source: any, rootUrl?: string): void;
  54934. /**
  54935. * Creates a node material from parsed material data
  54936. * @param source defines the JSON representation of the material
  54937. * @param scene defines the hosting scene
  54938. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  54939. * @returns a new node material
  54940. */
  54941. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  54942. /**
  54943. * Creates a new node material set to default basic configuration
  54944. * @param name defines the name of the material
  54945. * @param scene defines the hosting scene
  54946. * @returns a new NodeMaterial
  54947. */
  54948. static CreateDefault(name: string, scene?: Scene): NodeMaterial;
  54949. }
  54950. }
  54951. declare module "babylonjs/Materials/Node/Blocks/Dual/textureBlock" {
  54952. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54953. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54954. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  54955. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54956. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54957. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54958. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54959. import { Effect } from "babylonjs/Materials/effect";
  54960. import { Mesh } from "babylonjs/Meshes/mesh";
  54961. import { Nullable } from "babylonjs/types";
  54962. import { Scene } from "babylonjs/scene";
  54963. /**
  54964. * Block used to read a texture from a sampler
  54965. */
  54966. export class TextureBlock extends NodeMaterialBlock {
  54967. private _defineName;
  54968. private _samplerName;
  54969. private _transformedUVName;
  54970. private _textureTransformName;
  54971. private _textureInfoName;
  54972. private _mainUVName;
  54973. private _mainUVDefineName;
  54974. /**
  54975. * Gets or sets the texture associated with the node
  54976. */
  54977. texture: Nullable<BaseTexture>;
  54978. /**
  54979. * Create a new TextureBlock
  54980. * @param name defines the block name
  54981. */
  54982. constructor(name: string);
  54983. /**
  54984. * Gets the current class name
  54985. * @returns the class name
  54986. */
  54987. getClassName(): string;
  54988. /**
  54989. * Gets the uv input component
  54990. */
  54991. readonly uv: NodeMaterialConnectionPoint;
  54992. /**
  54993. * Gets the rgba output component
  54994. */
  54995. readonly rgba: NodeMaterialConnectionPoint;
  54996. /**
  54997. * Gets the rgb output component
  54998. */
  54999. readonly rgb: NodeMaterialConnectionPoint;
  55000. /**
  55001. * Gets the r output component
  55002. */
  55003. readonly r: NodeMaterialConnectionPoint;
  55004. /**
  55005. * Gets the g output component
  55006. */
  55007. readonly g: NodeMaterialConnectionPoint;
  55008. /**
  55009. * Gets the b output component
  55010. */
  55011. readonly b: NodeMaterialConnectionPoint;
  55012. /**
  55013. * Gets the a output component
  55014. */
  55015. readonly a: NodeMaterialConnectionPoint;
  55016. readonly target: NodeMaterialBlockTargets;
  55017. autoConfigure(material: NodeMaterial): void;
  55018. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  55019. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55020. isReady(): boolean;
  55021. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55022. private readonly _isMixed;
  55023. private _injectVertexCode;
  55024. private _writeOutput;
  55025. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  55026. protected _dumpPropertiesCode(): string;
  55027. serialize(): any;
  55028. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55029. }
  55030. }
  55031. declare module "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData" {
  55032. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55033. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55034. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  55035. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  55036. import { ReflectionTextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  55037. /**
  55038. * Class used to store shared data between 2 NodeMaterialBuildState
  55039. */
  55040. export class NodeMaterialBuildStateSharedData {
  55041. /**
  55042. * Gets the list of emitted varyings
  55043. */
  55044. temps: string[];
  55045. /**
  55046. * Gets the list of emitted varyings
  55047. */
  55048. varyings: string[];
  55049. /**
  55050. * Gets the varying declaration string
  55051. */
  55052. varyingDeclaration: string;
  55053. /**
  55054. * Input blocks
  55055. */
  55056. inputBlocks: InputBlock[];
  55057. /**
  55058. * Input blocks
  55059. */
  55060. textureBlocks: (ReflectionTextureBlock | TextureBlock)[];
  55061. /**
  55062. * Bindable blocks (Blocks that need to set data to the effect)
  55063. */
  55064. bindableBlocks: NodeMaterialBlock[];
  55065. /**
  55066. * List of blocks that can provide a compilation fallback
  55067. */
  55068. blocksWithFallbacks: NodeMaterialBlock[];
  55069. /**
  55070. * List of blocks that can provide a define update
  55071. */
  55072. blocksWithDefines: NodeMaterialBlock[];
  55073. /**
  55074. * List of blocks that can provide a repeatable content
  55075. */
  55076. repeatableContentBlocks: NodeMaterialBlock[];
  55077. /**
  55078. * List of blocks that can provide a dynamic list of uniforms
  55079. */
  55080. dynamicUniformBlocks: NodeMaterialBlock[];
  55081. /**
  55082. * List of blocks that can block the isReady function for the material
  55083. */
  55084. blockingBlocks: NodeMaterialBlock[];
  55085. /**
  55086. * Gets the list of animated inputs
  55087. */
  55088. animatedInputs: InputBlock[];
  55089. /**
  55090. * Build Id used to avoid multiple recompilations
  55091. */
  55092. buildId: number;
  55093. /** List of emitted variables */
  55094. variableNames: {
  55095. [key: string]: number;
  55096. };
  55097. /** List of emitted defines */
  55098. defineNames: {
  55099. [key: string]: number;
  55100. };
  55101. /** Should emit comments? */
  55102. emitComments: boolean;
  55103. /** Emit build activity */
  55104. verbose: boolean;
  55105. /**
  55106. * Gets the compilation hints emitted at compilation time
  55107. */
  55108. hints: {
  55109. needWorldViewMatrix: boolean;
  55110. needWorldViewProjectionMatrix: boolean;
  55111. needAlphaBlending: boolean;
  55112. needAlphaTesting: boolean;
  55113. };
  55114. /**
  55115. * List of compilation checks
  55116. */
  55117. checks: {
  55118. emitVertex: boolean;
  55119. emitFragment: boolean;
  55120. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  55121. };
  55122. /** Creates a new shared data */
  55123. constructor();
  55124. /**
  55125. * Emits console errors and exceptions if there is a failing check
  55126. */
  55127. emitErrors(): void;
  55128. }
  55129. }
  55130. declare module "babylonjs/Materials/Node/nodeMaterialBuildState" {
  55131. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  55132. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  55133. import { NodeMaterialBuildStateSharedData } from "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData";
  55134. /**
  55135. * Class used to store node based material build state
  55136. */
  55137. export class NodeMaterialBuildState {
  55138. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  55139. supportUniformBuffers: boolean;
  55140. /**
  55141. * Gets the list of emitted attributes
  55142. */
  55143. attributes: string[];
  55144. /**
  55145. * Gets the list of emitted uniforms
  55146. */
  55147. uniforms: string[];
  55148. /**
  55149. * Gets the list of emitted uniform buffers
  55150. */
  55151. uniformBuffers: string[];
  55152. /**
  55153. * Gets the list of emitted samplers
  55154. */
  55155. samplers: string[];
  55156. /**
  55157. * Gets the list of emitted functions
  55158. */
  55159. functions: {
  55160. [key: string]: string;
  55161. };
  55162. /**
  55163. * Gets the target of the compilation state
  55164. */
  55165. target: NodeMaterialBlockTargets;
  55166. /**
  55167. * Gets the list of emitted counters
  55168. */
  55169. counters: {
  55170. [key: string]: number;
  55171. };
  55172. /**
  55173. * Shared data between multiple NodeMaterialBuildState instances
  55174. */
  55175. sharedData: NodeMaterialBuildStateSharedData;
  55176. /** @hidden */
  55177. _vertexState: NodeMaterialBuildState;
  55178. /** @hidden */
  55179. _attributeDeclaration: string;
  55180. /** @hidden */
  55181. _uniformDeclaration: string;
  55182. /** @hidden */
  55183. _samplerDeclaration: string;
  55184. /** @hidden */
  55185. _varyingTransfer: string;
  55186. private _repeatableContentAnchorIndex;
  55187. /** @hidden */
  55188. _builtCompilationString: string;
  55189. /**
  55190. * Gets the emitted compilation strings
  55191. */
  55192. compilationString: string;
  55193. /**
  55194. * Finalize the compilation strings
  55195. * @param state defines the current compilation state
  55196. */
  55197. finalize(state: NodeMaterialBuildState): void;
  55198. /** @hidden */
  55199. readonly _repeatableContentAnchor: string;
  55200. /** @hidden */
  55201. _getFreeVariableName(prefix: string): string;
  55202. /** @hidden */
  55203. _getFreeDefineName(prefix: string): string;
  55204. /** @hidden */
  55205. _excludeVariableName(name: string): void;
  55206. /** @hidden */
  55207. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  55208. /** @hidden */
  55209. _emitFunction(name: string, code: string, comments: string): void;
  55210. /** @hidden */
  55211. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  55212. replaceStrings?: {
  55213. search: RegExp;
  55214. replace: string;
  55215. }[];
  55216. repeatKey?: string;
  55217. }): string;
  55218. /** @hidden */
  55219. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  55220. repeatKey?: string;
  55221. removeAttributes?: boolean;
  55222. removeUniforms?: boolean;
  55223. removeVaryings?: boolean;
  55224. removeIfDef?: boolean;
  55225. replaceStrings?: {
  55226. search: RegExp;
  55227. replace: string;
  55228. }[];
  55229. }, storeKey?: string): void;
  55230. /** @hidden */
  55231. _registerTempVariable(name: string): boolean;
  55232. /** @hidden */
  55233. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  55234. /** @hidden */
  55235. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  55236. }
  55237. }
  55238. declare module "babylonjs/Materials/Node/nodeMaterialBlock" {
  55239. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  55240. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55241. import { Nullable } from "babylonjs/types";
  55242. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55243. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  55244. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  55245. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55246. import { Mesh } from "babylonjs/Meshes/mesh";
  55247. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55248. import { Scene } from "babylonjs/scene";
  55249. /**
  55250. * Defines a block that can be used inside a node based material
  55251. */
  55252. export class NodeMaterialBlock {
  55253. private _buildId;
  55254. private _buildTarget;
  55255. private _target;
  55256. private _isFinalMerger;
  55257. private _isInput;
  55258. /** @hidden */
  55259. _codeVariableName: string;
  55260. /** @hidden */
  55261. _inputs: NodeMaterialConnectionPoint[];
  55262. /** @hidden */
  55263. _outputs: NodeMaterialConnectionPoint[];
  55264. /** @hidden */
  55265. _preparationId: number;
  55266. /**
  55267. * Gets or sets the name of the block
  55268. */
  55269. name: string;
  55270. /**
  55271. * Gets or sets the unique id of the node
  55272. */
  55273. uniqueId: number;
  55274. /**
  55275. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  55276. */
  55277. readonly isFinalMerger: boolean;
  55278. /**
  55279. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  55280. */
  55281. readonly isInput: boolean;
  55282. /**
  55283. * Gets or sets the build Id
  55284. */
  55285. buildId: number;
  55286. /**
  55287. * Gets or sets the target of the block
  55288. */
  55289. target: NodeMaterialBlockTargets;
  55290. /**
  55291. * Gets the list of input points
  55292. */
  55293. readonly inputs: NodeMaterialConnectionPoint[];
  55294. /** Gets the list of output points */
  55295. readonly outputs: NodeMaterialConnectionPoint[];
  55296. /**
  55297. * Find an input by its name
  55298. * @param name defines the name of the input to look for
  55299. * @returns the input or null if not found
  55300. */
  55301. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  55302. /**
  55303. * Find an output by its name
  55304. * @param name defines the name of the outputto look for
  55305. * @returns the output or null if not found
  55306. */
  55307. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  55308. /**
  55309. * Creates a new NodeMaterialBlock
  55310. * @param name defines the block name
  55311. * @param target defines the target of that block (Vertex by default)
  55312. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  55313. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  55314. */
  55315. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  55316. /**
  55317. * Initialize the block and prepare the context for build
  55318. * @param state defines the state that will be used for the build
  55319. */
  55320. initialize(state: NodeMaterialBuildState): void;
  55321. /**
  55322. * Bind data to effect. Will only be called for blocks with isBindable === true
  55323. * @param effect defines the effect to bind data to
  55324. * @param nodeMaterial defines the hosting NodeMaterial
  55325. * @param mesh defines the mesh that will be rendered
  55326. */
  55327. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55328. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  55329. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  55330. protected _writeFloat(value: number): string;
  55331. /**
  55332. * Gets the current class name e.g. "NodeMaterialBlock"
  55333. * @returns the class name
  55334. */
  55335. getClassName(): string;
  55336. /**
  55337. * Register a new input. Must be called inside a block constructor
  55338. * @param name defines the connection point name
  55339. * @param type defines the connection point type
  55340. * @param isOptional defines a boolean indicating that this input can be omitted
  55341. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  55342. * @returns the current block
  55343. */
  55344. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  55345. /**
  55346. * Register a new output. Must be called inside a block constructor
  55347. * @param name defines the connection point name
  55348. * @param type defines the connection point type
  55349. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  55350. * @returns the current block
  55351. */
  55352. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  55353. /**
  55354. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  55355. * @param forOutput defines an optional connection point to check compatibility with
  55356. * @returns the first available input or null
  55357. */
  55358. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  55359. /**
  55360. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  55361. * @param forBlock defines an optional block to check compatibility with
  55362. * @returns the first available input or null
  55363. */
  55364. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  55365. /**
  55366. * Gets the sibling of the given output
  55367. * @param current defines the current output
  55368. * @returns the next output in the list or null
  55369. */
  55370. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  55371. /**
  55372. * Connect current block with another block
  55373. * @param other defines the block to connect with
  55374. * @param options define the various options to help pick the right connections
  55375. * @returns the current block
  55376. */
  55377. connectTo(other: NodeMaterialBlock, options?: {
  55378. input?: string;
  55379. output?: string;
  55380. outputSwizzle?: string;
  55381. }): this | undefined;
  55382. protected _buildBlock(state: NodeMaterialBuildState): void;
  55383. /**
  55384. * Add uniforms, samplers and uniform buffers at compilation time
  55385. * @param state defines the state to update
  55386. * @param nodeMaterial defines the node material requesting the update
  55387. * @param defines defines the material defines to update
  55388. */
  55389. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55390. /**
  55391. * Add potential fallbacks if shader compilation fails
  55392. * @param mesh defines the mesh to be rendered
  55393. * @param fallbacks defines the current prioritized list of fallbacks
  55394. */
  55395. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  55396. /**
  55397. * Update defines for shader compilation
  55398. * @param mesh defines the mesh to be rendered
  55399. * @param nodeMaterial defines the node material requesting the update
  55400. * @param defines defines the material defines to update
  55401. * @param useInstances specifies that instances should be used
  55402. */
  55403. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  55404. /**
  55405. * Initialize defines for shader compilation
  55406. * @param mesh defines the mesh to be rendered
  55407. * @param nodeMaterial defines the node material requesting the update
  55408. * @param defines defines the material defines to be prepared
  55409. * @param useInstances specifies that instances should be used
  55410. */
  55411. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  55412. /**
  55413. * Lets the block try to connect some inputs automatically
  55414. * @param material defines the hosting NodeMaterial
  55415. */
  55416. autoConfigure(material: NodeMaterial): void;
  55417. /**
  55418. * Function called when a block is declared as repeatable content generator
  55419. * @param vertexShaderState defines the current compilation state for the vertex shader
  55420. * @param fragmentShaderState defines the current compilation state for the fragment shader
  55421. * @param mesh defines the mesh to be rendered
  55422. * @param defines defines the material defines to update
  55423. */
  55424. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  55425. /**
  55426. * Checks if the block is ready
  55427. * @param mesh defines the mesh to be rendered
  55428. * @param nodeMaterial defines the node material requesting the update
  55429. * @param defines defines the material defines to update
  55430. * @param useInstances specifies that instances should be used
  55431. * @returns true if the block is ready
  55432. */
  55433. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  55434. protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number): void;
  55435. private _processBuild;
  55436. /**
  55437. * Compile the current node and generate the shader code
  55438. * @param state defines the current compilation state (uniforms, samplers, current string)
  55439. * @param activeBlocks defines the list of active blocks (i.e. blocks to compile)
  55440. * @returns true if already built
  55441. */
  55442. build(state: NodeMaterialBuildState, activeBlocks: NodeMaterialBlock[]): boolean;
  55443. protected _inputRename(name: string): string;
  55444. protected _outputRename(name: string): string;
  55445. protected _dumpPropertiesCode(): string;
  55446. /** @hidden */
  55447. _dumpCode(uniqueNames: string[], alreadyDumped: NodeMaterialBlock[]): string;
  55448. /**
  55449. * Clone the current block to a new identical block
  55450. * @param scene defines the hosting scene
  55451. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  55452. * @returns a copy of the current block
  55453. */
  55454. clone(scene: Scene, rootUrl?: string): Nullable<NodeMaterialBlock>;
  55455. /**
  55456. * Serializes this block in a JSON representation
  55457. * @returns the serialized block object
  55458. */
  55459. serialize(): any;
  55460. /** @hidden */
  55461. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55462. }
  55463. }
  55464. declare module "babylonjs/Materials/Node/NodeMaterialBlockConnectionPointMode" {
  55465. /**
  55466. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  55467. */
  55468. export enum NodeMaterialBlockConnectionPointMode {
  55469. /** Value is an uniform */
  55470. Uniform = 0,
  55471. /** Value is a mesh attribute */
  55472. Attribute = 1,
  55473. /** Value is a varying between vertex and fragment shaders */
  55474. Varying = 2,
  55475. /** Mode is undefined */
  55476. Undefined = 3
  55477. }
  55478. }
  55479. declare module "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes" {
  55480. /**
  55481. * Enum defining the type of animations supported by InputBlock
  55482. */
  55483. export enum AnimatedInputBlockTypes {
  55484. /** No animation */
  55485. None = 0,
  55486. /** Time based animation. Will only work for floats */
  55487. Time = 1
  55488. }
  55489. }
  55490. declare module "babylonjs/Materials/Node/Blocks/Input/inputBlock" {
  55491. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55492. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  55493. import { NodeMaterialSystemValues } from "babylonjs/Materials/Node/nodeMaterialSystemValues";
  55494. import { Nullable } from "babylonjs/types";
  55495. import { Effect } from "babylonjs/Materials/effect";
  55496. import { Matrix } from "babylonjs/Maths/math.vector";
  55497. import { Scene } from "babylonjs/scene";
  55498. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55499. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55500. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  55501. import { AnimatedInputBlockTypes } from "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes";
  55502. /**
  55503. * Block used to expose an input value
  55504. */
  55505. export class InputBlock extends NodeMaterialBlock {
  55506. private _mode;
  55507. private _associatedVariableName;
  55508. private _storedValue;
  55509. private _valueCallback;
  55510. private _type;
  55511. private _animationType;
  55512. /** @hidden */
  55513. _systemValue: Nullable<NodeMaterialSystemValues>;
  55514. /** Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default) */
  55515. visibleInInspector: boolean;
  55516. /**
  55517. * Gets or sets the connection point type (default is float)
  55518. */
  55519. readonly type: NodeMaterialBlockConnectionPointTypes;
  55520. /**
  55521. * Creates a new InputBlock
  55522. * @param name defines the block name
  55523. * @param target defines the target of that block (Vertex by default)
  55524. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  55525. */
  55526. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  55527. /**
  55528. * Gets the output component
  55529. */
  55530. readonly output: NodeMaterialConnectionPoint;
  55531. /**
  55532. * Set the source of this connection point to a vertex attribute
  55533. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  55534. * @returns the current connection point
  55535. */
  55536. setAsAttribute(attributeName?: string): InputBlock;
  55537. /**
  55538. * Set the source of this connection point to a system value
  55539. * @param value define the system value to use (world, view, etc...) or null to switch to manual value
  55540. * @returns the current connection point
  55541. */
  55542. setAsSystemValue(value: Nullable<NodeMaterialSystemValues>): InputBlock;
  55543. /**
  55544. * Gets or sets the value of that point.
  55545. * Please note that this value will be ignored if valueCallback is defined
  55546. */
  55547. value: any;
  55548. /**
  55549. * Gets or sets a callback used to get the value of that point.
  55550. * Please note that setting this value will force the connection point to ignore the value property
  55551. */
  55552. valueCallback: () => any;
  55553. /**
  55554. * Gets or sets the associated variable name in the shader
  55555. */
  55556. associatedVariableName: string;
  55557. /** Gets or sets the type of animation applied to the input */
  55558. animationType: AnimatedInputBlockTypes;
  55559. /**
  55560. * Gets a boolean indicating that this connection point not defined yet
  55561. */
  55562. readonly isUndefined: boolean;
  55563. /**
  55564. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  55565. * In this case the connection point name must be the name of the uniform to use.
  55566. * Can only be set on inputs
  55567. */
  55568. isUniform: boolean;
  55569. /**
  55570. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  55571. * In this case the connection point name must be the name of the attribute to use
  55572. * Can only be set on inputs
  55573. */
  55574. isAttribute: boolean;
  55575. /**
  55576. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  55577. * Can only be set on exit points
  55578. */
  55579. isVarying: boolean;
  55580. /**
  55581. * Gets a boolean indicating that the current connection point is a system value
  55582. */
  55583. readonly isSystemValue: boolean;
  55584. /**
  55585. * Gets or sets the current well known value or null if not defined as a system value
  55586. */
  55587. systemValue: Nullable<NodeMaterialSystemValues>;
  55588. /**
  55589. * Gets the current class name
  55590. * @returns the class name
  55591. */
  55592. getClassName(): string;
  55593. /**
  55594. * Animate the input if animationType !== None
  55595. * @param scene defines the rendering scene
  55596. */
  55597. animate(scene: Scene): void;
  55598. private _emitDefine;
  55599. /**
  55600. * Set the input block to its default value (based on its type)
  55601. */
  55602. setDefaultValue(): void;
  55603. protected _dumpPropertiesCode(): string;
  55604. private _emit;
  55605. /** @hidden */
  55606. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  55607. /** @hidden */
  55608. _transmit(effect: Effect, scene: Scene): void;
  55609. protected _buildBlock(state: NodeMaterialBuildState): void;
  55610. serialize(): any;
  55611. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55612. }
  55613. }
  55614. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint" {
  55615. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  55616. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  55617. import { Nullable } from "babylonjs/types";
  55618. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  55619. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55620. /**
  55621. * Defines a connection point for a block
  55622. */
  55623. export class NodeMaterialConnectionPoint {
  55624. /** @hidden */
  55625. _ownerBlock: NodeMaterialBlock;
  55626. /** @hidden */
  55627. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  55628. private _endpoints;
  55629. private _associatedVariableName;
  55630. /** @hidden */
  55631. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  55632. /** @hidden */
  55633. _linkedConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  55634. private _type;
  55635. /** @hidden */
  55636. _enforceAssociatedVariableName: boolean;
  55637. /**
  55638. * Gets or sets the additional types supported byt this connection point
  55639. */
  55640. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  55641. /**
  55642. * Gets or sets the associated variable name in the shader
  55643. */
  55644. associatedVariableName: string;
  55645. /**
  55646. * Gets or sets the connection point type (default is float)
  55647. */
  55648. type: NodeMaterialBlockConnectionPointTypes;
  55649. /**
  55650. * Gets or sets the connection point name
  55651. */
  55652. name: string;
  55653. /**
  55654. * Gets or sets a boolean indicating that this connection point can be omitted
  55655. */
  55656. isOptional: boolean;
  55657. /**
  55658. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  55659. */
  55660. define: string;
  55661. /** Gets or sets the target of that connection point */
  55662. target: NodeMaterialBlockTargets;
  55663. /**
  55664. * Gets a boolean indicating that the current point is connected
  55665. */
  55666. readonly isConnected: boolean;
  55667. /**
  55668. * Gets a boolean indicating that the current point is connected to an input block
  55669. */
  55670. readonly isConnectedToInputBlock: boolean;
  55671. /**
  55672. * Gets a the connected input block (if any)
  55673. */
  55674. readonly connectInputBlock: Nullable<InputBlock>;
  55675. /** Get the other side of the connection (if any) */
  55676. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  55677. /** Get the block that owns this connection point */
  55678. readonly ownerBlock: NodeMaterialBlock;
  55679. /** Get the block connected on the other side of this connection (if any) */
  55680. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  55681. /** Get the block connected on the endpoints of this connection (if any) */
  55682. readonly connectedBlocks: Array<NodeMaterialBlock>;
  55683. /** Gets the list of connected endpoints */
  55684. readonly endpoints: NodeMaterialConnectionPoint[];
  55685. /** Gets a boolean indicating if that output point is connected to at least one input */
  55686. readonly hasEndpoints: boolean;
  55687. /**
  55688. * Creates a new connection point
  55689. * @param name defines the connection point name
  55690. * @param ownerBlock defines the block hosting this connection point
  55691. */
  55692. constructor(name: string, ownerBlock: NodeMaterialBlock);
  55693. /**
  55694. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  55695. * @returns the class name
  55696. */
  55697. getClassName(): string;
  55698. /**
  55699. * Gets an boolean indicating if the current point can be connected to another point
  55700. * @param connectionPoint defines the other connection point
  55701. * @returns true if the connection is possible
  55702. */
  55703. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  55704. /**
  55705. * Connect this point to another connection point
  55706. * @param connectionPoint defines the other connection point
  55707. * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)
  55708. * @returns the current connection point
  55709. */
  55710. connectTo(connectionPoint: NodeMaterialConnectionPoint, ignoreConstraints?: boolean): NodeMaterialConnectionPoint;
  55711. /**
  55712. * Disconnect this point from one of his endpoint
  55713. * @param endpoint defines the other connection point
  55714. * @returns the current connection point
  55715. */
  55716. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  55717. /**
  55718. * Serializes this point in a JSON representation
  55719. * @returns the serialized point object
  55720. */
  55721. serialize(): any;
  55722. }
  55723. }
  55724. declare module "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock" {
  55725. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55726. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55727. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55728. import { Mesh } from "babylonjs/Meshes/mesh";
  55729. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  55730. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55731. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55732. /**
  55733. * Block used to add support for vertex skinning (bones)
  55734. */
  55735. export class BonesBlock extends NodeMaterialBlock {
  55736. /**
  55737. * Creates a new BonesBlock
  55738. * @param name defines the block name
  55739. */
  55740. constructor(name: string);
  55741. /**
  55742. * Initialize the block and prepare the context for build
  55743. * @param state defines the state that will be used for the build
  55744. */
  55745. initialize(state: NodeMaterialBuildState): void;
  55746. /**
  55747. * Gets the current class name
  55748. * @returns the class name
  55749. */
  55750. getClassName(): string;
  55751. /**
  55752. * Gets the matrix indices input component
  55753. */
  55754. readonly matricesIndices: NodeMaterialConnectionPoint;
  55755. /**
  55756. * Gets the matrix weights input component
  55757. */
  55758. readonly matricesWeights: NodeMaterialConnectionPoint;
  55759. /**
  55760. * Gets the extra matrix indices input component
  55761. */
  55762. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  55763. /**
  55764. * Gets the extra matrix weights input component
  55765. */
  55766. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  55767. /**
  55768. * Gets the world input component
  55769. */
  55770. readonly world: NodeMaterialConnectionPoint;
  55771. /**
  55772. * Gets the output component
  55773. */
  55774. readonly output: NodeMaterialConnectionPoint;
  55775. autoConfigure(material: NodeMaterial): void;
  55776. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  55777. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55778. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55779. protected _buildBlock(state: NodeMaterialBuildState): this;
  55780. }
  55781. }
  55782. declare module "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock" {
  55783. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55784. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55785. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55786. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55787. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55788. /**
  55789. * Block used to add support for instances
  55790. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  55791. */
  55792. export class InstancesBlock extends NodeMaterialBlock {
  55793. /**
  55794. * Creates a new InstancesBlock
  55795. * @param name defines the block name
  55796. */
  55797. constructor(name: string);
  55798. /**
  55799. * Gets the current class name
  55800. * @returns the class name
  55801. */
  55802. getClassName(): string;
  55803. /**
  55804. * Gets the first world row input component
  55805. */
  55806. readonly world0: NodeMaterialConnectionPoint;
  55807. /**
  55808. * Gets the second world row input component
  55809. */
  55810. readonly world1: NodeMaterialConnectionPoint;
  55811. /**
  55812. * Gets the third world row input component
  55813. */
  55814. readonly world2: NodeMaterialConnectionPoint;
  55815. /**
  55816. * Gets the forth world row input component
  55817. */
  55818. readonly world3: NodeMaterialConnectionPoint;
  55819. /**
  55820. * Gets the world input component
  55821. */
  55822. readonly world: NodeMaterialConnectionPoint;
  55823. /**
  55824. * Gets the output component
  55825. */
  55826. readonly output: NodeMaterialConnectionPoint;
  55827. autoConfigure(material: NodeMaterial): void;
  55828. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  55829. protected _buildBlock(state: NodeMaterialBuildState): this;
  55830. }
  55831. }
  55832. declare module "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock" {
  55833. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55834. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55835. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55836. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55837. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55838. import { Effect } from "babylonjs/Materials/effect";
  55839. import { Mesh } from "babylonjs/Meshes/mesh";
  55840. /**
  55841. * Block used to add morph targets support to vertex shader
  55842. */
  55843. export class MorphTargetsBlock extends NodeMaterialBlock {
  55844. private _repeatableContentAnchor;
  55845. private _repeatebleContentGenerated;
  55846. /**
  55847. * Create a new MorphTargetsBlock
  55848. * @param name defines the block name
  55849. */
  55850. constructor(name: string);
  55851. /**
  55852. * Gets the current class name
  55853. * @returns the class name
  55854. */
  55855. getClassName(): string;
  55856. /**
  55857. * Gets the position input component
  55858. */
  55859. readonly position: NodeMaterialConnectionPoint;
  55860. /**
  55861. * Gets the normal input component
  55862. */
  55863. readonly normal: NodeMaterialConnectionPoint;
  55864. /**
  55865. * Gets the tangent input component
  55866. */
  55867. readonly tangent: NodeMaterialConnectionPoint;
  55868. /**
  55869. * Gets the tangent input component
  55870. */
  55871. readonly uv: NodeMaterialConnectionPoint;
  55872. /**
  55873. * Gets the position output component
  55874. */
  55875. readonly positionOutput: NodeMaterialConnectionPoint;
  55876. /**
  55877. * Gets the normal output component
  55878. */
  55879. readonly normalOutput: NodeMaterialConnectionPoint;
  55880. /**
  55881. * Gets the tangent output component
  55882. */
  55883. readonly tangentOutput: NodeMaterialConnectionPoint;
  55884. /**
  55885. * Gets the tangent output component
  55886. */
  55887. readonly uvOutput: NodeMaterialConnectionPoint;
  55888. initialize(state: NodeMaterialBuildState): void;
  55889. autoConfigure(material: NodeMaterial): void;
  55890. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55891. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55892. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  55893. protected _buildBlock(state: NodeMaterialBuildState): this;
  55894. }
  55895. }
  55896. declare module "babylonjs/Materials/Node/Blocks/Vertex/lightInformationBlock" {
  55897. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55898. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55899. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55900. import { Nullable } from "babylonjs/types";
  55901. import { Scene } from "babylonjs/scene";
  55902. import { Effect } from "babylonjs/Materials/effect";
  55903. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  55904. import { Mesh } from "babylonjs/Meshes/mesh";
  55905. import { Light } from "babylonjs/Lights/light";
  55906. /**
  55907. * Block used to get data information from a light
  55908. */
  55909. export class LightInformationBlock extends NodeMaterialBlock {
  55910. private _lightDataDefineName;
  55911. private _lightColorDefineName;
  55912. /**
  55913. * Gets or sets the light associated with this block
  55914. */
  55915. light: Nullable<Light>;
  55916. /**
  55917. * Creates a new LightInformationBlock
  55918. * @param name defines the block name
  55919. */
  55920. constructor(name: string);
  55921. /**
  55922. * Gets the current class name
  55923. * @returns the class name
  55924. */
  55925. getClassName(): string;
  55926. /**
  55927. * Gets the world position input component
  55928. */
  55929. readonly worldPosition: NodeMaterialConnectionPoint;
  55930. /**
  55931. * Gets the direction output component
  55932. */
  55933. readonly direction: NodeMaterialConnectionPoint;
  55934. /**
  55935. * Gets the direction output component
  55936. */
  55937. readonly color: NodeMaterialConnectionPoint;
  55938. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55939. protected _buildBlock(state: NodeMaterialBuildState): this;
  55940. serialize(): any;
  55941. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55942. }
  55943. }
  55944. declare module "babylonjs/Materials/Node/Blocks/Vertex/index" {
  55945. export * from "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock";
  55946. export * from "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock";
  55947. export * from "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock";
  55948. export * from "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock";
  55949. export * from "babylonjs/Materials/Node/Blocks/Vertex/lightInformationBlock";
  55950. }
  55951. declare module "babylonjs/Materials/Node/Blocks/Fragment/alphaTestBlock" {
  55952. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55953. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55954. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55955. import { Scene } from "babylonjs/scene";
  55956. /**
  55957. * Block used to add an alpha test in the fragment shader
  55958. */
  55959. export class AlphaTestBlock extends NodeMaterialBlock {
  55960. /**
  55961. * Gets or sets the alpha value where alpha testing happens
  55962. */
  55963. alphaCutOff: number;
  55964. /**
  55965. * Create a new AlphaTestBlock
  55966. * @param name defines the block name
  55967. */
  55968. constructor(name: string);
  55969. /**
  55970. * Gets the current class name
  55971. * @returns the class name
  55972. */
  55973. getClassName(): string;
  55974. /**
  55975. * Gets the color input component
  55976. */
  55977. readonly color: NodeMaterialConnectionPoint;
  55978. /**
  55979. * Gets the alpha input component
  55980. */
  55981. readonly alpha: NodeMaterialConnectionPoint;
  55982. protected _buildBlock(state: NodeMaterialBuildState): this;
  55983. protected _dumpPropertiesCode(): string;
  55984. serialize(): any;
  55985. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55986. }
  55987. }
  55988. declare module "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock" {
  55989. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55990. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55991. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55992. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55993. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55994. import { Effect } from "babylonjs/Materials/effect";
  55995. import { Mesh } from "babylonjs/Meshes/mesh";
  55996. /**
  55997. * Block used to add image processing support to fragment shader
  55998. */
  55999. export class ImageProcessingBlock extends NodeMaterialBlock {
  56000. /**
  56001. * Create a new ImageProcessingBlock
  56002. * @param name defines the block name
  56003. */
  56004. constructor(name: string);
  56005. /**
  56006. * Gets the current class name
  56007. * @returns the class name
  56008. */
  56009. getClassName(): string;
  56010. /**
  56011. * Gets the color input component
  56012. */
  56013. readonly color: NodeMaterialConnectionPoint;
  56014. /**
  56015. * Gets the output component
  56016. */
  56017. readonly output: NodeMaterialConnectionPoint;
  56018. /**
  56019. * Initialize the block and prepare the context for build
  56020. * @param state defines the state that will be used for the build
  56021. */
  56022. initialize(state: NodeMaterialBuildState): void;
  56023. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  56024. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56025. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56026. protected _buildBlock(state: NodeMaterialBuildState): this;
  56027. }
  56028. }
  56029. declare module "babylonjs/Materials/Node/Blocks/Fragment/index" {
  56030. export * from "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock";
  56031. export * from "babylonjs/Materials/Node/Blocks/Fragment/alphaTestBlock";
  56032. export * from "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock";
  56033. }
  56034. declare module "babylonjs/Materials/Node/Blocks/Dual/fogBlock" {
  56035. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56036. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56037. import { Mesh } from "babylonjs/Meshes/mesh";
  56038. import { Effect } from "babylonjs/Materials/effect";
  56039. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56040. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56041. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56042. /**
  56043. * Block used to add support for scene fog
  56044. */
  56045. export class FogBlock extends NodeMaterialBlock {
  56046. private _fogDistanceName;
  56047. private _fogParameters;
  56048. /**
  56049. * Create a new FogBlock
  56050. * @param name defines the block name
  56051. */
  56052. constructor(name: string);
  56053. /**
  56054. * Gets the current class name
  56055. * @returns the class name
  56056. */
  56057. getClassName(): string;
  56058. /**
  56059. * Gets the world position input component
  56060. */
  56061. readonly worldPosition: NodeMaterialConnectionPoint;
  56062. /**
  56063. * Gets the view input component
  56064. */
  56065. readonly view: NodeMaterialConnectionPoint;
  56066. /**
  56067. * Gets the color input component
  56068. */
  56069. readonly input: NodeMaterialConnectionPoint;
  56070. /**
  56071. * Gets the fog color input component
  56072. */
  56073. readonly fogColor: NodeMaterialConnectionPoint;
  56074. /**
  56075. * Gets the output component
  56076. */
  56077. readonly output: NodeMaterialConnectionPoint;
  56078. autoConfigure(material: NodeMaterial): void;
  56079. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56080. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56081. protected _buildBlock(state: NodeMaterialBuildState): this;
  56082. }
  56083. }
  56084. declare module "babylonjs/Materials/Node/Blocks/Dual/lightBlock" {
  56085. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56086. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56087. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56088. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56089. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56090. import { Effect } from "babylonjs/Materials/effect";
  56091. import { Mesh } from "babylonjs/Meshes/mesh";
  56092. import { Light } from "babylonjs/Lights/light";
  56093. import { Nullable } from "babylonjs/types";
  56094. import { Scene } from "babylonjs/scene";
  56095. /**
  56096. * Block used to add light in the fragment shader
  56097. */
  56098. export class LightBlock extends NodeMaterialBlock {
  56099. private _lightId;
  56100. /**
  56101. * Gets or sets the light associated with this block
  56102. */
  56103. light: Nullable<Light>;
  56104. /**
  56105. * Create a new LightBlock
  56106. * @param name defines the block name
  56107. */
  56108. constructor(name: string);
  56109. /**
  56110. * Gets the current class name
  56111. * @returns the class name
  56112. */
  56113. getClassName(): string;
  56114. /**
  56115. * Gets the world position input component
  56116. */
  56117. readonly worldPosition: NodeMaterialConnectionPoint;
  56118. /**
  56119. * Gets the world normal input component
  56120. */
  56121. readonly worldNormal: NodeMaterialConnectionPoint;
  56122. /**
  56123. * Gets the camera (or eye) position component
  56124. */
  56125. readonly cameraPosition: NodeMaterialConnectionPoint;
  56126. /**
  56127. * Gets the diffuse output component
  56128. */
  56129. readonly diffuseOutput: NodeMaterialConnectionPoint;
  56130. /**
  56131. * Gets the specular output component
  56132. */
  56133. readonly specularOutput: NodeMaterialConnectionPoint;
  56134. autoConfigure(material: NodeMaterial): void;
  56135. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56136. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56137. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56138. private _injectVertexCode;
  56139. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  56140. serialize(): any;
  56141. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56142. }
  56143. }
  56144. declare module "babylonjs/Materials/Node/Blocks/Dual/pertubNormalBlock" {
  56145. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56146. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56147. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56148. /**
  56149. * Block used to pertub normals based on a normal map
  56150. */
  56151. export class PertubNormalBlock extends NodeMaterialBlock {
  56152. /**
  56153. * Create a new PertubNormalBlock
  56154. * @param name defines the block name
  56155. */
  56156. constructor(name: string);
  56157. /**
  56158. * Gets the current class name
  56159. * @returns the class name
  56160. */
  56161. getClassName(): string;
  56162. /**
  56163. * Gets the output component
  56164. */
  56165. readonly output: NodeMaterialConnectionPoint;
  56166. protected _buildBlock(state: NodeMaterialBuildState): this;
  56167. }
  56168. }
  56169. declare module "babylonjs/Materials/Node/Blocks/Dual/index" {
  56170. export * from "babylonjs/Materials/Node/Blocks/Dual/fogBlock";
  56171. export * from "babylonjs/Materials/Node/Blocks/Dual/lightBlock";
  56172. export * from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  56173. export * from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  56174. export * from "babylonjs/Materials/Node/Blocks/Dual/pertubNormalBlock";
  56175. }
  56176. declare module "babylonjs/Materials/Node/Blocks/Input/index" {
  56177. export * from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  56178. export * from "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes";
  56179. }
  56180. declare module "babylonjs/Materials/Node/Blocks/multiplyBlock" {
  56181. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56182. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56183. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56184. /**
  56185. * Block used to multiply 2 values
  56186. */
  56187. export class MultiplyBlock extends NodeMaterialBlock {
  56188. /**
  56189. * Creates a new MultiplyBlock
  56190. * @param name defines the block name
  56191. */
  56192. constructor(name: string);
  56193. /**
  56194. * Gets the current class name
  56195. * @returns the class name
  56196. */
  56197. getClassName(): string;
  56198. /**
  56199. * Gets the left operand input component
  56200. */
  56201. readonly left: NodeMaterialConnectionPoint;
  56202. /**
  56203. * Gets the right operand input component
  56204. */
  56205. readonly right: NodeMaterialConnectionPoint;
  56206. /**
  56207. * Gets the output component
  56208. */
  56209. readonly output: NodeMaterialConnectionPoint;
  56210. protected _buildBlock(state: NodeMaterialBuildState): this;
  56211. }
  56212. }
  56213. declare module "babylonjs/Materials/Node/Blocks/addBlock" {
  56214. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56215. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56216. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56217. /**
  56218. * Block used to add 2 vectors
  56219. */
  56220. export class AddBlock extends NodeMaterialBlock {
  56221. /**
  56222. * Creates a new AddBlock
  56223. * @param name defines the block name
  56224. */
  56225. constructor(name: string);
  56226. /**
  56227. * Gets the current class name
  56228. * @returns the class name
  56229. */
  56230. getClassName(): string;
  56231. /**
  56232. * Gets the left operand input component
  56233. */
  56234. readonly left: NodeMaterialConnectionPoint;
  56235. /**
  56236. * Gets the right operand input component
  56237. */
  56238. readonly right: NodeMaterialConnectionPoint;
  56239. /**
  56240. * Gets the output component
  56241. */
  56242. readonly output: NodeMaterialConnectionPoint;
  56243. protected _buildBlock(state: NodeMaterialBuildState): this;
  56244. }
  56245. }
  56246. declare module "babylonjs/Materials/Node/Blocks/scaleBlock" {
  56247. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56248. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56249. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56250. /**
  56251. * Block used to scale a vector by a float
  56252. */
  56253. export class ScaleBlock extends NodeMaterialBlock {
  56254. /**
  56255. * Creates a new ScaleBlock
  56256. * @param name defines the block name
  56257. */
  56258. constructor(name: string);
  56259. /**
  56260. * Gets the current class name
  56261. * @returns the class name
  56262. */
  56263. getClassName(): string;
  56264. /**
  56265. * Gets the input component
  56266. */
  56267. readonly input: NodeMaterialConnectionPoint;
  56268. /**
  56269. * Gets the factor input component
  56270. */
  56271. readonly factor: NodeMaterialConnectionPoint;
  56272. /**
  56273. * Gets the output component
  56274. */
  56275. readonly output: NodeMaterialConnectionPoint;
  56276. protected _buildBlock(state: NodeMaterialBuildState): this;
  56277. }
  56278. }
  56279. declare module "babylonjs/Materials/Node/Blocks/clampBlock" {
  56280. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56281. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56282. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56283. import { Scene } from "babylonjs/scene";
  56284. /**
  56285. * Block used to clamp a float
  56286. */
  56287. export class ClampBlock extends NodeMaterialBlock {
  56288. /** Gets or sets the minimum range */
  56289. minimum: number;
  56290. /** Gets or sets the maximum range */
  56291. maximum: number;
  56292. /**
  56293. * Creates a new ClampBlock
  56294. * @param name defines the block name
  56295. */
  56296. constructor(name: string);
  56297. /**
  56298. * Gets the current class name
  56299. * @returns the class name
  56300. */
  56301. getClassName(): string;
  56302. /**
  56303. * Gets the value input component
  56304. */
  56305. readonly value: NodeMaterialConnectionPoint;
  56306. /**
  56307. * Gets the output component
  56308. */
  56309. readonly output: NodeMaterialConnectionPoint;
  56310. protected _buildBlock(state: NodeMaterialBuildState): this;
  56311. protected _dumpPropertiesCode(): string;
  56312. serialize(): any;
  56313. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56314. }
  56315. }
  56316. declare module "babylonjs/Materials/Node/Blocks/crossBlock" {
  56317. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56318. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56319. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56320. /**
  56321. * Block used to apply a cross product between 2 vectors
  56322. */
  56323. export class CrossBlock extends NodeMaterialBlock {
  56324. /**
  56325. * Creates a new CrossBlock
  56326. * @param name defines the block name
  56327. */
  56328. constructor(name: string);
  56329. /**
  56330. * Gets the current class name
  56331. * @returns the class name
  56332. */
  56333. getClassName(): string;
  56334. /**
  56335. * Gets the left operand input component
  56336. */
  56337. readonly left: NodeMaterialConnectionPoint;
  56338. /**
  56339. * Gets the right operand input component
  56340. */
  56341. readonly right: NodeMaterialConnectionPoint;
  56342. /**
  56343. * Gets the output component
  56344. */
  56345. readonly output: NodeMaterialConnectionPoint;
  56346. protected _buildBlock(state: NodeMaterialBuildState): this;
  56347. }
  56348. }
  56349. declare module "babylonjs/Materials/Node/Blocks/dotBlock" {
  56350. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56351. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56352. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56353. /**
  56354. * Block used to apply a dot product between 2 vectors
  56355. */
  56356. export class DotBlock extends NodeMaterialBlock {
  56357. /**
  56358. * Creates a new DotBlock
  56359. * @param name defines the block name
  56360. */
  56361. constructor(name: string);
  56362. /**
  56363. * Gets the current class name
  56364. * @returns the class name
  56365. */
  56366. getClassName(): string;
  56367. /**
  56368. * Gets the left operand input component
  56369. */
  56370. readonly left: NodeMaterialConnectionPoint;
  56371. /**
  56372. * Gets the right operand input component
  56373. */
  56374. readonly right: NodeMaterialConnectionPoint;
  56375. /**
  56376. * Gets the output component
  56377. */
  56378. readonly output: NodeMaterialConnectionPoint;
  56379. protected _buildBlock(state: NodeMaterialBuildState): this;
  56380. }
  56381. }
  56382. declare module "babylonjs/Materials/Node/Blocks/remapBlock" {
  56383. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56384. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56385. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56386. import { Vector2 } from "babylonjs/Maths/math.vector";
  56387. import { Scene } from "babylonjs/scene";
  56388. /**
  56389. * Block used to remap a float from a range to a new one
  56390. */
  56391. export class RemapBlock extends NodeMaterialBlock {
  56392. /**
  56393. * Gets or sets the source range
  56394. */
  56395. sourceRange: Vector2;
  56396. /**
  56397. * Gets or sets the target range
  56398. */
  56399. targetRange: Vector2;
  56400. /**
  56401. * Creates a new RemapBlock
  56402. * @param name defines the block name
  56403. */
  56404. constructor(name: string);
  56405. /**
  56406. * Gets the current class name
  56407. * @returns the class name
  56408. */
  56409. getClassName(): string;
  56410. /**
  56411. * Gets the input component
  56412. */
  56413. readonly input: NodeMaterialConnectionPoint;
  56414. /**
  56415. * Gets the output component
  56416. */
  56417. readonly output: NodeMaterialConnectionPoint;
  56418. protected _buildBlock(state: NodeMaterialBuildState): this;
  56419. protected _dumpPropertiesCode(): string;
  56420. serialize(): any;
  56421. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56422. }
  56423. }
  56424. declare module "babylonjs/Materials/Node/Blocks/normalizeBlock" {
  56425. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56426. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56427. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56428. /**
  56429. * Block used to normalize a vector
  56430. */
  56431. export class NormalizeBlock extends NodeMaterialBlock {
  56432. /**
  56433. * Creates a new NormalizeBlock
  56434. * @param name defines the block name
  56435. */
  56436. constructor(name: string);
  56437. /**
  56438. * Gets the current class name
  56439. * @returns the class name
  56440. */
  56441. getClassName(): string;
  56442. /**
  56443. * Gets the input component
  56444. */
  56445. readonly input: NodeMaterialConnectionPoint;
  56446. /**
  56447. * Gets the output component
  56448. */
  56449. readonly output: NodeMaterialConnectionPoint;
  56450. protected _buildBlock(state: NodeMaterialBuildState): this;
  56451. }
  56452. }
  56453. declare module "babylonjs/Materials/Node/Blocks/trigonometryBlock" {
  56454. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56455. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56456. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56457. import { Scene } from "babylonjs/scene";
  56458. /**
  56459. * Operations supported by the Trigonometry block
  56460. */
  56461. export enum TrigonometryBlockOperations {
  56462. /** Cos */
  56463. Cos = 0,
  56464. /** Sin */
  56465. Sin = 1,
  56466. /** Abs */
  56467. Abs = 2,
  56468. /** Exp */
  56469. Exp = 3,
  56470. /** Exp2 */
  56471. Exp2 = 4,
  56472. /** Round */
  56473. Round = 5,
  56474. /** Floor */
  56475. Floor = 6,
  56476. /** Ceiling */
  56477. Ceiling = 7
  56478. }
  56479. /**
  56480. * Block used to apply trigonometry operation to floats
  56481. */
  56482. export class TrigonometryBlock extends NodeMaterialBlock {
  56483. /**
  56484. * Gets or sets the operation applied by the block
  56485. */
  56486. operation: TrigonometryBlockOperations;
  56487. /**
  56488. * Creates a new TrigonometryBlock
  56489. * @param name defines the block name
  56490. */
  56491. constructor(name: string);
  56492. /**
  56493. * Gets the current class name
  56494. * @returns the class name
  56495. */
  56496. getClassName(): string;
  56497. /**
  56498. * Gets the input component
  56499. */
  56500. readonly input: NodeMaterialConnectionPoint;
  56501. /**
  56502. * Gets the output component
  56503. */
  56504. readonly output: NodeMaterialConnectionPoint;
  56505. protected _buildBlock(state: NodeMaterialBuildState): this;
  56506. serialize(): any;
  56507. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56508. }
  56509. }
  56510. declare module "babylonjs/Materials/Node/Blocks/colorMergerBlock" {
  56511. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56512. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56513. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56514. /**
  56515. * Block used to create a Color3/4 out of individual inputs (one for each component)
  56516. */
  56517. export class ColorMergerBlock extends NodeMaterialBlock {
  56518. /**
  56519. * Create a new ColorMergerBlock
  56520. * @param name defines the block name
  56521. */
  56522. constructor(name: string);
  56523. /**
  56524. * Gets the current class name
  56525. * @returns the class name
  56526. */
  56527. getClassName(): string;
  56528. /**
  56529. * Gets the r component (input)
  56530. */
  56531. readonly r: NodeMaterialConnectionPoint;
  56532. /**
  56533. * Gets the g component (input)
  56534. */
  56535. readonly g: NodeMaterialConnectionPoint;
  56536. /**
  56537. * Gets the b component (input)
  56538. */
  56539. readonly b: NodeMaterialConnectionPoint;
  56540. /**
  56541. * Gets the a component (input)
  56542. */
  56543. readonly a: NodeMaterialConnectionPoint;
  56544. /**
  56545. * Gets the rgba component (output)
  56546. */
  56547. readonly rgba: NodeMaterialConnectionPoint;
  56548. /**
  56549. * Gets the rgb component (output)
  56550. */
  56551. readonly rgb: NodeMaterialConnectionPoint;
  56552. protected _buildBlock(state: NodeMaterialBuildState): this;
  56553. }
  56554. }
  56555. declare module "babylonjs/Materials/Node/Blocks/vectorMergerBlock" {
  56556. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56557. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56558. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56559. /**
  56560. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  56561. */
  56562. export class VectorMergerBlock extends NodeMaterialBlock {
  56563. /**
  56564. * Create a new VectorMergerBlock
  56565. * @param name defines the block name
  56566. */
  56567. constructor(name: string);
  56568. /**
  56569. * Gets the current class name
  56570. * @returns the class name
  56571. */
  56572. getClassName(): string;
  56573. /**
  56574. * Gets the x component (input)
  56575. */
  56576. readonly x: NodeMaterialConnectionPoint;
  56577. /**
  56578. * Gets the y component (input)
  56579. */
  56580. readonly y: NodeMaterialConnectionPoint;
  56581. /**
  56582. * Gets the z component (input)
  56583. */
  56584. readonly z: NodeMaterialConnectionPoint;
  56585. /**
  56586. * Gets the w component (input)
  56587. */
  56588. readonly w: NodeMaterialConnectionPoint;
  56589. /**
  56590. * Gets the xyzw component (output)
  56591. */
  56592. readonly xyzw: NodeMaterialConnectionPoint;
  56593. /**
  56594. * Gets the xyz component (output)
  56595. */
  56596. readonly xyz: NodeMaterialConnectionPoint;
  56597. /**
  56598. * Gets the xy component (output)
  56599. */
  56600. readonly xy: NodeMaterialConnectionPoint;
  56601. protected _buildBlock(state: NodeMaterialBuildState): this;
  56602. }
  56603. }
  56604. declare module "babylonjs/Materials/Node/Blocks/colorSplitterBlock" {
  56605. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56606. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56607. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56608. /**
  56609. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  56610. */
  56611. export class ColorSplitterBlock extends NodeMaterialBlock {
  56612. /**
  56613. * Create a new ColorSplitterBlock
  56614. * @param name defines the block name
  56615. */
  56616. constructor(name: string);
  56617. /**
  56618. * Gets the current class name
  56619. * @returns the class name
  56620. */
  56621. getClassName(): string;
  56622. /**
  56623. * Gets the rgba component (input)
  56624. */
  56625. readonly rgba: NodeMaterialConnectionPoint;
  56626. /**
  56627. * Gets the rgb component (input)
  56628. */
  56629. readonly rgbIn: NodeMaterialConnectionPoint;
  56630. /**
  56631. * Gets the rgb component (output)
  56632. */
  56633. readonly rgbOut: NodeMaterialConnectionPoint;
  56634. /**
  56635. * Gets the r component (output)
  56636. */
  56637. readonly r: NodeMaterialConnectionPoint;
  56638. /**
  56639. * Gets the g component (output)
  56640. */
  56641. readonly g: NodeMaterialConnectionPoint;
  56642. /**
  56643. * Gets the b component (output)
  56644. */
  56645. readonly b: NodeMaterialConnectionPoint;
  56646. /**
  56647. * Gets the a component (output)
  56648. */
  56649. readonly a: NodeMaterialConnectionPoint;
  56650. protected _inputRename(name: string): string;
  56651. protected _outputRename(name: string): string;
  56652. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  56653. }
  56654. }
  56655. declare module "babylonjs/Materials/Node/Blocks/vectorSplitterBlock" {
  56656. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56657. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56658. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56659. /**
  56660. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  56661. */
  56662. export class VectorSplitterBlock extends NodeMaterialBlock {
  56663. /**
  56664. * Create a new VectorSplitterBlock
  56665. * @param name defines the block name
  56666. */
  56667. constructor(name: string);
  56668. /**
  56669. * Gets the current class name
  56670. * @returns the class name
  56671. */
  56672. getClassName(): string;
  56673. /**
  56674. * Gets the xyzw component (input)
  56675. */
  56676. readonly xyzw: NodeMaterialConnectionPoint;
  56677. /**
  56678. * Gets the xyz component (input)
  56679. */
  56680. readonly xyzIn: NodeMaterialConnectionPoint;
  56681. /**
  56682. * Gets the xy component (input)
  56683. */
  56684. readonly xyIn: NodeMaterialConnectionPoint;
  56685. /**
  56686. * Gets the xyz component (output)
  56687. */
  56688. readonly xyzOut: NodeMaterialConnectionPoint;
  56689. /**
  56690. * Gets the xy component (output)
  56691. */
  56692. readonly xyOut: NodeMaterialConnectionPoint;
  56693. /**
  56694. * Gets the x component (output)
  56695. */
  56696. readonly x: NodeMaterialConnectionPoint;
  56697. /**
  56698. * Gets the y component (output)
  56699. */
  56700. readonly y: NodeMaterialConnectionPoint;
  56701. /**
  56702. * Gets the z component (output)
  56703. */
  56704. readonly z: NodeMaterialConnectionPoint;
  56705. /**
  56706. * Gets the w component (output)
  56707. */
  56708. readonly w: NodeMaterialConnectionPoint;
  56709. protected _inputRename(name: string): string;
  56710. protected _outputRename(name: string): string;
  56711. protected _buildBlock(state: NodeMaterialBuildState): this;
  56712. }
  56713. }
  56714. declare module "babylonjs/Materials/Node/Blocks/lerpBlock" {
  56715. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56716. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56717. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56718. /**
  56719. * Block used to lerp 2 values
  56720. */
  56721. export class LerpBlock extends NodeMaterialBlock {
  56722. /**
  56723. * Creates a new LerpBlock
  56724. * @param name defines the block name
  56725. */
  56726. constructor(name: string);
  56727. /**
  56728. * Gets the current class name
  56729. * @returns the class name
  56730. */
  56731. getClassName(): string;
  56732. /**
  56733. * Gets the left operand input component
  56734. */
  56735. readonly left: NodeMaterialConnectionPoint;
  56736. /**
  56737. * Gets the right operand input component
  56738. */
  56739. readonly right: NodeMaterialConnectionPoint;
  56740. /**
  56741. * Gets the gradient operand input component
  56742. */
  56743. readonly gradient: NodeMaterialConnectionPoint;
  56744. /**
  56745. * Gets the output component
  56746. */
  56747. readonly output: NodeMaterialConnectionPoint;
  56748. protected _buildBlock(state: NodeMaterialBuildState): this;
  56749. }
  56750. }
  56751. declare module "babylonjs/Materials/Node/Blocks/divideBlock" {
  56752. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56753. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56754. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56755. /**
  56756. * Block used to divide 2 vectors
  56757. */
  56758. export class DivideBlock extends NodeMaterialBlock {
  56759. /**
  56760. * Creates a new DivideBlock
  56761. * @param name defines the block name
  56762. */
  56763. constructor(name: string);
  56764. /**
  56765. * Gets the current class name
  56766. * @returns the class name
  56767. */
  56768. getClassName(): string;
  56769. /**
  56770. * Gets the left operand input component
  56771. */
  56772. readonly left: NodeMaterialConnectionPoint;
  56773. /**
  56774. * Gets the right operand input component
  56775. */
  56776. readonly right: NodeMaterialConnectionPoint;
  56777. /**
  56778. * Gets the output component
  56779. */
  56780. readonly output: NodeMaterialConnectionPoint;
  56781. protected _buildBlock(state: NodeMaterialBuildState): this;
  56782. }
  56783. }
  56784. declare module "babylonjs/Materials/Node/Blocks/subtractBlock" {
  56785. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56786. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56787. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56788. /**
  56789. * Block used to subtract 2 vectors
  56790. */
  56791. export class SubtractBlock extends NodeMaterialBlock {
  56792. /**
  56793. * Creates a new SubtractBlock
  56794. * @param name defines the block name
  56795. */
  56796. constructor(name: string);
  56797. /**
  56798. * Gets the current class name
  56799. * @returns the class name
  56800. */
  56801. getClassName(): string;
  56802. /**
  56803. * Gets the left operand input component
  56804. */
  56805. readonly left: NodeMaterialConnectionPoint;
  56806. /**
  56807. * Gets the right operand input component
  56808. */
  56809. readonly right: NodeMaterialConnectionPoint;
  56810. /**
  56811. * Gets the output component
  56812. */
  56813. readonly output: NodeMaterialConnectionPoint;
  56814. protected _buildBlock(state: NodeMaterialBuildState): this;
  56815. }
  56816. }
  56817. declare module "babylonjs/Materials/Node/Blocks/stepBlock" {
  56818. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56819. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56820. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56821. /**
  56822. * Block used to step a value
  56823. */
  56824. export class StepBlock extends NodeMaterialBlock {
  56825. /**
  56826. * Creates a new AddBlock
  56827. * @param name defines the block name
  56828. */
  56829. constructor(name: string);
  56830. /**
  56831. * Gets the current class name
  56832. * @returns the class name
  56833. */
  56834. getClassName(): string;
  56835. /**
  56836. * Gets the value operand input component
  56837. */
  56838. readonly value: NodeMaterialConnectionPoint;
  56839. /**
  56840. * Gets the edge operand input component
  56841. */
  56842. readonly edge: NodeMaterialConnectionPoint;
  56843. /**
  56844. * Gets the output component
  56845. */
  56846. readonly output: NodeMaterialConnectionPoint;
  56847. protected _buildBlock(state: NodeMaterialBuildState): this;
  56848. }
  56849. }
  56850. declare module "babylonjs/Materials/Node/Blocks/oppositeBlock" {
  56851. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56852. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56853. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56854. /**
  56855. * Block used to get the opposite of a value
  56856. */
  56857. export class OppositeBlock extends NodeMaterialBlock {
  56858. /**
  56859. * Creates a new OppositeBlock
  56860. * @param name defines the block name
  56861. */
  56862. constructor(name: string);
  56863. /**
  56864. * Gets the current class name
  56865. * @returns the class name
  56866. */
  56867. getClassName(): string;
  56868. /**
  56869. * Gets the input component
  56870. */
  56871. readonly input: NodeMaterialConnectionPoint;
  56872. /**
  56873. * Gets the output component
  56874. */
  56875. readonly output: NodeMaterialConnectionPoint;
  56876. protected _buildBlock(state: NodeMaterialBuildState): this;
  56877. }
  56878. }
  56879. declare module "babylonjs/Materials/Node/Blocks/viewDirectionBlock" {
  56880. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56881. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56882. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56883. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  56884. /**
  56885. * Block used to get the view direction
  56886. */
  56887. export class ViewDirectionBlock extends NodeMaterialBlock {
  56888. /**
  56889. * Creates a new ViewDirectionBlock
  56890. * @param name defines the block name
  56891. */
  56892. constructor(name: string);
  56893. /**
  56894. * Gets the current class name
  56895. * @returns the class name
  56896. */
  56897. getClassName(): string;
  56898. /**
  56899. * Gets the world position component
  56900. */
  56901. readonly worldPosition: NodeMaterialConnectionPoint;
  56902. /**
  56903. * Gets the camera position component
  56904. */
  56905. readonly cameraPosition: NodeMaterialConnectionPoint;
  56906. /**
  56907. * Gets the output component
  56908. */
  56909. readonly output: NodeMaterialConnectionPoint;
  56910. autoConfigure(material: NodeMaterial): void;
  56911. protected _buildBlock(state: NodeMaterialBuildState): this;
  56912. }
  56913. }
  56914. declare module "babylonjs/Materials/Node/Blocks/fresnelBlock" {
  56915. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56916. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56917. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56918. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  56919. /**
  56920. * Block used to compute fresnel value
  56921. */
  56922. export class FresnelBlock extends NodeMaterialBlock {
  56923. /**
  56924. * Create a new FresnelBlock
  56925. * @param name defines the block name
  56926. */
  56927. constructor(name: string);
  56928. /**
  56929. * Gets the current class name
  56930. * @returns the class name
  56931. */
  56932. getClassName(): string;
  56933. /**
  56934. * Gets the world normal input component
  56935. */
  56936. readonly worldNormal: NodeMaterialConnectionPoint;
  56937. /**
  56938. * Gets the view direction input component
  56939. */
  56940. readonly viewDirection: NodeMaterialConnectionPoint;
  56941. /**
  56942. * Gets the bias input component
  56943. */
  56944. readonly bias: NodeMaterialConnectionPoint;
  56945. /**
  56946. * Gets the camera (or eye) position component
  56947. */
  56948. readonly power: NodeMaterialConnectionPoint;
  56949. /**
  56950. * Gets the fresnel output component
  56951. */
  56952. readonly fresnel: NodeMaterialConnectionPoint;
  56953. autoConfigure(material: NodeMaterial): void;
  56954. protected _buildBlock(state: NodeMaterialBuildState): this;
  56955. }
  56956. }
  56957. declare module "babylonjs/Materials/Node/Blocks/maxBlock" {
  56958. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56959. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56960. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56961. /**
  56962. * Block used to get the max of 2 values
  56963. */
  56964. export class MaxBlock extends NodeMaterialBlock {
  56965. /**
  56966. * Creates a new MaxBlock
  56967. * @param name defines the block name
  56968. */
  56969. constructor(name: string);
  56970. /**
  56971. * Gets the current class name
  56972. * @returns the class name
  56973. */
  56974. getClassName(): string;
  56975. /**
  56976. * Gets the left operand input component
  56977. */
  56978. readonly left: NodeMaterialConnectionPoint;
  56979. /**
  56980. * Gets the right operand input component
  56981. */
  56982. readonly right: NodeMaterialConnectionPoint;
  56983. /**
  56984. * Gets the output component
  56985. */
  56986. readonly output: NodeMaterialConnectionPoint;
  56987. protected _buildBlock(state: NodeMaterialBuildState): this;
  56988. }
  56989. }
  56990. declare module "babylonjs/Materials/Node/Blocks/minBlock" {
  56991. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56992. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56993. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56994. /**
  56995. * Block used to get the min of 2 values
  56996. */
  56997. export class MinBlock extends NodeMaterialBlock {
  56998. /**
  56999. * Creates a new MinBlock
  57000. * @param name defines the block name
  57001. */
  57002. constructor(name: string);
  57003. /**
  57004. * Gets the current class name
  57005. * @returns the class name
  57006. */
  57007. getClassName(): string;
  57008. /**
  57009. * Gets the left operand input component
  57010. */
  57011. readonly left: NodeMaterialConnectionPoint;
  57012. /**
  57013. * Gets the right operand input component
  57014. */
  57015. readonly right: NodeMaterialConnectionPoint;
  57016. /**
  57017. * Gets the output component
  57018. */
  57019. readonly output: NodeMaterialConnectionPoint;
  57020. protected _buildBlock(state: NodeMaterialBuildState): this;
  57021. }
  57022. }
  57023. declare module "babylonjs/Materials/Node/Blocks/index" {
  57024. export * from "babylonjs/Materials/Node/Blocks/Vertex/index";
  57025. export * from "babylonjs/Materials/Node/Blocks/Fragment/index";
  57026. export * from "babylonjs/Materials/Node/Blocks/Dual/index";
  57027. export * from "babylonjs/Materials/Node/Blocks/Input/index";
  57028. export * from "babylonjs/Materials/Node/Blocks/multiplyBlock";
  57029. export * from "babylonjs/Materials/Node/Blocks/addBlock";
  57030. export * from "babylonjs/Materials/Node/Blocks/scaleBlock";
  57031. export * from "babylonjs/Materials/Node/Blocks/clampBlock";
  57032. export * from "babylonjs/Materials/Node/Blocks/crossBlock";
  57033. export * from "babylonjs/Materials/Node/Blocks/dotBlock";
  57034. export * from "babylonjs/Materials/Node/Blocks/transformBlock";
  57035. export * from "babylonjs/Materials/Node/Blocks/remapBlock";
  57036. export * from "babylonjs/Materials/Node/Blocks/normalizeBlock";
  57037. export * from "babylonjs/Materials/Node/Blocks/trigonometryBlock";
  57038. export * from "babylonjs/Materials/Node/Blocks/colorMergerBlock";
  57039. export * from "babylonjs/Materials/Node/Blocks/vectorMergerBlock";
  57040. export * from "babylonjs/Materials/Node/Blocks/colorSplitterBlock";
  57041. export * from "babylonjs/Materials/Node/Blocks/vectorSplitterBlock";
  57042. export * from "babylonjs/Materials/Node/Blocks/lerpBlock";
  57043. export * from "babylonjs/Materials/Node/Blocks/divideBlock";
  57044. export * from "babylonjs/Materials/Node/Blocks/subtractBlock";
  57045. export * from "babylonjs/Materials/Node/Blocks/stepBlock";
  57046. export * from "babylonjs/Materials/Node/Blocks/oppositeBlock";
  57047. export * from "babylonjs/Materials/Node/Blocks/viewDirectionBlock";
  57048. export * from "babylonjs/Materials/Node/Blocks/fresnelBlock";
  57049. export * from "babylonjs/Materials/Node/Blocks/maxBlock";
  57050. export * from "babylonjs/Materials/Node/Blocks/minBlock";
  57051. }
  57052. declare module "babylonjs/Materials/Node/Optimizers/index" {
  57053. export * from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  57054. }
  57055. declare module "babylonjs/Materials/Node/index" {
  57056. export * from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  57057. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  57058. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57059. export * from "babylonjs/Materials/Node/nodeMaterialBlock";
  57060. export * from "babylonjs/Materials/Node/nodeMaterial";
  57061. export * from "babylonjs/Materials/Node/nodeMaterialSystemValues";
  57062. export * from "babylonjs/Materials/Node/Blocks/index";
  57063. export * from "babylonjs/Materials/Node/Optimizers/index";
  57064. }
  57065. declare module "babylonjs/Materials/effectRenderer" {
  57066. import { Nullable } from "babylonjs/types";
  57067. import { Texture } from "babylonjs/Materials/Textures/texture";
  57068. import { Engine } from "babylonjs/Engines/engine";
  57069. import { Viewport } from "babylonjs/Maths/math.viewport";
  57070. import { Observable } from "babylonjs/Misc/observable";
  57071. import { Effect } from "babylonjs/Materials/effect";
  57072. import "babylonjs/Shaders/postprocess.vertex";
  57073. /**
  57074. * Effect Render Options
  57075. */
  57076. export interface IEffectRendererOptions {
  57077. /**
  57078. * Defines the vertices positions.
  57079. */
  57080. positions?: number[];
  57081. /**
  57082. * Defines the indices.
  57083. */
  57084. indices?: number[];
  57085. }
  57086. /**
  57087. * Helper class to render one or more effects
  57088. */
  57089. export class EffectRenderer {
  57090. private engine;
  57091. private static _DefaultOptions;
  57092. private _vertexBuffers;
  57093. private _indexBuffer;
  57094. private _ringBufferIndex;
  57095. private _ringScreenBuffer;
  57096. private _fullscreenViewport;
  57097. private _getNextFrameBuffer;
  57098. /**
  57099. * Creates an effect renderer
  57100. * @param engine the engine to use for rendering
  57101. * @param options defines the options of the effect renderer
  57102. */
  57103. constructor(engine: Engine, options?: IEffectRendererOptions);
  57104. /**
  57105. * Sets the current viewport in normalized coordinates 0-1
  57106. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  57107. */
  57108. setViewport(viewport?: Viewport): void;
  57109. /**
  57110. * Binds the embedded attributes buffer to the effect.
  57111. * @param effect Defines the effect to bind the attributes for
  57112. */
  57113. bindBuffers(effect: Effect): void;
  57114. /**
  57115. * Sets the current effect wrapper to use during draw.
  57116. * The effect needs to be ready before calling this api.
  57117. * This also sets the default full screen position attribute.
  57118. * @param effectWrapper Defines the effect to draw with
  57119. */
  57120. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  57121. /**
  57122. * Draws a full screen quad.
  57123. */
  57124. draw(): void;
  57125. /**
  57126. * renders one or more effects to a specified texture
  57127. * @param effectWrappers list of effects to renderer
  57128. * @param outputTexture texture to draw to, if null it will render to the screen
  57129. */
  57130. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  57131. /**
  57132. * Disposes of the effect renderer
  57133. */
  57134. dispose(): void;
  57135. }
  57136. /**
  57137. * Options to create an EffectWrapper
  57138. */
  57139. interface EffectWrapperCreationOptions {
  57140. /**
  57141. * Engine to use to create the effect
  57142. */
  57143. engine: Engine;
  57144. /**
  57145. * Fragment shader for the effect
  57146. */
  57147. fragmentShader: string;
  57148. /**
  57149. * Vertex shader for the effect
  57150. */
  57151. vertexShader?: string;
  57152. /**
  57153. * Attributes to use in the shader
  57154. */
  57155. attributeNames?: Array<string>;
  57156. /**
  57157. * Uniforms to use in the shader
  57158. */
  57159. uniformNames?: Array<string>;
  57160. /**
  57161. * Texture sampler names to use in the shader
  57162. */
  57163. samplerNames?: Array<string>;
  57164. /**
  57165. * The friendly name of the effect displayed in Spector.
  57166. */
  57167. name?: string;
  57168. }
  57169. /**
  57170. * Wraps an effect to be used for rendering
  57171. */
  57172. export class EffectWrapper {
  57173. /**
  57174. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  57175. */
  57176. onApplyObservable: Observable<{}>;
  57177. /**
  57178. * The underlying effect
  57179. */
  57180. effect: Effect;
  57181. /**
  57182. * Creates an effect to be renderer
  57183. * @param creationOptions options to create the effect
  57184. */
  57185. constructor(creationOptions: EffectWrapperCreationOptions);
  57186. /**
  57187. * Disposes of the effect wrapper
  57188. */
  57189. dispose(): void;
  57190. }
  57191. }
  57192. declare module "babylonjs/Materials/index" {
  57193. export * from "babylonjs/Materials/Background/index";
  57194. export * from "babylonjs/Materials/colorCurves";
  57195. export * from "babylonjs/Materials/effect";
  57196. export * from "babylonjs/Materials/fresnelParameters";
  57197. export * from "babylonjs/Materials/imageProcessingConfiguration";
  57198. export * from "babylonjs/Materials/material";
  57199. export * from "babylonjs/Materials/materialDefines";
  57200. export * from "babylonjs/Materials/materialHelper";
  57201. export * from "babylonjs/Materials/multiMaterial";
  57202. export * from "babylonjs/Materials/PBR/index";
  57203. export * from "babylonjs/Materials/pushMaterial";
  57204. export * from "babylonjs/Materials/shaderMaterial";
  57205. export * from "babylonjs/Materials/standardMaterial";
  57206. export * from "babylonjs/Materials/Textures/index";
  57207. export * from "babylonjs/Materials/uniformBuffer";
  57208. export * from "babylonjs/Materials/materialFlags";
  57209. export * from "babylonjs/Materials/Node/index";
  57210. export * from "babylonjs/Materials/effectRenderer";
  57211. }
  57212. declare module "babylonjs/Maths/index" {
  57213. export * from "babylonjs/Maths/math.scalar";
  57214. export * from "babylonjs/Maths/math";
  57215. export * from "babylonjs/Maths/sphericalPolynomial";
  57216. }
  57217. declare module "babylonjs/Misc/workerPool" {
  57218. import { IDisposable } from "babylonjs/scene";
  57219. /**
  57220. * Helper class to push actions to a pool of workers.
  57221. */
  57222. export class WorkerPool implements IDisposable {
  57223. private _workerInfos;
  57224. private _pendingActions;
  57225. /**
  57226. * Constructor
  57227. * @param workers Array of workers to use for actions
  57228. */
  57229. constructor(workers: Array<Worker>);
  57230. /**
  57231. * Terminates all workers and clears any pending actions.
  57232. */
  57233. dispose(): void;
  57234. /**
  57235. * Pushes an action to the worker pool. If all the workers are active, the action will be
  57236. * pended until a worker has completed its action.
  57237. * @param action The action to perform. Call onComplete when the action is complete.
  57238. */
  57239. push(action: (worker: Worker, onComplete: () => void) => void): void;
  57240. private _execute;
  57241. }
  57242. }
  57243. declare module "babylonjs/Meshes/Compression/dracoCompression" {
  57244. import { IDisposable } from "babylonjs/scene";
  57245. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  57246. /**
  57247. * Configuration for Draco compression
  57248. */
  57249. export interface IDracoCompressionConfiguration {
  57250. /**
  57251. * Configuration for the decoder.
  57252. */
  57253. decoder: {
  57254. /**
  57255. * The url to the WebAssembly module.
  57256. */
  57257. wasmUrl?: string;
  57258. /**
  57259. * The url to the WebAssembly binary.
  57260. */
  57261. wasmBinaryUrl?: string;
  57262. /**
  57263. * The url to the fallback JavaScript module.
  57264. */
  57265. fallbackUrl?: string;
  57266. };
  57267. }
  57268. /**
  57269. * Draco compression (https://google.github.io/draco/)
  57270. *
  57271. * This class wraps the Draco module.
  57272. *
  57273. * **Encoder**
  57274. *
  57275. * The encoder is not currently implemented.
  57276. *
  57277. * **Decoder**
  57278. *
  57279. * 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.
  57280. *
  57281. * To update the configuration, use the following code:
  57282. * ```javascript
  57283. * DracoCompression.Configuration = {
  57284. * decoder: {
  57285. * wasmUrl: "<url to the WebAssembly library>",
  57286. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  57287. * fallbackUrl: "<url to the fallback JavaScript library>",
  57288. * }
  57289. * };
  57290. * ```
  57291. *
  57292. * 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.
  57293. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  57294. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  57295. *
  57296. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  57297. * ```javascript
  57298. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  57299. * ```
  57300. *
  57301. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  57302. */
  57303. export class DracoCompression implements IDisposable {
  57304. private _workerPoolPromise?;
  57305. private _decoderModulePromise?;
  57306. /**
  57307. * The configuration. Defaults to the following urls:
  57308. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  57309. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  57310. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  57311. */
  57312. static Configuration: IDracoCompressionConfiguration;
  57313. /**
  57314. * Returns true if the decoder configuration is available.
  57315. */
  57316. static readonly DecoderAvailable: boolean;
  57317. /**
  57318. * Default number of workers to create when creating the draco compression object.
  57319. */
  57320. static DefaultNumWorkers: number;
  57321. private static GetDefaultNumWorkers;
  57322. private static _Default;
  57323. /**
  57324. * Default instance for the draco compression object.
  57325. */
  57326. static readonly Default: DracoCompression;
  57327. /**
  57328. * Constructor
  57329. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  57330. */
  57331. constructor(numWorkers?: number);
  57332. /**
  57333. * Stop all async operations and release resources.
  57334. */
  57335. dispose(): void;
  57336. /**
  57337. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  57338. * @returns a promise that resolves when ready
  57339. */
  57340. whenReadyAsync(): Promise<void>;
  57341. /**
  57342. * Decode Draco compressed mesh data to vertex data.
  57343. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  57344. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  57345. * @returns A promise that resolves with the decoded vertex data
  57346. */
  57347. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  57348. [kind: string]: number;
  57349. }): Promise<VertexData>;
  57350. }
  57351. }
  57352. declare module "babylonjs/Meshes/Compression/index" {
  57353. export * from "babylonjs/Meshes/Compression/dracoCompression";
  57354. }
  57355. declare module "babylonjs/Meshes/csg" {
  57356. import { Nullable } from "babylonjs/types";
  57357. import { Scene } from "babylonjs/scene";
  57358. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  57359. import { Mesh } from "babylonjs/Meshes/mesh";
  57360. import { Material } from "babylonjs/Materials/material";
  57361. /**
  57362. * Class for building Constructive Solid Geometry
  57363. */
  57364. export class CSG {
  57365. private polygons;
  57366. /**
  57367. * The world matrix
  57368. */
  57369. matrix: Matrix;
  57370. /**
  57371. * Stores the position
  57372. */
  57373. position: Vector3;
  57374. /**
  57375. * Stores the rotation
  57376. */
  57377. rotation: Vector3;
  57378. /**
  57379. * Stores the rotation quaternion
  57380. */
  57381. rotationQuaternion: Nullable<Quaternion>;
  57382. /**
  57383. * Stores the scaling vector
  57384. */
  57385. scaling: Vector3;
  57386. /**
  57387. * Convert the Mesh to CSG
  57388. * @param mesh The Mesh to convert to CSG
  57389. * @returns A new CSG from the Mesh
  57390. */
  57391. static FromMesh(mesh: Mesh): CSG;
  57392. /**
  57393. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  57394. * @param polygons Polygons used to construct a CSG solid
  57395. */
  57396. private static FromPolygons;
  57397. /**
  57398. * Clones, or makes a deep copy, of the CSG
  57399. * @returns A new CSG
  57400. */
  57401. clone(): CSG;
  57402. /**
  57403. * Unions this CSG with another CSG
  57404. * @param csg The CSG to union against this CSG
  57405. * @returns The unioned CSG
  57406. */
  57407. union(csg: CSG): CSG;
  57408. /**
  57409. * Unions this CSG with another CSG in place
  57410. * @param csg The CSG to union against this CSG
  57411. */
  57412. unionInPlace(csg: CSG): void;
  57413. /**
  57414. * Subtracts this CSG with another CSG
  57415. * @param csg The CSG to subtract against this CSG
  57416. * @returns A new CSG
  57417. */
  57418. subtract(csg: CSG): CSG;
  57419. /**
  57420. * Subtracts this CSG with another CSG in place
  57421. * @param csg The CSG to subtact against this CSG
  57422. */
  57423. subtractInPlace(csg: CSG): void;
  57424. /**
  57425. * Intersect this CSG with another CSG
  57426. * @param csg The CSG to intersect against this CSG
  57427. * @returns A new CSG
  57428. */
  57429. intersect(csg: CSG): CSG;
  57430. /**
  57431. * Intersects this CSG with another CSG in place
  57432. * @param csg The CSG to intersect against this CSG
  57433. */
  57434. intersectInPlace(csg: CSG): void;
  57435. /**
  57436. * Return a new CSG solid with solid and empty space switched. This solid is
  57437. * not modified.
  57438. * @returns A new CSG solid with solid and empty space switched
  57439. */
  57440. inverse(): CSG;
  57441. /**
  57442. * Inverses the CSG in place
  57443. */
  57444. inverseInPlace(): void;
  57445. /**
  57446. * This is used to keep meshes transformations so they can be restored
  57447. * when we build back a Babylon Mesh
  57448. * NB : All CSG operations are performed in world coordinates
  57449. * @param csg The CSG to copy the transform attributes from
  57450. * @returns This CSG
  57451. */
  57452. copyTransformAttributes(csg: CSG): CSG;
  57453. /**
  57454. * Build Raw mesh from CSG
  57455. * Coordinates here are in world space
  57456. * @param name The name of the mesh geometry
  57457. * @param scene The Scene
  57458. * @param keepSubMeshes Specifies if the submeshes should be kept
  57459. * @returns A new Mesh
  57460. */
  57461. buildMeshGeometry(name: string, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  57462. /**
  57463. * Build Mesh from CSG taking material and transforms into account
  57464. * @param name The name of the Mesh
  57465. * @param material The material of the Mesh
  57466. * @param scene The Scene
  57467. * @param keepSubMeshes Specifies if submeshes should be kept
  57468. * @returns The new Mesh
  57469. */
  57470. toMesh(name: string, material?: Nullable<Material>, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  57471. }
  57472. }
  57473. declare module "babylonjs/Meshes/trailMesh" {
  57474. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57475. import { Mesh } from "babylonjs/Meshes/mesh";
  57476. import { Scene } from "babylonjs/scene";
  57477. /**
  57478. * Class used to create a trail following a mesh
  57479. */
  57480. export class TrailMesh extends Mesh {
  57481. private _generator;
  57482. private _autoStart;
  57483. private _running;
  57484. private _diameter;
  57485. private _length;
  57486. private _sectionPolygonPointsCount;
  57487. private _sectionVectors;
  57488. private _sectionNormalVectors;
  57489. private _beforeRenderObserver;
  57490. /**
  57491. * @constructor
  57492. * @param name The value used by scene.getMeshByName() to do a lookup.
  57493. * @param generator The mesh to generate a trail.
  57494. * @param scene The scene to add this mesh to.
  57495. * @param diameter Diameter of trailing mesh. Default is 1.
  57496. * @param length Length of trailing mesh. Default is 60.
  57497. * @param autoStart Automatically start trailing mesh. Default true.
  57498. */
  57499. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  57500. /**
  57501. * "TrailMesh"
  57502. * @returns "TrailMesh"
  57503. */
  57504. getClassName(): string;
  57505. private _createMesh;
  57506. /**
  57507. * Start trailing mesh.
  57508. */
  57509. start(): void;
  57510. /**
  57511. * Stop trailing mesh.
  57512. */
  57513. stop(): void;
  57514. /**
  57515. * Update trailing mesh geometry.
  57516. */
  57517. update(): void;
  57518. /**
  57519. * Returns a new TrailMesh object.
  57520. * @param name is a string, the name given to the new mesh
  57521. * @param newGenerator use new generator object for cloned trail mesh
  57522. * @returns a new mesh
  57523. */
  57524. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  57525. /**
  57526. * Serializes this trail mesh
  57527. * @param serializationObject object to write serialization to
  57528. */
  57529. serialize(serializationObject: any): void;
  57530. /**
  57531. * Parses a serialized trail mesh
  57532. * @param parsedMesh the serialized mesh
  57533. * @param scene the scene to create the trail mesh in
  57534. * @returns the created trail mesh
  57535. */
  57536. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  57537. }
  57538. }
  57539. declare module "babylonjs/Meshes/Builders/tiledBoxBuilder" {
  57540. import { Nullable } from "babylonjs/types";
  57541. import { Scene } from "babylonjs/scene";
  57542. import { Vector4 } from "babylonjs/Maths/math.vector";
  57543. import { Color4 } from "babylonjs/Maths/math.color";
  57544. import { Mesh } from "babylonjs/Meshes/mesh";
  57545. /**
  57546. * Class containing static functions to help procedurally build meshes
  57547. */
  57548. export class TiledBoxBuilder {
  57549. /**
  57550. * Creates a box mesh
  57551. * 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)
  57552. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  57553. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57554. * * If you create a double-sided mesh, you can choose what parts of 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
  57555. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57556. * @param name defines the name of the mesh
  57557. * @param options defines the options used to create the mesh
  57558. * @param scene defines the hosting scene
  57559. * @returns the box mesh
  57560. */
  57561. static CreateTiledBox(name: string, options: {
  57562. pattern?: number;
  57563. width?: number;
  57564. height?: number;
  57565. depth?: number;
  57566. tileSize?: number;
  57567. tileWidth?: number;
  57568. tileHeight?: number;
  57569. alignHorizontal?: number;
  57570. alignVertical?: number;
  57571. faceUV?: Vector4[];
  57572. faceColors?: Color4[];
  57573. sideOrientation?: number;
  57574. updatable?: boolean;
  57575. }, scene?: Nullable<Scene>): Mesh;
  57576. }
  57577. }
  57578. declare module "babylonjs/Meshes/Builders/torusKnotBuilder" {
  57579. import { Vector4 } from "babylonjs/Maths/math.vector";
  57580. import { Mesh } from "babylonjs/Meshes/mesh";
  57581. /**
  57582. * Class containing static functions to help procedurally build meshes
  57583. */
  57584. export class TorusKnotBuilder {
  57585. /**
  57586. * Creates a torus knot mesh
  57587. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  57588. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  57589. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  57590. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  57591. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57592. * * If you create a double-sided mesh, you can choose what parts of 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
  57593. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  57594. * @param name defines the name of the mesh
  57595. * @param options defines the options used to create the mesh
  57596. * @param scene defines the hosting scene
  57597. * @returns the torus knot mesh
  57598. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  57599. */
  57600. static CreateTorusKnot(name: string, options: {
  57601. radius?: number;
  57602. tube?: number;
  57603. radialSegments?: number;
  57604. tubularSegments?: number;
  57605. p?: number;
  57606. q?: number;
  57607. updatable?: boolean;
  57608. sideOrientation?: number;
  57609. frontUVs?: Vector4;
  57610. backUVs?: Vector4;
  57611. }, scene: any): Mesh;
  57612. }
  57613. }
  57614. declare module "babylonjs/Meshes/polygonMesh" {
  57615. import { Scene } from "babylonjs/scene";
  57616. import { Vector2 } from "babylonjs/Maths/math.vector";
  57617. import { Mesh } from "babylonjs/Meshes/mesh";
  57618. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  57619. import { Path2 } from "babylonjs/Maths/math.path";
  57620. /**
  57621. * Polygon
  57622. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  57623. */
  57624. export class Polygon {
  57625. /**
  57626. * Creates a rectangle
  57627. * @param xmin bottom X coord
  57628. * @param ymin bottom Y coord
  57629. * @param xmax top X coord
  57630. * @param ymax top Y coord
  57631. * @returns points that make the resulting rectation
  57632. */
  57633. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  57634. /**
  57635. * Creates a circle
  57636. * @param radius radius of circle
  57637. * @param cx scale in x
  57638. * @param cy scale in y
  57639. * @param numberOfSides number of sides that make up the circle
  57640. * @returns points that make the resulting circle
  57641. */
  57642. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  57643. /**
  57644. * Creates a polygon from input string
  57645. * @param input Input polygon data
  57646. * @returns the parsed points
  57647. */
  57648. static Parse(input: string): Vector2[];
  57649. /**
  57650. * Starts building a polygon from x and y coordinates
  57651. * @param x x coordinate
  57652. * @param y y coordinate
  57653. * @returns the started path2
  57654. */
  57655. static StartingAt(x: number, y: number): Path2;
  57656. }
  57657. /**
  57658. * Builds a polygon
  57659. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  57660. */
  57661. export class PolygonMeshBuilder {
  57662. private _points;
  57663. private _outlinepoints;
  57664. private _holes;
  57665. private _name;
  57666. private _scene;
  57667. private _epoints;
  57668. private _eholes;
  57669. private _addToepoint;
  57670. /**
  57671. * Babylon reference to the earcut plugin.
  57672. */
  57673. bjsEarcut: any;
  57674. /**
  57675. * Creates a PolygonMeshBuilder
  57676. * @param name name of the builder
  57677. * @param contours Path of the polygon
  57678. * @param scene scene to add to when creating the mesh
  57679. * @param earcutInjection can be used to inject your own earcut reference
  57680. */
  57681. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  57682. /**
  57683. * Adds a whole within the polygon
  57684. * @param hole Array of points defining the hole
  57685. * @returns this
  57686. */
  57687. addHole(hole: Vector2[]): PolygonMeshBuilder;
  57688. /**
  57689. * Creates the polygon
  57690. * @param updatable If the mesh should be updatable
  57691. * @param depth The depth of the mesh created
  57692. * @returns the created mesh
  57693. */
  57694. build(updatable?: boolean, depth?: number): Mesh;
  57695. /**
  57696. * Creates the polygon
  57697. * @param depth The depth of the mesh created
  57698. * @returns the created VertexData
  57699. */
  57700. buildVertexData(depth?: number): VertexData;
  57701. /**
  57702. * Adds a side to the polygon
  57703. * @param positions points that make the polygon
  57704. * @param normals normals of the polygon
  57705. * @param uvs uvs of the polygon
  57706. * @param indices indices of the polygon
  57707. * @param bounds bounds of the polygon
  57708. * @param points points of the polygon
  57709. * @param depth depth of the polygon
  57710. * @param flip flip of the polygon
  57711. */
  57712. private addSide;
  57713. }
  57714. }
  57715. declare module "babylonjs/Meshes/Builders/polygonBuilder" {
  57716. import { Scene } from "babylonjs/scene";
  57717. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  57718. import { Color4 } from "babylonjs/Maths/math.color";
  57719. import { Mesh } from "babylonjs/Meshes/mesh";
  57720. import { Nullable } from "babylonjs/types";
  57721. /**
  57722. * Class containing static functions to help procedurally build meshes
  57723. */
  57724. export class PolygonBuilder {
  57725. /**
  57726. * Creates a polygon mesh
  57727. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  57728. * * 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
  57729. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  57730. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57731. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  57732. * * Remember you can only change the shape positions, not their number when updating a polygon
  57733. * @param name defines the name of the mesh
  57734. * @param options defines the options used to create the mesh
  57735. * @param scene defines the hosting scene
  57736. * @param earcutInjection can be used to inject your own earcut reference
  57737. * @returns the polygon mesh
  57738. */
  57739. static CreatePolygon(name: string, options: {
  57740. shape: Vector3[];
  57741. holes?: Vector3[][];
  57742. depth?: number;
  57743. faceUV?: Vector4[];
  57744. faceColors?: Color4[];
  57745. updatable?: boolean;
  57746. sideOrientation?: number;
  57747. frontUVs?: Vector4;
  57748. backUVs?: Vector4;
  57749. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  57750. /**
  57751. * Creates an extruded polygon mesh, with depth in the Y direction.
  57752. * * 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)
  57753. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  57754. * @param name defines the name of the mesh
  57755. * @param options defines the options used to create the mesh
  57756. * @param scene defines the hosting scene
  57757. * @param earcutInjection can be used to inject your own earcut reference
  57758. * @returns the polygon mesh
  57759. */
  57760. static ExtrudePolygon(name: string, options: {
  57761. shape: Vector3[];
  57762. holes?: Vector3[][];
  57763. depth?: number;
  57764. faceUV?: Vector4[];
  57765. faceColors?: Color4[];
  57766. updatable?: boolean;
  57767. sideOrientation?: number;
  57768. frontUVs?: Vector4;
  57769. backUVs?: Vector4;
  57770. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  57771. }
  57772. }
  57773. declare module "babylonjs/Meshes/Builders/latheBuilder" {
  57774. import { Scene } from "babylonjs/scene";
  57775. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  57776. import { Mesh } from "babylonjs/Meshes/mesh";
  57777. import { Nullable } from "babylonjs/types";
  57778. /**
  57779. * Class containing static functions to help procedurally build meshes
  57780. */
  57781. export class LatheBuilder {
  57782. /**
  57783. * Creates lathe mesh.
  57784. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  57785. * * 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
  57786. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  57787. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  57788. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  57789. * * 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
  57790. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  57791. * * 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
  57792. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57793. * * If you create a double-sided mesh, you can choose what parts of 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
  57794. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  57795. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57796. * @param name defines the name of the mesh
  57797. * @param options defines the options used to create the mesh
  57798. * @param scene defines the hosting scene
  57799. * @returns the lathe mesh
  57800. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  57801. */
  57802. static CreateLathe(name: string, options: {
  57803. shape: Vector3[];
  57804. radius?: number;
  57805. tessellation?: number;
  57806. clip?: number;
  57807. arc?: number;
  57808. closed?: boolean;
  57809. updatable?: boolean;
  57810. sideOrientation?: number;
  57811. frontUVs?: Vector4;
  57812. backUVs?: Vector4;
  57813. cap?: number;
  57814. invertUV?: boolean;
  57815. }, scene?: Nullable<Scene>): Mesh;
  57816. }
  57817. }
  57818. declare module "babylonjs/Meshes/Builders/tiledPlaneBuilder" {
  57819. import { Nullable } from "babylonjs/types";
  57820. import { Scene } from "babylonjs/scene";
  57821. import { Vector4 } from "babylonjs/Maths/math.vector";
  57822. import { Mesh } from "babylonjs/Meshes/mesh";
  57823. /**
  57824. * Class containing static functions to help procedurally build meshes
  57825. */
  57826. export class TiledPlaneBuilder {
  57827. /**
  57828. * Creates a tiled plane mesh
  57829. * * The parameter `pattern` will, depending on value, do nothing or
  57830. * * * flip (reflect about central vertical) alternate tiles across and up
  57831. * * * flip every tile on alternate rows
  57832. * * * rotate (180 degs) alternate tiles across and up
  57833. * * * rotate every tile on alternate rows
  57834. * * * flip and rotate alternate tiles across and up
  57835. * * * flip and rotate every tile on alternate rows
  57836. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  57837. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  57838. * * If you create a double-sided mesh, you can choose what parts of 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
  57839. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  57840. * * 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)
  57841. * * 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)
  57842. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  57843. * @param name defines the name of the mesh
  57844. * @param options defines the options used to create the mesh
  57845. * @param scene defines the hosting scene
  57846. * @returns the box mesh
  57847. */
  57848. static CreateTiledPlane(name: string, options: {
  57849. pattern?: number;
  57850. tileSize?: number;
  57851. tileWidth?: number;
  57852. tileHeight?: number;
  57853. size?: number;
  57854. width?: number;
  57855. height?: number;
  57856. alignHorizontal?: number;
  57857. alignVertical?: number;
  57858. sideOrientation?: number;
  57859. frontUVs?: Vector4;
  57860. backUVs?: Vector4;
  57861. updatable?: boolean;
  57862. }, scene?: Nullable<Scene>): Mesh;
  57863. }
  57864. }
  57865. declare module "babylonjs/Meshes/Builders/tubeBuilder" {
  57866. import { Nullable } from "babylonjs/types";
  57867. import { Scene } from "babylonjs/scene";
  57868. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  57869. import { Mesh } from "babylonjs/Meshes/mesh";
  57870. /**
  57871. * Class containing static functions to help procedurally build meshes
  57872. */
  57873. export class TubeBuilder {
  57874. /**
  57875. * Creates a tube mesh.
  57876. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  57877. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  57878. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  57879. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  57880. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  57881. * * 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)
  57882. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  57883. * * 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
  57884. * * 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
  57885. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57886. * * If you create a double-sided mesh, you can choose what parts of 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
  57887. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  57888. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57889. * @param name defines the name of the mesh
  57890. * @param options defines the options used to create the mesh
  57891. * @param scene defines the hosting scene
  57892. * @returns the tube mesh
  57893. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  57894. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  57895. */
  57896. static CreateTube(name: string, options: {
  57897. path: Vector3[];
  57898. radius?: number;
  57899. tessellation?: number;
  57900. radiusFunction?: {
  57901. (i: number, distance: number): number;
  57902. };
  57903. cap?: number;
  57904. arc?: number;
  57905. updatable?: boolean;
  57906. sideOrientation?: number;
  57907. frontUVs?: Vector4;
  57908. backUVs?: Vector4;
  57909. instance?: Mesh;
  57910. invertUV?: boolean;
  57911. }, scene?: Nullable<Scene>): Mesh;
  57912. }
  57913. }
  57914. declare module "babylonjs/Meshes/Builders/icoSphereBuilder" {
  57915. import { Scene } from "babylonjs/scene";
  57916. import { Vector4 } from "babylonjs/Maths/math.vector";
  57917. import { Mesh } from "babylonjs/Meshes/mesh";
  57918. import { Nullable } from "babylonjs/types";
  57919. /**
  57920. * Class containing static functions to help procedurally build meshes
  57921. */
  57922. export class IcoSphereBuilder {
  57923. /**
  57924. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  57925. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  57926. * * 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`)
  57927. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  57928. * * 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
  57929. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57930. * * If you create a double-sided mesh, you can choose what parts of 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
  57931. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57932. * @param name defines the name of the mesh
  57933. * @param options defines the options used to create the mesh
  57934. * @param scene defines the hosting scene
  57935. * @returns the icosahedron mesh
  57936. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  57937. */
  57938. static CreateIcoSphere(name: string, options: {
  57939. radius?: number;
  57940. radiusX?: number;
  57941. radiusY?: number;
  57942. radiusZ?: number;
  57943. flat?: boolean;
  57944. subdivisions?: number;
  57945. sideOrientation?: number;
  57946. frontUVs?: Vector4;
  57947. backUVs?: Vector4;
  57948. updatable?: boolean;
  57949. }, scene?: Nullable<Scene>): Mesh;
  57950. }
  57951. }
  57952. declare module "babylonjs/Meshes/Builders/decalBuilder" {
  57953. import { Vector3 } from "babylonjs/Maths/math.vector";
  57954. import { Mesh } from "babylonjs/Meshes/mesh";
  57955. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57956. /**
  57957. * Class containing static functions to help procedurally build meshes
  57958. */
  57959. export class DecalBuilder {
  57960. /**
  57961. * Creates a decal mesh.
  57962. * 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
  57963. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  57964. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  57965. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  57966. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  57967. * @param name defines the name of the mesh
  57968. * @param sourceMesh defines the mesh where the decal must be applied
  57969. * @param options defines the options used to create the mesh
  57970. * @param scene defines the hosting scene
  57971. * @returns the decal mesh
  57972. * @see https://doc.babylonjs.com/how_to/decals
  57973. */
  57974. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  57975. position?: Vector3;
  57976. normal?: Vector3;
  57977. size?: Vector3;
  57978. angle?: number;
  57979. }): Mesh;
  57980. }
  57981. }
  57982. declare module "babylonjs/Meshes/meshBuilder" {
  57983. import { Vector4, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  57984. import { Nullable } from "babylonjs/types";
  57985. import { Scene } from "babylonjs/scene";
  57986. import { Mesh } from "babylonjs/Meshes/mesh";
  57987. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  57988. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  57989. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57990. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  57991. import { Plane } from "babylonjs/Maths/math.plane";
  57992. /**
  57993. * Class containing static functions to help procedurally build meshes
  57994. */
  57995. export class MeshBuilder {
  57996. /**
  57997. * Creates a box mesh
  57998. * * The parameter `size` sets the size (float) of each box side (default 1)
  57999. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  58000. * * 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)
  58001. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  58002. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58003. * * If you create a double-sided mesh, you can choose what parts of 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
  58004. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58005. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  58006. * @param name defines the name of the mesh
  58007. * @param options defines the options used to create the mesh
  58008. * @param scene defines the hosting scene
  58009. * @returns the box mesh
  58010. */
  58011. static CreateBox(name: string, options: {
  58012. size?: number;
  58013. width?: number;
  58014. height?: number;
  58015. depth?: number;
  58016. faceUV?: Vector4[];
  58017. faceColors?: Color4[];
  58018. sideOrientation?: number;
  58019. frontUVs?: Vector4;
  58020. backUVs?: Vector4;
  58021. updatable?: boolean;
  58022. }, scene?: Nullable<Scene>): Mesh;
  58023. /**
  58024. * Creates a tiled box mesh
  58025. * * faceTiles sets the pattern, tile size and number of tiles for a face
  58026. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58027. * @param name defines the name of the mesh
  58028. * @param options defines the options used to create the mesh
  58029. * @param scene defines the hosting scene
  58030. * @returns the tiled box mesh
  58031. */
  58032. static CreateTiledBox(name: string, options: {
  58033. pattern?: number;
  58034. size?: number;
  58035. width?: number;
  58036. height?: number;
  58037. depth: number;
  58038. tileSize?: number;
  58039. tileWidth?: number;
  58040. tileHeight?: number;
  58041. faceUV?: Vector4[];
  58042. faceColors?: Color4[];
  58043. alignHorizontal?: number;
  58044. alignVertical?: number;
  58045. sideOrientation?: number;
  58046. updatable?: boolean;
  58047. }, scene?: Nullable<Scene>): Mesh;
  58048. /**
  58049. * Creates a sphere mesh
  58050. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  58051. * * 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`)
  58052. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  58053. * * 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
  58054. * * 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)
  58055. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58056. * * If you create a double-sided mesh, you can choose what parts of 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
  58057. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58058. * @param name defines the name of the mesh
  58059. * @param options defines the options used to create the mesh
  58060. * @param scene defines the hosting scene
  58061. * @returns the sphere mesh
  58062. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  58063. */
  58064. static CreateSphere(name: string, options: {
  58065. segments?: number;
  58066. diameter?: number;
  58067. diameterX?: number;
  58068. diameterY?: number;
  58069. diameterZ?: number;
  58070. arc?: number;
  58071. slice?: number;
  58072. sideOrientation?: number;
  58073. frontUVs?: Vector4;
  58074. backUVs?: Vector4;
  58075. updatable?: boolean;
  58076. }, scene?: Nullable<Scene>): Mesh;
  58077. /**
  58078. * Creates a plane polygonal mesh. By default, this is a disc
  58079. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  58080. * * 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
  58081. * * 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
  58082. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58083. * * If you create a double-sided mesh, you can choose what parts of 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
  58084. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58085. * @param name defines the name of the mesh
  58086. * @param options defines the options used to create the mesh
  58087. * @param scene defines the hosting scene
  58088. * @returns the plane polygonal mesh
  58089. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  58090. */
  58091. static CreateDisc(name: string, options: {
  58092. radius?: number;
  58093. tessellation?: number;
  58094. arc?: number;
  58095. updatable?: boolean;
  58096. sideOrientation?: number;
  58097. frontUVs?: Vector4;
  58098. backUVs?: Vector4;
  58099. }, scene?: Nullable<Scene>): Mesh;
  58100. /**
  58101. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  58102. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  58103. * * 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`)
  58104. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  58105. * * 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
  58106. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58107. * * If you create a double-sided mesh, you can choose what parts of 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
  58108. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58109. * @param name defines the name of the mesh
  58110. * @param options defines the options used to create the mesh
  58111. * @param scene defines the hosting scene
  58112. * @returns the icosahedron mesh
  58113. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  58114. */
  58115. static CreateIcoSphere(name: string, options: {
  58116. radius?: number;
  58117. radiusX?: number;
  58118. radiusY?: number;
  58119. radiusZ?: number;
  58120. flat?: boolean;
  58121. subdivisions?: number;
  58122. sideOrientation?: number;
  58123. frontUVs?: Vector4;
  58124. backUVs?: Vector4;
  58125. updatable?: boolean;
  58126. }, scene?: Nullable<Scene>): Mesh;
  58127. /**
  58128. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  58129. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  58130. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  58131. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  58132. * * 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
  58133. * * 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
  58134. * * 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
  58135. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58136. * * If you create a double-sided mesh, you can choose what parts of 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
  58137. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  58138. * * 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
  58139. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  58140. * * 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
  58141. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  58142. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58143. * @param name defines the name of the mesh
  58144. * @param options defines the options used to create the mesh
  58145. * @param scene defines the hosting scene
  58146. * @returns the ribbon mesh
  58147. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  58148. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  58149. */
  58150. static CreateRibbon(name: string, options: {
  58151. pathArray: Vector3[][];
  58152. closeArray?: boolean;
  58153. closePath?: boolean;
  58154. offset?: number;
  58155. updatable?: boolean;
  58156. sideOrientation?: number;
  58157. frontUVs?: Vector4;
  58158. backUVs?: Vector4;
  58159. instance?: Mesh;
  58160. invertUV?: boolean;
  58161. uvs?: Vector2[];
  58162. colors?: Color4[];
  58163. }, scene?: Nullable<Scene>): Mesh;
  58164. /**
  58165. * Creates a cylinder or a cone mesh
  58166. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  58167. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  58168. * * 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.
  58169. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  58170. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  58171. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  58172. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  58173. * * 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).
  58174. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  58175. * * 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).
  58176. * * 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
  58177. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  58178. * * 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
  58179. * * 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.
  58180. * * If `enclose` is false, a ring surface is one element.
  58181. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  58182. * * 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
  58183. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58184. * * If you create a double-sided mesh, you can choose what parts of 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
  58185. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  58186. * @param name defines the name of the mesh
  58187. * @param options defines the options used to create the mesh
  58188. * @param scene defines the hosting scene
  58189. * @returns the cylinder mesh
  58190. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  58191. */
  58192. static CreateCylinder(name: string, options: {
  58193. height?: number;
  58194. diameterTop?: number;
  58195. diameterBottom?: number;
  58196. diameter?: number;
  58197. tessellation?: number;
  58198. subdivisions?: number;
  58199. arc?: number;
  58200. faceColors?: Color4[];
  58201. faceUV?: Vector4[];
  58202. updatable?: boolean;
  58203. hasRings?: boolean;
  58204. enclose?: boolean;
  58205. cap?: number;
  58206. sideOrientation?: number;
  58207. frontUVs?: Vector4;
  58208. backUVs?: Vector4;
  58209. }, scene?: Nullable<Scene>): Mesh;
  58210. /**
  58211. * Creates a torus mesh
  58212. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  58213. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  58214. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  58215. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58216. * * If you create a double-sided mesh, you can choose what parts of 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
  58217. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  58218. * @param name defines the name of the mesh
  58219. * @param options defines the options used to create the mesh
  58220. * @param scene defines the hosting scene
  58221. * @returns the torus mesh
  58222. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  58223. */
  58224. static CreateTorus(name: string, options: {
  58225. diameter?: number;
  58226. thickness?: number;
  58227. tessellation?: number;
  58228. updatable?: boolean;
  58229. sideOrientation?: number;
  58230. frontUVs?: Vector4;
  58231. backUVs?: Vector4;
  58232. }, scene?: Nullable<Scene>): Mesh;
  58233. /**
  58234. * Creates a torus knot mesh
  58235. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  58236. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  58237. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  58238. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  58239. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58240. * * If you create a double-sided mesh, you can choose what parts of 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
  58241. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  58242. * @param name defines the name of the mesh
  58243. * @param options defines the options used to create the mesh
  58244. * @param scene defines the hosting scene
  58245. * @returns the torus knot mesh
  58246. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  58247. */
  58248. static CreateTorusKnot(name: string, options: {
  58249. radius?: number;
  58250. tube?: number;
  58251. radialSegments?: number;
  58252. tubularSegments?: number;
  58253. p?: number;
  58254. q?: number;
  58255. updatable?: boolean;
  58256. sideOrientation?: number;
  58257. frontUVs?: Vector4;
  58258. backUVs?: Vector4;
  58259. }, scene?: Nullable<Scene>): Mesh;
  58260. /**
  58261. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  58262. * * 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
  58263. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  58264. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  58265. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  58266. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  58267. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  58268. * * 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
  58269. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  58270. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58271. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  58272. * @param name defines the name of the new line system
  58273. * @param options defines the options used to create the line system
  58274. * @param scene defines the hosting scene
  58275. * @returns a new line system mesh
  58276. */
  58277. static CreateLineSystem(name: string, options: {
  58278. lines: Vector3[][];
  58279. updatable?: boolean;
  58280. instance?: Nullable<LinesMesh>;
  58281. colors?: Nullable<Color4[][]>;
  58282. useVertexAlpha?: boolean;
  58283. }, scene: Nullable<Scene>): LinesMesh;
  58284. /**
  58285. * Creates a line mesh
  58286. * 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
  58287. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  58288. * * The parameter `points` is an array successive Vector3
  58289. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  58290. * * The optional parameter `colors` is an array of successive Color4, one per line point
  58291. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  58292. * * When updating an instance, remember that only point positions can change, not the number of points
  58293. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58294. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  58295. * @param name defines the name of the new line system
  58296. * @param options defines the options used to create the line system
  58297. * @param scene defines the hosting scene
  58298. * @returns a new line mesh
  58299. */
  58300. static CreateLines(name: string, options: {
  58301. points: Vector3[];
  58302. updatable?: boolean;
  58303. instance?: Nullable<LinesMesh>;
  58304. colors?: Color4[];
  58305. useVertexAlpha?: boolean;
  58306. }, scene?: Nullable<Scene>): LinesMesh;
  58307. /**
  58308. * Creates a dashed line mesh
  58309. * * 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
  58310. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  58311. * * The parameter `points` is an array successive Vector3
  58312. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  58313. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  58314. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  58315. * * 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
  58316. * * When updating an instance, remember that only point positions can change, not the number of points
  58317. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58318. * @param name defines the name of the mesh
  58319. * @param options defines the options used to create the mesh
  58320. * @param scene defines the hosting scene
  58321. * @returns the dashed line mesh
  58322. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  58323. */
  58324. static CreateDashedLines(name: string, options: {
  58325. points: Vector3[];
  58326. dashSize?: number;
  58327. gapSize?: number;
  58328. dashNb?: number;
  58329. updatable?: boolean;
  58330. instance?: LinesMesh;
  58331. }, scene?: Nullable<Scene>): LinesMesh;
  58332. /**
  58333. * 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.
  58334. * * 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.
  58335. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  58336. * * 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.
  58337. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  58338. * * 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
  58339. * * 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
  58340. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  58341. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58342. * * If you create a double-sided mesh, you can choose what parts of 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
  58343. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  58344. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  58345. * @param name defines the name of the mesh
  58346. * @param options defines the options used to create the mesh
  58347. * @param scene defines the hosting scene
  58348. * @returns the extruded shape mesh
  58349. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  58350. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  58351. */
  58352. static ExtrudeShape(name: string, options: {
  58353. shape: Vector3[];
  58354. path: Vector3[];
  58355. scale?: number;
  58356. rotation?: number;
  58357. cap?: number;
  58358. updatable?: boolean;
  58359. sideOrientation?: number;
  58360. frontUVs?: Vector4;
  58361. backUVs?: Vector4;
  58362. instance?: Mesh;
  58363. invertUV?: boolean;
  58364. }, scene?: Nullable<Scene>): Mesh;
  58365. /**
  58366. * Creates an custom extruded shape mesh.
  58367. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  58368. * * 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.
  58369. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  58370. * * 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
  58371. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  58372. * * 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
  58373. * * It must returns a float value that will be the scale value applied to the shape on each path point
  58374. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  58375. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  58376. * * 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
  58377. * * 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
  58378. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  58379. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58380. * * If you create a double-sided mesh, you can choose what parts of 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
  58381. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  58382. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58383. * @param name defines the name of the mesh
  58384. * @param options defines the options used to create the mesh
  58385. * @param scene defines the hosting scene
  58386. * @returns the custom extruded shape mesh
  58387. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  58388. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  58389. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  58390. */
  58391. static ExtrudeShapeCustom(name: string, options: {
  58392. shape: Vector3[];
  58393. path: Vector3[];
  58394. scaleFunction?: any;
  58395. rotationFunction?: any;
  58396. ribbonCloseArray?: boolean;
  58397. ribbonClosePath?: boolean;
  58398. cap?: number;
  58399. updatable?: boolean;
  58400. sideOrientation?: number;
  58401. frontUVs?: Vector4;
  58402. backUVs?: Vector4;
  58403. instance?: Mesh;
  58404. invertUV?: boolean;
  58405. }, scene?: Nullable<Scene>): Mesh;
  58406. /**
  58407. * Creates lathe mesh.
  58408. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  58409. * * 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
  58410. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  58411. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  58412. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  58413. * * 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
  58414. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  58415. * * 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
  58416. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58417. * * If you create a double-sided mesh, you can choose what parts of 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
  58418. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  58419. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58420. * @param name defines the name of the mesh
  58421. * @param options defines the options used to create the mesh
  58422. * @param scene defines the hosting scene
  58423. * @returns the lathe mesh
  58424. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  58425. */
  58426. static CreateLathe(name: string, options: {
  58427. shape: Vector3[];
  58428. radius?: number;
  58429. tessellation?: number;
  58430. clip?: number;
  58431. arc?: number;
  58432. closed?: boolean;
  58433. updatable?: boolean;
  58434. sideOrientation?: number;
  58435. frontUVs?: Vector4;
  58436. backUVs?: Vector4;
  58437. cap?: number;
  58438. invertUV?: boolean;
  58439. }, scene?: Nullable<Scene>): Mesh;
  58440. /**
  58441. * Creates a tiled plane mesh
  58442. * * You can set a limited pattern arrangement with the tiles
  58443. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58444. * * If you create a double-sided mesh, you can choose what parts of 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
  58445. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58446. * @param name defines the name of the mesh
  58447. * @param options defines the options used to create the mesh
  58448. * @param scene defines the hosting scene
  58449. * @returns the plane mesh
  58450. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  58451. */
  58452. static CreateTiledPlane(name: string, options: {
  58453. pattern?: number;
  58454. tileSize?: number;
  58455. tileWidth?: number;
  58456. tileHeight?: number;
  58457. size?: number;
  58458. width?: number;
  58459. height?: number;
  58460. alignHorizontal?: number;
  58461. alignVertical?: number;
  58462. sideOrientation?: number;
  58463. frontUVs?: Vector4;
  58464. backUVs?: Vector4;
  58465. updatable?: boolean;
  58466. }, scene?: Nullable<Scene>): Mesh;
  58467. /**
  58468. * Creates a plane mesh
  58469. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  58470. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  58471. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  58472. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58473. * * If you create a double-sided mesh, you can choose what parts of 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
  58474. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58475. * @param name defines the name of the mesh
  58476. * @param options defines the options used to create the mesh
  58477. * @param scene defines the hosting scene
  58478. * @returns the plane mesh
  58479. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  58480. */
  58481. static CreatePlane(name: string, options: {
  58482. size?: number;
  58483. width?: number;
  58484. height?: number;
  58485. sideOrientation?: number;
  58486. frontUVs?: Vector4;
  58487. backUVs?: Vector4;
  58488. updatable?: boolean;
  58489. sourcePlane?: Plane;
  58490. }, scene?: Nullable<Scene>): Mesh;
  58491. /**
  58492. * Creates a ground mesh
  58493. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  58494. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  58495. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58496. * @param name defines the name of the mesh
  58497. * @param options defines the options used to create the mesh
  58498. * @param scene defines the hosting scene
  58499. * @returns the ground mesh
  58500. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  58501. */
  58502. static CreateGround(name: string, options: {
  58503. width?: number;
  58504. height?: number;
  58505. subdivisions?: number;
  58506. subdivisionsX?: number;
  58507. subdivisionsY?: number;
  58508. updatable?: boolean;
  58509. }, scene?: Nullable<Scene>): Mesh;
  58510. /**
  58511. * Creates a tiled ground mesh
  58512. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  58513. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  58514. * * 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
  58515. * * 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
  58516. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  58517. * @param name defines the name of the mesh
  58518. * @param options defines the options used to create the mesh
  58519. * @param scene defines the hosting scene
  58520. * @returns the tiled ground mesh
  58521. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  58522. */
  58523. static CreateTiledGround(name: string, options: {
  58524. xmin: number;
  58525. zmin: number;
  58526. xmax: number;
  58527. zmax: number;
  58528. subdivisions?: {
  58529. w: number;
  58530. h: number;
  58531. };
  58532. precision?: {
  58533. w: number;
  58534. h: number;
  58535. };
  58536. updatable?: boolean;
  58537. }, scene?: Nullable<Scene>): Mesh;
  58538. /**
  58539. * Creates a ground mesh from a height map
  58540. * * The parameter `url` sets the URL of the height map image resource.
  58541. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  58542. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  58543. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  58544. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  58545. * * 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.
  58546. * * 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).
  58547. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  58548. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  58549. * @param name defines the name of the mesh
  58550. * @param url defines the url to the height map
  58551. * @param options defines the options used to create the mesh
  58552. * @param scene defines the hosting scene
  58553. * @returns the ground mesh
  58554. * @see https://doc.babylonjs.com/babylon101/height_map
  58555. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  58556. */
  58557. static CreateGroundFromHeightMap(name: string, url: string, options: {
  58558. width?: number;
  58559. height?: number;
  58560. subdivisions?: number;
  58561. minHeight?: number;
  58562. maxHeight?: number;
  58563. colorFilter?: Color3;
  58564. alphaFilter?: number;
  58565. updatable?: boolean;
  58566. onReady?: (mesh: GroundMesh) => void;
  58567. }, scene?: Nullable<Scene>): GroundMesh;
  58568. /**
  58569. * Creates a polygon mesh
  58570. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  58571. * * 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
  58572. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  58573. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58574. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  58575. * * Remember you can only change the shape positions, not their number when updating a polygon
  58576. * @param name defines the name of the mesh
  58577. * @param options defines the options used to create the mesh
  58578. * @param scene defines the hosting scene
  58579. * @param earcutInjection can be used to inject your own earcut reference
  58580. * @returns the polygon mesh
  58581. */
  58582. static CreatePolygon(name: string, options: {
  58583. shape: Vector3[];
  58584. holes?: Vector3[][];
  58585. depth?: number;
  58586. faceUV?: Vector4[];
  58587. faceColors?: Color4[];
  58588. updatable?: boolean;
  58589. sideOrientation?: number;
  58590. frontUVs?: Vector4;
  58591. backUVs?: Vector4;
  58592. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  58593. /**
  58594. * Creates an extruded polygon mesh, with depth in the Y direction.
  58595. * * 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)
  58596. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  58597. * @param name defines the name of the mesh
  58598. * @param options defines the options used to create the mesh
  58599. * @param scene defines the hosting scene
  58600. * @param earcutInjection can be used to inject your own earcut reference
  58601. * @returns the polygon mesh
  58602. */
  58603. static ExtrudePolygon(name: string, options: {
  58604. shape: Vector3[];
  58605. holes?: Vector3[][];
  58606. depth?: number;
  58607. faceUV?: Vector4[];
  58608. faceColors?: Color4[];
  58609. updatable?: boolean;
  58610. sideOrientation?: number;
  58611. frontUVs?: Vector4;
  58612. backUVs?: Vector4;
  58613. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  58614. /**
  58615. * Creates a tube mesh.
  58616. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  58617. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  58618. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  58619. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  58620. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  58621. * * 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)
  58622. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  58623. * * 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
  58624. * * 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
  58625. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58626. * * If you create a double-sided mesh, you can choose what parts of 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
  58627. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  58628. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58629. * @param name defines the name of the mesh
  58630. * @param options defines the options used to create the mesh
  58631. * @param scene defines the hosting scene
  58632. * @returns the tube mesh
  58633. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  58634. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  58635. */
  58636. static CreateTube(name: string, options: {
  58637. path: Vector3[];
  58638. radius?: number;
  58639. tessellation?: number;
  58640. radiusFunction?: {
  58641. (i: number, distance: number): number;
  58642. };
  58643. cap?: number;
  58644. arc?: number;
  58645. updatable?: boolean;
  58646. sideOrientation?: number;
  58647. frontUVs?: Vector4;
  58648. backUVs?: Vector4;
  58649. instance?: Mesh;
  58650. invertUV?: boolean;
  58651. }, scene?: Nullable<Scene>): Mesh;
  58652. /**
  58653. * Creates a polyhedron mesh
  58654. * * 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
  58655. * * The parameter `size` (positive float, default 1) sets the polygon size
  58656. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  58657. * * 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`
  58658. * * 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
  58659. * * 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)`)
  58660. * * 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
  58661. * * 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
  58662. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  58663. * * If you create a double-sided mesh, you can choose what parts of 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
  58664. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  58665. * @param name defines the name of the mesh
  58666. * @param options defines the options used to create the mesh
  58667. * @param scene defines the hosting scene
  58668. * @returns the polyhedron mesh
  58669. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  58670. */
  58671. static CreatePolyhedron(name: string, options: {
  58672. type?: number;
  58673. size?: number;
  58674. sizeX?: number;
  58675. sizeY?: number;
  58676. sizeZ?: number;
  58677. custom?: any;
  58678. faceUV?: Vector4[];
  58679. faceColors?: Color4[];
  58680. flat?: boolean;
  58681. updatable?: boolean;
  58682. sideOrientation?: number;
  58683. frontUVs?: Vector4;
  58684. backUVs?: Vector4;
  58685. }, scene?: Nullable<Scene>): Mesh;
  58686. /**
  58687. * Creates a decal mesh.
  58688. * 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
  58689. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  58690. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  58691. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  58692. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  58693. * @param name defines the name of the mesh
  58694. * @param sourceMesh defines the mesh where the decal must be applied
  58695. * @param options defines the options used to create the mesh
  58696. * @param scene defines the hosting scene
  58697. * @returns the decal mesh
  58698. * @see https://doc.babylonjs.com/how_to/decals
  58699. */
  58700. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  58701. position?: Vector3;
  58702. normal?: Vector3;
  58703. size?: Vector3;
  58704. angle?: number;
  58705. }): Mesh;
  58706. }
  58707. }
  58708. declare module "babylonjs/Meshes/meshSimplification" {
  58709. import { Mesh } from "babylonjs/Meshes/mesh";
  58710. /**
  58711. * A simplifier interface for future simplification implementations
  58712. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  58713. */
  58714. export interface ISimplifier {
  58715. /**
  58716. * Simplification of a given mesh according to the given settings.
  58717. * Since this requires computation, it is assumed that the function runs async.
  58718. * @param settings The settings of the simplification, including quality and distance
  58719. * @param successCallback A callback that will be called after the mesh was simplified.
  58720. * @param errorCallback in case of an error, this callback will be called. optional.
  58721. */
  58722. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  58723. }
  58724. /**
  58725. * Expected simplification settings.
  58726. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  58727. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  58728. */
  58729. export interface ISimplificationSettings {
  58730. /**
  58731. * Gets or sets the expected quality
  58732. */
  58733. quality: number;
  58734. /**
  58735. * Gets or sets the distance when this optimized version should be used
  58736. */
  58737. distance: number;
  58738. /**
  58739. * Gets an already optimized mesh
  58740. */
  58741. optimizeMesh?: boolean;
  58742. }
  58743. /**
  58744. * Class used to specify simplification options
  58745. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  58746. */
  58747. export class SimplificationSettings implements ISimplificationSettings {
  58748. /** expected quality */
  58749. quality: number;
  58750. /** distance when this optimized version should be used */
  58751. distance: number;
  58752. /** already optimized mesh */
  58753. optimizeMesh?: boolean | undefined;
  58754. /**
  58755. * Creates a SimplificationSettings
  58756. * @param quality expected quality
  58757. * @param distance distance when this optimized version should be used
  58758. * @param optimizeMesh already optimized mesh
  58759. */
  58760. constructor(
  58761. /** expected quality */
  58762. quality: number,
  58763. /** distance when this optimized version should be used */
  58764. distance: number,
  58765. /** already optimized mesh */
  58766. optimizeMesh?: boolean | undefined);
  58767. }
  58768. /**
  58769. * Interface used to define a simplification task
  58770. */
  58771. export interface ISimplificationTask {
  58772. /**
  58773. * Array of settings
  58774. */
  58775. settings: Array<ISimplificationSettings>;
  58776. /**
  58777. * Simplification type
  58778. */
  58779. simplificationType: SimplificationType;
  58780. /**
  58781. * Mesh to simplify
  58782. */
  58783. mesh: Mesh;
  58784. /**
  58785. * Callback called on success
  58786. */
  58787. successCallback?: () => void;
  58788. /**
  58789. * Defines if parallel processing can be used
  58790. */
  58791. parallelProcessing: boolean;
  58792. }
  58793. /**
  58794. * Queue used to order the simplification tasks
  58795. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  58796. */
  58797. export class SimplificationQueue {
  58798. private _simplificationArray;
  58799. /**
  58800. * Gets a boolean indicating that the process is still running
  58801. */
  58802. running: boolean;
  58803. /**
  58804. * Creates a new queue
  58805. */
  58806. constructor();
  58807. /**
  58808. * Adds a new simplification task
  58809. * @param task defines a task to add
  58810. */
  58811. addTask(task: ISimplificationTask): void;
  58812. /**
  58813. * Execute next task
  58814. */
  58815. executeNext(): void;
  58816. /**
  58817. * Execute a simplification task
  58818. * @param task defines the task to run
  58819. */
  58820. runSimplification(task: ISimplificationTask): void;
  58821. private getSimplifier;
  58822. }
  58823. /**
  58824. * The implemented types of simplification
  58825. * At the moment only Quadratic Error Decimation is implemented
  58826. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  58827. */
  58828. export enum SimplificationType {
  58829. /** Quadratic error decimation */
  58830. QUADRATIC = 0
  58831. }
  58832. }
  58833. declare module "babylonjs/Meshes/meshSimplificationSceneComponent" {
  58834. import { Scene } from "babylonjs/scene";
  58835. import { SimplificationQueue, ISimplificationSettings, SimplificationType } from "babylonjs/Meshes/meshSimplification";
  58836. import { ISceneComponent } from "babylonjs/sceneComponent";
  58837. module "babylonjs/scene" {
  58838. interface Scene {
  58839. /** @hidden (Backing field) */
  58840. _simplificationQueue: SimplificationQueue;
  58841. /**
  58842. * Gets or sets the simplification queue attached to the scene
  58843. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  58844. */
  58845. simplificationQueue: SimplificationQueue;
  58846. }
  58847. }
  58848. module "babylonjs/Meshes/mesh" {
  58849. interface Mesh {
  58850. /**
  58851. * Simplify the mesh according to the given array of settings.
  58852. * Function will return immediately and will simplify async
  58853. * @param settings a collection of simplification settings
  58854. * @param parallelProcessing should all levels calculate parallel or one after the other
  58855. * @param simplificationType the type of simplification to run
  58856. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  58857. * @returns the current mesh
  58858. */
  58859. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  58860. }
  58861. }
  58862. /**
  58863. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  58864. * created in a scene
  58865. */
  58866. export class SimplicationQueueSceneComponent implements ISceneComponent {
  58867. /**
  58868. * The component name helpfull to identify the component in the list of scene components.
  58869. */
  58870. readonly name: string;
  58871. /**
  58872. * The scene the component belongs to.
  58873. */
  58874. scene: Scene;
  58875. /**
  58876. * Creates a new instance of the component for the given scene
  58877. * @param scene Defines the scene to register the component in
  58878. */
  58879. constructor(scene: Scene);
  58880. /**
  58881. * Registers the component in a given scene
  58882. */
  58883. register(): void;
  58884. /**
  58885. * Rebuilds the elements related to this component in case of
  58886. * context lost for instance.
  58887. */
  58888. rebuild(): void;
  58889. /**
  58890. * Disposes the component and the associated ressources
  58891. */
  58892. dispose(): void;
  58893. private _beforeCameraUpdate;
  58894. }
  58895. }
  58896. declare module "babylonjs/Meshes/Builders/index" {
  58897. export * from "babylonjs/Meshes/Builders/boxBuilder";
  58898. export * from "babylonjs/Meshes/Builders/tiledBoxBuilder";
  58899. export * from "babylonjs/Meshes/Builders/discBuilder";
  58900. export * from "babylonjs/Meshes/Builders/ribbonBuilder";
  58901. export * from "babylonjs/Meshes/Builders/sphereBuilder";
  58902. export * from "babylonjs/Meshes/Builders/hemisphereBuilder";
  58903. export * from "babylonjs/Meshes/Builders/cylinderBuilder";
  58904. export * from "babylonjs/Meshes/Builders/torusBuilder";
  58905. export * from "babylonjs/Meshes/Builders/torusKnotBuilder";
  58906. export * from "babylonjs/Meshes/Builders/linesBuilder";
  58907. export * from "babylonjs/Meshes/Builders/polygonBuilder";
  58908. export * from "babylonjs/Meshes/Builders/shapeBuilder";
  58909. export * from "babylonjs/Meshes/Builders/latheBuilder";
  58910. export * from "babylonjs/Meshes/Builders/planeBuilder";
  58911. export * from "babylonjs/Meshes/Builders/tiledPlaneBuilder";
  58912. export * from "babylonjs/Meshes/Builders/groundBuilder";
  58913. export * from "babylonjs/Meshes/Builders/tubeBuilder";
  58914. export * from "babylonjs/Meshes/Builders/polyhedronBuilder";
  58915. export * from "babylonjs/Meshes/Builders/icoSphereBuilder";
  58916. export * from "babylonjs/Meshes/Builders/decalBuilder";
  58917. }
  58918. declare module "babylonjs/Meshes/index" {
  58919. export * from "babylonjs/Meshes/abstractMesh";
  58920. export * from "babylonjs/Meshes/buffer";
  58921. export * from "babylonjs/Meshes/Compression/index";
  58922. export * from "babylonjs/Meshes/csg";
  58923. export * from "babylonjs/Meshes/geometry";
  58924. export * from "babylonjs/Meshes/groundMesh";
  58925. export * from "babylonjs/Meshes/trailMesh";
  58926. export * from "babylonjs/Meshes/instancedMesh";
  58927. export * from "babylonjs/Meshes/linesMesh";
  58928. export * from "babylonjs/Meshes/mesh";
  58929. export * from "babylonjs/Meshes/mesh.vertexData";
  58930. export * from "babylonjs/Meshes/meshBuilder";
  58931. export * from "babylonjs/Meshes/meshSimplification";
  58932. export * from "babylonjs/Meshes/meshSimplificationSceneComponent";
  58933. export * from "babylonjs/Meshes/polygonMesh";
  58934. export * from "babylonjs/Meshes/subMesh";
  58935. export * from "babylonjs/Meshes/meshLODLevel";
  58936. export * from "babylonjs/Meshes/transformNode";
  58937. export * from "babylonjs/Meshes/Builders/index";
  58938. export * from "babylonjs/Meshes/dataBuffer";
  58939. export * from "babylonjs/Meshes/WebGL/webGLDataBuffer";
  58940. }
  58941. declare module "babylonjs/Morph/index" {
  58942. export * from "babylonjs/Morph/morphTarget";
  58943. export * from "babylonjs/Morph/morphTargetManager";
  58944. }
  58945. declare module "babylonjs/Navigation/INavigationEngine" {
  58946. import { TransformNode } from "babylonjs/Meshes/transformNode";
  58947. import { Vector3 } from "babylonjs/Maths/math";
  58948. import { Mesh } from "babylonjs/Meshes/mesh";
  58949. import { Scene } from "babylonjs/scene";
  58950. /**
  58951. * Navigation plugin interface to add navigation constrained by a navigation mesh
  58952. */
  58953. export interface INavigationEnginePlugin {
  58954. /**
  58955. * plugin name
  58956. */
  58957. name: string;
  58958. /**
  58959. * Creates a navigation mesh
  58960. * @param meshes array of all the geometry used to compute the navigatio mesh
  58961. * @param parameters bunch of parameters used to filter geometry
  58962. */
  58963. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  58964. /**
  58965. * Create a navigation mesh debug mesh
  58966. * @param scene is where the mesh will be added
  58967. * @returns debug display mesh
  58968. */
  58969. createDebugNavMesh(scene: Scene): Mesh;
  58970. /**
  58971. * Get a navigation mesh constrained position, closest to the parameter position
  58972. * @param position world position
  58973. * @returns the closest point to position constrained by the navigation mesh
  58974. */
  58975. getClosestPoint(position: Vector3): Vector3;
  58976. /**
  58977. * Get a navigation mesh constrained position, within a particular radius
  58978. * @param position world position
  58979. * @param maxRadius the maximum distance to the constrained world position
  58980. * @returns the closest point to position constrained by the navigation mesh
  58981. */
  58982. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  58983. /**
  58984. * Compute the final position from a segment made of destination-position
  58985. * @param position world position
  58986. * @param destination world position
  58987. * @returns the resulting point along the navmesh
  58988. */
  58989. moveAlong(position: Vector3, destination: Vector3): Vector3;
  58990. /**
  58991. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  58992. * @param start world position
  58993. * @param end world position
  58994. * @returns array containing world position composing the path
  58995. */
  58996. computePath(start: Vector3, end: Vector3): Vector3[];
  58997. /**
  58998. * If this plugin is supported
  58999. * @returns true if plugin is supported
  59000. */
  59001. isSupported(): boolean;
  59002. /**
  59003. * Create a new Crowd so you can add agents
  59004. * @param maxAgents the maximum agent count in the crowd
  59005. * @param maxAgentRadius the maximum radius an agent can have
  59006. * @param scene to attach the crowd to
  59007. * @returns the crowd you can add agents to
  59008. */
  59009. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  59010. /**
  59011. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  59012. * The queries will try to find a solution within those bounds
  59013. * default is (1,1,1)
  59014. * @param extent x,y,z value that define the extent around the queries point of reference
  59015. */
  59016. setDefaultQueryExtent(extent: Vector3): void;
  59017. /**
  59018. * Get the Bounding box extent specified by setDefaultQueryExtent
  59019. * @returns the box extent values
  59020. */
  59021. getDefaultQueryExtent(): Vector3;
  59022. /**
  59023. * Release all resources
  59024. */
  59025. dispose(): void;
  59026. }
  59027. /**
  59028. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  59029. */
  59030. export interface ICrowd {
  59031. /**
  59032. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  59033. * You can attach anything to that node. The node position is updated in the scene update tick.
  59034. * @param pos world position that will be constrained by the navigation mesh
  59035. * @param parameters agent parameters
  59036. * @param transform hooked to the agent that will be update by the scene
  59037. * @returns agent index
  59038. */
  59039. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  59040. /**
  59041. * Returns the agent position in world space
  59042. * @param index agent index returned by addAgent
  59043. * @returns world space position
  59044. */
  59045. getAgentPosition(index: number): Vector3;
  59046. /**
  59047. * Gets the agent velocity in world space
  59048. * @param index agent index returned by addAgent
  59049. * @returns world space velocity
  59050. */
  59051. getAgentVelocity(index: number): Vector3;
  59052. /**
  59053. * remove a particular agent previously created
  59054. * @param index agent index returned by addAgent
  59055. */
  59056. removeAgent(index: number): void;
  59057. /**
  59058. * get the list of all agents attached to this crowd
  59059. * @returns list of agent indices
  59060. */
  59061. getAgents(): number[];
  59062. /**
  59063. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  59064. * @param deltaTime in seconds
  59065. */
  59066. update(deltaTime: number): void;
  59067. /**
  59068. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  59069. * @param index agent index returned by addAgent
  59070. * @param destination targeted world position
  59071. */
  59072. agentGoto(index: number, destination: Vector3): void;
  59073. /**
  59074. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  59075. * The queries will try to find a solution within those bounds
  59076. * default is (1,1,1)
  59077. * @param extent x,y,z value that define the extent around the queries point of reference
  59078. */
  59079. setDefaultQueryExtent(extent: Vector3): void;
  59080. /**
  59081. * Get the Bounding box extent specified by setDefaultQueryExtent
  59082. * @returns the box extent values
  59083. */
  59084. getDefaultQueryExtent(): Vector3;
  59085. /**
  59086. * Release all resources
  59087. */
  59088. dispose(): void;
  59089. }
  59090. /**
  59091. * Configures an agent
  59092. */
  59093. export interface IAgentParameters {
  59094. /**
  59095. * Agent radius. [Limit: >= 0]
  59096. */
  59097. radius: number;
  59098. /**
  59099. * Agent height. [Limit: > 0]
  59100. */
  59101. height: number;
  59102. /**
  59103. * Maximum allowed acceleration. [Limit: >= 0]
  59104. */
  59105. maxAcceleration: number;
  59106. /**
  59107. * Maximum allowed speed. [Limit: >= 0]
  59108. */
  59109. maxSpeed: number;
  59110. /**
  59111. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  59112. */
  59113. collisionQueryRange: number;
  59114. /**
  59115. * The path visibility optimization range. [Limit: > 0]
  59116. */
  59117. pathOptimizationRange: number;
  59118. /**
  59119. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  59120. */
  59121. separationWeight: number;
  59122. }
  59123. /**
  59124. * Configures the navigation mesh creation
  59125. */
  59126. export interface INavMeshParameters {
  59127. /**
  59128. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  59129. */
  59130. cs: number;
  59131. /**
  59132. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  59133. */
  59134. ch: number;
  59135. /**
  59136. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  59137. */
  59138. walkableSlopeAngle: number;
  59139. /**
  59140. * Minimum floor to 'ceiling' height that will still allow the floor area to
  59141. * be considered walkable. [Limit: >= 3] [Units: vx]
  59142. */
  59143. walkableHeight: number;
  59144. /**
  59145. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  59146. */
  59147. walkableClimb: number;
  59148. /**
  59149. * The distance to erode/shrink the walkable area of the heightfield away from
  59150. * obstructions. [Limit: >=0] [Units: vx]
  59151. */
  59152. walkableRadius: number;
  59153. /**
  59154. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  59155. */
  59156. maxEdgeLen: number;
  59157. /**
  59158. * The maximum distance a simplfied contour's border edges should deviate
  59159. * the original raw contour. [Limit: >=0] [Units: vx]
  59160. */
  59161. maxSimplificationError: number;
  59162. /**
  59163. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  59164. */
  59165. minRegionArea: number;
  59166. /**
  59167. * Any regions with a span count smaller than this value will, if possible,
  59168. * be merged with larger regions. [Limit: >=0] [Units: vx]
  59169. */
  59170. mergeRegionArea: number;
  59171. /**
  59172. * The maximum number of vertices allowed for polygons generated during the
  59173. * contour to polygon conversion process. [Limit: >= 3]
  59174. */
  59175. maxVertsPerPoly: number;
  59176. /**
  59177. * Sets the sampling distance to use when generating the detail mesh.
  59178. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  59179. */
  59180. detailSampleDist: number;
  59181. /**
  59182. * The maximum distance the detail mesh surface should deviate from heightfield
  59183. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  59184. */
  59185. detailSampleMaxError: number;
  59186. }
  59187. }
  59188. declare module "babylonjs/Navigation/Plugins/recastJSPlugin" {
  59189. import { INavigationEnginePlugin, ICrowd, IAgentParameters, INavMeshParameters } from "babylonjs/Navigation/INavigationEngine";
  59190. import { Mesh } from "babylonjs/Meshes/mesh";
  59191. import { Scene } from "babylonjs/scene";
  59192. import { Vector3 } from "babylonjs/Maths/math";
  59193. import { TransformNode } from "babylonjs/Meshes/transformNode";
  59194. /**
  59195. * RecastJS navigation plugin
  59196. */
  59197. export class RecastJSPlugin implements INavigationEnginePlugin {
  59198. /**
  59199. * Reference to the Recast library
  59200. */
  59201. bjsRECAST: any;
  59202. /**
  59203. * plugin name
  59204. */
  59205. name: string;
  59206. /**
  59207. * the first navmesh created. We might extend this to support multiple navmeshes
  59208. */
  59209. navMesh: any;
  59210. /**
  59211. * Initializes the recastJS plugin
  59212. * @param recastInjection can be used to inject your own recast reference
  59213. */
  59214. constructor(recastInjection?: any);
  59215. /**
  59216. * Creates a navigation mesh
  59217. * @param meshes array of all the geometry used to compute the navigatio mesh
  59218. * @param parameters bunch of parameters used to filter geometry
  59219. */
  59220. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  59221. /**
  59222. * Create a navigation mesh debug mesh
  59223. * @param scene is where the mesh will be added
  59224. * @returns debug display mesh
  59225. */
  59226. createDebugNavMesh(scene: Scene): Mesh;
  59227. /**
  59228. * Get a navigation mesh constrained position, closest to the parameter position
  59229. * @param position world position
  59230. * @returns the closest point to position constrained by the navigation mesh
  59231. */
  59232. getClosestPoint(position: Vector3): Vector3;
  59233. /**
  59234. * Get a navigation mesh constrained position, within a particular radius
  59235. * @param position world position
  59236. * @param maxRadius the maximum distance to the constrained world position
  59237. * @returns the closest point to position constrained by the navigation mesh
  59238. */
  59239. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  59240. /**
  59241. * Compute the final position from a segment made of destination-position
  59242. * @param position world position
  59243. * @param destination world position
  59244. * @returns the resulting point along the navmesh
  59245. */
  59246. moveAlong(position: Vector3, destination: Vector3): Vector3;
  59247. /**
  59248. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  59249. * @param start world position
  59250. * @param end world position
  59251. * @returns array containing world position composing the path
  59252. */
  59253. computePath(start: Vector3, end: Vector3): Vector3[];
  59254. /**
  59255. * Create a new Crowd so you can add agents
  59256. * @param maxAgents the maximum agent count in the crowd
  59257. * @param maxAgentRadius the maximum radius an agent can have
  59258. * @param scene to attach the crowd to
  59259. * @returns the crowd you can add agents to
  59260. */
  59261. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  59262. /**
  59263. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  59264. * The queries will try to find a solution within those bounds
  59265. * default is (1,1,1)
  59266. * @param extent x,y,z value that define the extent around the queries point of reference
  59267. */
  59268. setDefaultQueryExtent(extent: Vector3): void;
  59269. /**
  59270. * Get the Bounding box extent specified by setDefaultQueryExtent
  59271. * @returns the box extent values
  59272. */
  59273. getDefaultQueryExtent(): Vector3;
  59274. /**
  59275. * Disposes
  59276. */
  59277. dispose(): void;
  59278. /**
  59279. * If this plugin is supported
  59280. * @returns true if plugin is supported
  59281. */
  59282. isSupported(): boolean;
  59283. }
  59284. /**
  59285. * Recast detour crowd implementation
  59286. */
  59287. export class RecastJSCrowd implements ICrowd {
  59288. /**
  59289. * Recast/detour plugin
  59290. */
  59291. bjsRECASTPlugin: RecastJSPlugin;
  59292. /**
  59293. * Link to the detour crowd
  59294. */
  59295. recastCrowd: any;
  59296. /**
  59297. * One transform per agent
  59298. */
  59299. transforms: TransformNode[];
  59300. /**
  59301. * All agents created
  59302. */
  59303. agents: number[];
  59304. /**
  59305. * Link to the scene is kept to unregister the crowd from the scene
  59306. */
  59307. private _scene;
  59308. /**
  59309. * Observer for crowd updates
  59310. */
  59311. private _onBeforeAnimationsObserver;
  59312. /**
  59313. * Constructor
  59314. * @param plugin recastJS plugin
  59315. * @param maxAgents the maximum agent count in the crowd
  59316. * @param maxAgentRadius the maximum radius an agent can have
  59317. * @param scene to attach the crowd to
  59318. * @returns the crowd you can add agents to
  59319. */
  59320. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  59321. /**
  59322. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  59323. * You can attach anything to that node. The node position is updated in the scene update tick.
  59324. * @param pos world position that will be constrained by the navigation mesh
  59325. * @param parameters agent parameters
  59326. * @param transform hooked to the agent that will be update by the scene
  59327. * @returns agent index
  59328. */
  59329. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  59330. /**
  59331. * Returns the agent position in world space
  59332. * @param index agent index returned by addAgent
  59333. * @returns world space position
  59334. */
  59335. getAgentPosition(index: number): Vector3;
  59336. /**
  59337. * Returns the agent velocity in world space
  59338. * @param index agent index returned by addAgent
  59339. * @returns world space velocity
  59340. */
  59341. getAgentVelocity(index: number): Vector3;
  59342. /**
  59343. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  59344. * @param index agent index returned by addAgent
  59345. * @param destination targeted world position
  59346. */
  59347. agentGoto(index: number, destination: Vector3): void;
  59348. /**
  59349. * remove a particular agent previously created
  59350. * @param index agent index returned by addAgent
  59351. */
  59352. removeAgent(index: number): void;
  59353. /**
  59354. * get the list of all agents attached to this crowd
  59355. * @returns list of agent indices
  59356. */
  59357. getAgents(): number[];
  59358. /**
  59359. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  59360. * @param deltaTime in seconds
  59361. */
  59362. update(deltaTime: number): void;
  59363. /**
  59364. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  59365. * The queries will try to find a solution within those bounds
  59366. * default is (1,1,1)
  59367. * @param extent x,y,z value that define the extent around the queries point of reference
  59368. */
  59369. setDefaultQueryExtent(extent: Vector3): void;
  59370. /**
  59371. * Get the Bounding box extent specified by setDefaultQueryExtent
  59372. * @returns the box extent values
  59373. */
  59374. getDefaultQueryExtent(): Vector3;
  59375. /**
  59376. * Release all resources
  59377. */
  59378. dispose(): void;
  59379. }
  59380. }
  59381. declare module "babylonjs/Navigation/Plugins/index" {
  59382. export * from "babylonjs/Navigation/Plugins/recastJSPlugin";
  59383. }
  59384. declare module "babylonjs/Navigation/index" {
  59385. export * from "babylonjs/Navigation/INavigationEngine";
  59386. export * from "babylonjs/Navigation/Plugins/index";
  59387. }
  59388. declare module "babylonjs/Offline/database" {
  59389. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  59390. /**
  59391. * Class used to enable access to IndexedDB
  59392. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  59393. */
  59394. export class Database implements IOfflineProvider {
  59395. private _callbackManifestChecked;
  59396. private _currentSceneUrl;
  59397. private _db;
  59398. private _enableSceneOffline;
  59399. private _enableTexturesOffline;
  59400. private _manifestVersionFound;
  59401. private _mustUpdateRessources;
  59402. private _hasReachedQuota;
  59403. private _isSupported;
  59404. private _idbFactory;
  59405. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  59406. private static IsUASupportingBlobStorage;
  59407. /**
  59408. * Gets a boolean indicating if Database storate is enabled (off by default)
  59409. */
  59410. static IDBStorageEnabled: boolean;
  59411. /**
  59412. * Gets a boolean indicating if scene must be saved in the database
  59413. */
  59414. readonly enableSceneOffline: boolean;
  59415. /**
  59416. * Gets a boolean indicating if textures must be saved in the database
  59417. */
  59418. readonly enableTexturesOffline: boolean;
  59419. /**
  59420. * Creates a new Database
  59421. * @param urlToScene defines the url to load the scene
  59422. * @param callbackManifestChecked defines the callback to use when manifest is checked
  59423. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  59424. */
  59425. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  59426. private static _ParseURL;
  59427. private static _ReturnFullUrlLocation;
  59428. private _checkManifestFile;
  59429. /**
  59430. * Open the database and make it available
  59431. * @param successCallback defines the callback to call on success
  59432. * @param errorCallback defines the callback to call on error
  59433. */
  59434. open(successCallback: () => void, errorCallback: () => void): void;
  59435. /**
  59436. * Loads an image from the database
  59437. * @param url defines the url to load from
  59438. * @param image defines the target DOM image
  59439. */
  59440. loadImage(url: string, image: HTMLImageElement): void;
  59441. private _loadImageFromDBAsync;
  59442. private _saveImageIntoDBAsync;
  59443. private _checkVersionFromDB;
  59444. private _loadVersionFromDBAsync;
  59445. private _saveVersionIntoDBAsync;
  59446. /**
  59447. * Loads a file from database
  59448. * @param url defines the URL to load from
  59449. * @param sceneLoaded defines a callback to call on success
  59450. * @param progressCallBack defines a callback to call when progress changed
  59451. * @param errorCallback defines a callback to call on error
  59452. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  59453. */
  59454. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  59455. private _loadFileAsync;
  59456. private _saveFileAsync;
  59457. /**
  59458. * Validates if xhr data is correct
  59459. * @param xhr defines the request to validate
  59460. * @param dataType defines the expected data type
  59461. * @returns true if data is correct
  59462. */
  59463. private static _ValidateXHRData;
  59464. }
  59465. }
  59466. declare module "babylonjs/Offline/index" {
  59467. export * from "babylonjs/Offline/database";
  59468. export * from "babylonjs/Offline/IOfflineProvider";
  59469. }
  59470. declare module "babylonjs/Shaders/gpuUpdateParticles.fragment" {
  59471. /** @hidden */
  59472. export var gpuUpdateParticlesPixelShader: {
  59473. name: string;
  59474. shader: string;
  59475. };
  59476. }
  59477. declare module "babylonjs/Shaders/gpuUpdateParticles.vertex" {
  59478. /** @hidden */
  59479. export var gpuUpdateParticlesVertexShader: {
  59480. name: string;
  59481. shader: string;
  59482. };
  59483. }
  59484. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2" {
  59485. /** @hidden */
  59486. export var clipPlaneFragmentDeclaration2: {
  59487. name: string;
  59488. shader: string;
  59489. };
  59490. }
  59491. declare module "babylonjs/Shaders/gpuRenderParticles.fragment" {
  59492. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2";
  59493. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  59494. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  59495. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  59496. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  59497. /** @hidden */
  59498. export var gpuRenderParticlesPixelShader: {
  59499. name: string;
  59500. shader: string;
  59501. };
  59502. }
  59503. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2" {
  59504. /** @hidden */
  59505. export var clipPlaneVertexDeclaration2: {
  59506. name: string;
  59507. shader: string;
  59508. };
  59509. }
  59510. declare module "babylonjs/Shaders/gpuRenderParticles.vertex" {
  59511. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2";
  59512. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  59513. /** @hidden */
  59514. export var gpuRenderParticlesVertexShader: {
  59515. name: string;
  59516. shader: string;
  59517. };
  59518. }
  59519. declare module "babylonjs/Particles/gpuParticleSystem" {
  59520. import { Nullable } from "babylonjs/types";
  59521. import { Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  59522. import { Observable } from "babylonjs/Misc/observable";
  59523. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  59524. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  59525. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  59526. import { Scene, IDisposable } from "babylonjs/scene";
  59527. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  59528. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  59529. import "babylonjs/Shaders/gpuUpdateParticles.fragment";
  59530. import "babylonjs/Shaders/gpuUpdateParticles.vertex";
  59531. import "babylonjs/Shaders/gpuRenderParticles.fragment";
  59532. import "babylonjs/Shaders/gpuRenderParticles.vertex";
  59533. /**
  59534. * This represents a GPU particle system in Babylon
  59535. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  59536. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  59537. */
  59538. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  59539. /**
  59540. * The layer mask we are rendering the particles through.
  59541. */
  59542. layerMask: number;
  59543. private _capacity;
  59544. private _activeCount;
  59545. private _currentActiveCount;
  59546. private _accumulatedCount;
  59547. private _renderEffect;
  59548. private _updateEffect;
  59549. private _buffer0;
  59550. private _buffer1;
  59551. private _spriteBuffer;
  59552. private _updateVAO;
  59553. private _renderVAO;
  59554. private _targetIndex;
  59555. private _sourceBuffer;
  59556. private _targetBuffer;
  59557. private _engine;
  59558. private _currentRenderId;
  59559. private _started;
  59560. private _stopped;
  59561. private _timeDelta;
  59562. private _randomTexture;
  59563. private _randomTexture2;
  59564. private _attributesStrideSize;
  59565. private _updateEffectOptions;
  59566. private _randomTextureSize;
  59567. private _actualFrame;
  59568. private readonly _rawTextureWidth;
  59569. /**
  59570. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  59571. */
  59572. static readonly IsSupported: boolean;
  59573. /**
  59574. * An event triggered when the system is disposed.
  59575. */
  59576. onDisposeObservable: Observable<GPUParticleSystem>;
  59577. /**
  59578. * Gets the maximum number of particles active at the same time.
  59579. * @returns The max number of active particles.
  59580. */
  59581. getCapacity(): number;
  59582. /**
  59583. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  59584. * to override the particles.
  59585. */
  59586. forceDepthWrite: boolean;
  59587. /**
  59588. * Gets or set the number of active particles
  59589. */
  59590. activeParticleCount: number;
  59591. private _preWarmDone;
  59592. /**
  59593. * Is this system ready to be used/rendered
  59594. * @return true if the system is ready
  59595. */
  59596. isReady(): boolean;
  59597. /**
  59598. * Gets if the system has been started. (Note: this will still be true after stop is called)
  59599. * @returns True if it has been started, otherwise false.
  59600. */
  59601. isStarted(): boolean;
  59602. /**
  59603. * Starts the particle system and begins to emit
  59604. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  59605. */
  59606. start(delay?: number): void;
  59607. /**
  59608. * Stops the particle system.
  59609. */
  59610. stop(): void;
  59611. /**
  59612. * Remove all active particles
  59613. */
  59614. reset(): void;
  59615. /**
  59616. * Returns the string "GPUParticleSystem"
  59617. * @returns a string containing the class name
  59618. */
  59619. getClassName(): string;
  59620. private _colorGradientsTexture;
  59621. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  59622. /**
  59623. * Adds a new color gradient
  59624. * @param gradient defines the gradient to use (between 0 and 1)
  59625. * @param color1 defines the color to affect to the specified gradient
  59626. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  59627. * @returns the current particle system
  59628. */
  59629. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  59630. /**
  59631. * Remove a specific color gradient
  59632. * @param gradient defines the gradient to remove
  59633. * @returns the current particle system
  59634. */
  59635. removeColorGradient(gradient: number): GPUParticleSystem;
  59636. private _angularSpeedGradientsTexture;
  59637. private _sizeGradientsTexture;
  59638. private _velocityGradientsTexture;
  59639. private _limitVelocityGradientsTexture;
  59640. private _dragGradientsTexture;
  59641. private _addFactorGradient;
  59642. /**
  59643. * Adds a new size gradient
  59644. * @param gradient defines the gradient to use (between 0 and 1)
  59645. * @param factor defines the size factor to affect to the specified gradient
  59646. * @returns the current particle system
  59647. */
  59648. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  59649. /**
  59650. * Remove a specific size gradient
  59651. * @param gradient defines the gradient to remove
  59652. * @returns the current particle system
  59653. */
  59654. removeSizeGradient(gradient: number): GPUParticleSystem;
  59655. /**
  59656. * Adds a new angular speed gradient
  59657. * @param gradient defines the gradient to use (between 0 and 1)
  59658. * @param factor defines the angular speed to affect to the specified gradient
  59659. * @returns the current particle system
  59660. */
  59661. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  59662. /**
  59663. * Remove a specific angular speed gradient
  59664. * @param gradient defines the gradient to remove
  59665. * @returns the current particle system
  59666. */
  59667. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  59668. /**
  59669. * Adds a new velocity gradient
  59670. * @param gradient defines the gradient to use (between 0 and 1)
  59671. * @param factor defines the velocity to affect to the specified gradient
  59672. * @returns the current particle system
  59673. */
  59674. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  59675. /**
  59676. * Remove a specific velocity gradient
  59677. * @param gradient defines the gradient to remove
  59678. * @returns the current particle system
  59679. */
  59680. removeVelocityGradient(gradient: number): GPUParticleSystem;
  59681. /**
  59682. * Adds a new limit velocity gradient
  59683. * @param gradient defines the gradient to use (between 0 and 1)
  59684. * @param factor defines the limit velocity value to affect to the specified gradient
  59685. * @returns the current particle system
  59686. */
  59687. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  59688. /**
  59689. * Remove a specific limit velocity gradient
  59690. * @param gradient defines the gradient to remove
  59691. * @returns the current particle system
  59692. */
  59693. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  59694. /**
  59695. * Adds a new drag gradient
  59696. * @param gradient defines the gradient to use (between 0 and 1)
  59697. * @param factor defines the drag value to affect to the specified gradient
  59698. * @returns the current particle system
  59699. */
  59700. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  59701. /**
  59702. * Remove a specific drag gradient
  59703. * @param gradient defines the gradient to remove
  59704. * @returns the current particle system
  59705. */
  59706. removeDragGradient(gradient: number): GPUParticleSystem;
  59707. /**
  59708. * Not supported by GPUParticleSystem
  59709. * @param gradient defines the gradient to use (between 0 and 1)
  59710. * @param factor defines the emit rate value to affect to the specified gradient
  59711. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  59712. * @returns the current particle system
  59713. */
  59714. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  59715. /**
  59716. * Not supported by GPUParticleSystem
  59717. * @param gradient defines the gradient to remove
  59718. * @returns the current particle system
  59719. */
  59720. removeEmitRateGradient(gradient: number): IParticleSystem;
  59721. /**
  59722. * Not supported by GPUParticleSystem
  59723. * @param gradient defines the gradient to use (between 0 and 1)
  59724. * @param factor defines the start size value to affect to the specified gradient
  59725. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  59726. * @returns the current particle system
  59727. */
  59728. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  59729. /**
  59730. * Not supported by GPUParticleSystem
  59731. * @param gradient defines the gradient to remove
  59732. * @returns the current particle system
  59733. */
  59734. removeStartSizeGradient(gradient: number): IParticleSystem;
  59735. /**
  59736. * Not supported by GPUParticleSystem
  59737. * @param gradient defines the gradient to use (between 0 and 1)
  59738. * @param min defines the color remap minimal range
  59739. * @param max defines the color remap maximal range
  59740. * @returns the current particle system
  59741. */
  59742. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  59743. /**
  59744. * Not supported by GPUParticleSystem
  59745. * @param gradient defines the gradient to remove
  59746. * @returns the current particle system
  59747. */
  59748. removeColorRemapGradient(): IParticleSystem;
  59749. /**
  59750. * Not supported by GPUParticleSystem
  59751. * @param gradient defines the gradient to use (between 0 and 1)
  59752. * @param min defines the alpha remap minimal range
  59753. * @param max defines the alpha remap maximal range
  59754. * @returns the current particle system
  59755. */
  59756. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  59757. /**
  59758. * Not supported by GPUParticleSystem
  59759. * @param gradient defines the gradient to remove
  59760. * @returns the current particle system
  59761. */
  59762. removeAlphaRemapGradient(): IParticleSystem;
  59763. /**
  59764. * Not supported by GPUParticleSystem
  59765. * @param gradient defines the gradient to use (between 0 and 1)
  59766. * @param color defines the color to affect to the specified gradient
  59767. * @returns the current particle system
  59768. */
  59769. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  59770. /**
  59771. * Not supported by GPUParticleSystem
  59772. * @param gradient defines the gradient to remove
  59773. * @returns the current particle system
  59774. */
  59775. removeRampGradient(): IParticleSystem;
  59776. /**
  59777. * Not supported by GPUParticleSystem
  59778. * @returns the list of ramp gradients
  59779. */
  59780. getRampGradients(): Nullable<Array<Color3Gradient>>;
  59781. /**
  59782. * Not supported by GPUParticleSystem
  59783. * Gets or sets a boolean indicating that ramp gradients must be used
  59784. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  59785. */
  59786. useRampGradients: boolean;
  59787. /**
  59788. * Not supported by GPUParticleSystem
  59789. * @param gradient defines the gradient to use (between 0 and 1)
  59790. * @param factor defines the life time factor to affect to the specified gradient
  59791. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  59792. * @returns the current particle system
  59793. */
  59794. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  59795. /**
  59796. * Not supported by GPUParticleSystem
  59797. * @param gradient defines the gradient to remove
  59798. * @returns the current particle system
  59799. */
  59800. removeLifeTimeGradient(gradient: number): IParticleSystem;
  59801. /**
  59802. * Instantiates a GPU particle system.
  59803. * 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.
  59804. * @param name The name of the particle system
  59805. * @param options The options used to create the system
  59806. * @param scene The scene the particle system belongs to
  59807. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  59808. */
  59809. constructor(name: string, options: Partial<{
  59810. capacity: number;
  59811. randomTextureSize: number;
  59812. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  59813. protected _reset(): void;
  59814. private _createUpdateVAO;
  59815. private _createRenderVAO;
  59816. private _initialize;
  59817. /** @hidden */
  59818. _recreateUpdateEffect(): void;
  59819. /** @hidden */
  59820. _recreateRenderEffect(): void;
  59821. /**
  59822. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  59823. * @param preWarm defines if we are in the pre-warmimg phase
  59824. */
  59825. animate(preWarm?: boolean): void;
  59826. private _createFactorGradientTexture;
  59827. private _createSizeGradientTexture;
  59828. private _createAngularSpeedGradientTexture;
  59829. private _createVelocityGradientTexture;
  59830. private _createLimitVelocityGradientTexture;
  59831. private _createDragGradientTexture;
  59832. private _createColorGradientTexture;
  59833. /**
  59834. * Renders the particle system in its current state
  59835. * @param preWarm defines if the system should only update the particles but not render them
  59836. * @returns the current number of particles
  59837. */
  59838. render(preWarm?: boolean): number;
  59839. /**
  59840. * Rebuilds the particle system
  59841. */
  59842. rebuild(): void;
  59843. private _releaseBuffers;
  59844. private _releaseVAOs;
  59845. /**
  59846. * Disposes the particle system and free the associated resources
  59847. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  59848. */
  59849. dispose(disposeTexture?: boolean): void;
  59850. /**
  59851. * Clones the particle system.
  59852. * @param name The name of the cloned object
  59853. * @param newEmitter The new emitter to use
  59854. * @returns the cloned particle system
  59855. */
  59856. clone(name: string, newEmitter: any): GPUParticleSystem;
  59857. /**
  59858. * Serializes the particle system to a JSON object.
  59859. * @returns the JSON object
  59860. */
  59861. serialize(): any;
  59862. /**
  59863. * Parses a JSON object to create a GPU particle system.
  59864. * @param parsedParticleSystem The JSON object to parse
  59865. * @param scene The scene to create the particle system in
  59866. * @param rootUrl The root url to use to load external dependencies like texture
  59867. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  59868. * @returns the parsed GPU particle system
  59869. */
  59870. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  59871. }
  59872. }
  59873. declare module "babylonjs/Particles/particleSystemSet" {
  59874. import { Nullable } from "babylonjs/types";
  59875. import { Color3 } from "babylonjs/Maths/math.color";
  59876. import { TransformNode } from "babylonjs/Meshes/transformNode";
  59877. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  59878. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  59879. import { Scene, IDisposable } from "babylonjs/scene";
  59880. /**
  59881. * Represents a set of particle systems working together to create a specific effect
  59882. */
  59883. export class ParticleSystemSet implements IDisposable {
  59884. private _emitterCreationOptions;
  59885. private _emitterNode;
  59886. /**
  59887. * Gets the particle system list
  59888. */
  59889. systems: IParticleSystem[];
  59890. /**
  59891. * Gets the emitter node used with this set
  59892. */
  59893. readonly emitterNode: Nullable<TransformNode>;
  59894. /**
  59895. * Creates a new emitter mesh as a sphere
  59896. * @param options defines the options used to create the sphere
  59897. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  59898. * @param scene defines the hosting scene
  59899. */
  59900. setEmitterAsSphere(options: {
  59901. diameter: number;
  59902. segments: number;
  59903. color: Color3;
  59904. }, renderingGroupId: number, scene: Scene): void;
  59905. /**
  59906. * Starts all particle systems of the set
  59907. * @param emitter defines an optional mesh to use as emitter for the particle systems
  59908. */
  59909. start(emitter?: AbstractMesh): void;
  59910. /**
  59911. * Release all associated resources
  59912. */
  59913. dispose(): void;
  59914. /**
  59915. * Serialize the set into a JSON compatible object
  59916. * @returns a JSON compatible representation of the set
  59917. */
  59918. serialize(): any;
  59919. /**
  59920. * Parse a new ParticleSystemSet from a serialized source
  59921. * @param data defines a JSON compatible representation of the set
  59922. * @param scene defines the hosting scene
  59923. * @param gpu defines if we want GPU particles or CPU particles
  59924. * @returns a new ParticleSystemSet
  59925. */
  59926. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  59927. }
  59928. }
  59929. declare module "babylonjs/Particles/particleHelper" {
  59930. import { Nullable } from "babylonjs/types";
  59931. import { Scene } from "babylonjs/scene";
  59932. import { Vector3 } from "babylonjs/Maths/math.vector";
  59933. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  59934. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  59935. import { ParticleSystemSet } from "babylonjs/Particles/particleSystemSet";
  59936. /**
  59937. * This class is made for on one-liner static method to help creating particle system set.
  59938. */
  59939. export class ParticleHelper {
  59940. /**
  59941. * Gets or sets base Assets URL
  59942. */
  59943. static BaseAssetsUrl: string;
  59944. /**
  59945. * Create a default particle system that you can tweak
  59946. * @param emitter defines the emitter to use
  59947. * @param capacity defines the system capacity (default is 500 particles)
  59948. * @param scene defines the hosting scene
  59949. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  59950. * @returns the new Particle system
  59951. */
  59952. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  59953. /**
  59954. * This is the main static method (one-liner) of this helper to create different particle systems
  59955. * @param type This string represents the type to the particle system to create
  59956. * @param scene The scene where the particle system should live
  59957. * @param gpu If the system will use gpu
  59958. * @returns the ParticleSystemSet created
  59959. */
  59960. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  59961. /**
  59962. * Static function used to export a particle system to a ParticleSystemSet variable.
  59963. * Please note that the emitter shape is not exported
  59964. * @param systems defines the particle systems to export
  59965. * @returns the created particle system set
  59966. */
  59967. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  59968. }
  59969. }
  59970. declare module "babylonjs/Particles/particleSystemComponent" {
  59971. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  59972. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  59973. import "babylonjs/Shaders/particles.vertex";
  59974. module "babylonjs/Engines/engine" {
  59975. interface Engine {
  59976. /**
  59977. * Create an effect to use with particle systems.
  59978. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  59979. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  59980. * @param uniformsNames defines a list of attribute names
  59981. * @param samplers defines an array of string used to represent textures
  59982. * @param defines defines the string containing the defines to use to compile the shaders
  59983. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  59984. * @param onCompiled defines a function to call when the effect creation is successful
  59985. * @param onError defines a function to call when the effect creation has failed
  59986. * @returns the new Effect
  59987. */
  59988. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  59989. }
  59990. }
  59991. module "babylonjs/Meshes/mesh" {
  59992. interface Mesh {
  59993. /**
  59994. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  59995. * @returns an array of IParticleSystem
  59996. */
  59997. getEmittedParticleSystems(): IParticleSystem[];
  59998. /**
  59999. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  60000. * @returns an array of IParticleSystem
  60001. */
  60002. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  60003. }
  60004. }
  60005. /**
  60006. * @hidden
  60007. */
  60008. export var _IDoNeedToBeInTheBuild: number;
  60009. }
  60010. declare module "babylonjs/Particles/index" {
  60011. export * from "babylonjs/Particles/baseParticleSystem";
  60012. export * from "babylonjs/Particles/EmitterTypes/index";
  60013. export * from "babylonjs/Particles/gpuParticleSystem";
  60014. export * from "babylonjs/Particles/IParticleSystem";
  60015. export * from "babylonjs/Particles/particle";
  60016. export * from "babylonjs/Particles/particleHelper";
  60017. export * from "babylonjs/Particles/particleSystem";
  60018. export * from "babylonjs/Particles/particleSystemComponent";
  60019. export * from "babylonjs/Particles/particleSystemSet";
  60020. export * from "babylonjs/Particles/solidParticle";
  60021. export * from "babylonjs/Particles/solidParticleSystem";
  60022. export * from "babylonjs/Particles/subEmitter";
  60023. }
  60024. declare module "babylonjs/Physics/physicsEngineComponent" {
  60025. import { Nullable } from "babylonjs/types";
  60026. import { Observable, Observer } from "babylonjs/Misc/observable";
  60027. import { Vector3 } from "babylonjs/Maths/math.vector";
  60028. import { Mesh } from "babylonjs/Meshes/mesh";
  60029. import { ISceneComponent } from "babylonjs/sceneComponent";
  60030. import { Scene } from "babylonjs/scene";
  60031. import { Node } from "babylonjs/node";
  60032. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  60033. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  60034. module "babylonjs/scene" {
  60035. interface Scene {
  60036. /** @hidden (Backing field) */
  60037. _physicsEngine: Nullable<IPhysicsEngine>;
  60038. /**
  60039. * Gets the current physics engine
  60040. * @returns a IPhysicsEngine or null if none attached
  60041. */
  60042. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  60043. /**
  60044. * Enables physics to the current scene
  60045. * @param gravity defines the scene's gravity for the physics engine
  60046. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  60047. * @return a boolean indicating if the physics engine was initialized
  60048. */
  60049. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  60050. /**
  60051. * Disables and disposes the physics engine associated with the scene
  60052. */
  60053. disablePhysicsEngine(): void;
  60054. /**
  60055. * Gets a boolean indicating if there is an active physics engine
  60056. * @returns a boolean indicating if there is an active physics engine
  60057. */
  60058. isPhysicsEnabled(): boolean;
  60059. /**
  60060. * Deletes a physics compound impostor
  60061. * @param compound defines the compound to delete
  60062. */
  60063. deleteCompoundImpostor(compound: any): void;
  60064. /**
  60065. * An event triggered when physic simulation is about to be run
  60066. */
  60067. onBeforePhysicsObservable: Observable<Scene>;
  60068. /**
  60069. * An event triggered when physic simulation has been done
  60070. */
  60071. onAfterPhysicsObservable: Observable<Scene>;
  60072. }
  60073. }
  60074. module "babylonjs/Meshes/abstractMesh" {
  60075. interface AbstractMesh {
  60076. /** @hidden */
  60077. _physicsImpostor: Nullable<PhysicsImpostor>;
  60078. /**
  60079. * Gets or sets impostor used for physic simulation
  60080. * @see http://doc.babylonjs.com/features/physics_engine
  60081. */
  60082. physicsImpostor: Nullable<PhysicsImpostor>;
  60083. /**
  60084. * Gets the current physics impostor
  60085. * @see http://doc.babylonjs.com/features/physics_engine
  60086. * @returns a physics impostor or null
  60087. */
  60088. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  60089. /** Apply a physic impulse to the mesh
  60090. * @param force defines the force to apply
  60091. * @param contactPoint defines where to apply the force
  60092. * @returns the current mesh
  60093. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  60094. */
  60095. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  60096. /**
  60097. * Creates a physic joint between two meshes
  60098. * @param otherMesh defines the other mesh to use
  60099. * @param pivot1 defines the pivot to use on this mesh
  60100. * @param pivot2 defines the pivot to use on the other mesh
  60101. * @param options defines additional options (can be plugin dependent)
  60102. * @returns the current mesh
  60103. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  60104. */
  60105. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  60106. /** @hidden */
  60107. _disposePhysicsObserver: Nullable<Observer<Node>>;
  60108. }
  60109. }
  60110. /**
  60111. * Defines the physics engine scene component responsible to manage a physics engine
  60112. */
  60113. export class PhysicsEngineSceneComponent implements ISceneComponent {
  60114. /**
  60115. * The component name helpful to identify the component in the list of scene components.
  60116. */
  60117. readonly name: string;
  60118. /**
  60119. * The scene the component belongs to.
  60120. */
  60121. scene: Scene;
  60122. /**
  60123. * Creates a new instance of the component for the given scene
  60124. * @param scene Defines the scene to register the component in
  60125. */
  60126. constructor(scene: Scene);
  60127. /**
  60128. * Registers the component in a given scene
  60129. */
  60130. register(): void;
  60131. /**
  60132. * Rebuilds the elements related to this component in case of
  60133. * context lost for instance.
  60134. */
  60135. rebuild(): void;
  60136. /**
  60137. * Disposes the component and the associated ressources
  60138. */
  60139. dispose(): void;
  60140. }
  60141. }
  60142. declare module "babylonjs/Physics/physicsHelper" {
  60143. import { Nullable } from "babylonjs/types";
  60144. import { Vector3 } from "babylonjs/Maths/math.vector";
  60145. import { Mesh } from "babylonjs/Meshes/mesh";
  60146. import { Scene } from "babylonjs/scene";
  60147. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  60148. /**
  60149. * A helper for physics simulations
  60150. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60151. */
  60152. export class PhysicsHelper {
  60153. private _scene;
  60154. private _physicsEngine;
  60155. /**
  60156. * Initializes the Physics helper
  60157. * @param scene Babylon.js scene
  60158. */
  60159. constructor(scene: Scene);
  60160. /**
  60161. * Applies a radial explosion impulse
  60162. * @param origin the origin of the explosion
  60163. * @param radiusOrEventOptions the radius or the options of radial explosion
  60164. * @param strength the explosion strength
  60165. * @param falloff possible options: Constant & Linear. Defaults to Constant
  60166. * @returns A physics radial explosion event, or null
  60167. */
  60168. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  60169. /**
  60170. * Applies a radial explosion force
  60171. * @param origin the origin of the explosion
  60172. * @param radiusOrEventOptions the radius or the options of radial explosion
  60173. * @param strength the explosion strength
  60174. * @param falloff possible options: Constant & Linear. Defaults to Constant
  60175. * @returns A physics radial explosion event, or null
  60176. */
  60177. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  60178. /**
  60179. * Creates a gravitational field
  60180. * @param origin the origin of the explosion
  60181. * @param radiusOrEventOptions the radius or the options of radial explosion
  60182. * @param strength the explosion strength
  60183. * @param falloff possible options: Constant & Linear. Defaults to Constant
  60184. * @returns A physics gravitational field event, or null
  60185. */
  60186. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  60187. /**
  60188. * Creates a physics updraft event
  60189. * @param origin the origin of the updraft
  60190. * @param radiusOrEventOptions the radius or the options of the updraft
  60191. * @param strength the strength of the updraft
  60192. * @param height the height of the updraft
  60193. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  60194. * @returns A physics updraft event, or null
  60195. */
  60196. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  60197. /**
  60198. * Creates a physics vortex event
  60199. * @param origin the of the vortex
  60200. * @param radiusOrEventOptions the radius or the options of the vortex
  60201. * @param strength the strength of the vortex
  60202. * @param height the height of the vortex
  60203. * @returns a Physics vortex event, or null
  60204. * A physics vortex event or null
  60205. */
  60206. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  60207. }
  60208. /**
  60209. * Represents a physics radial explosion event
  60210. */
  60211. class PhysicsRadialExplosionEvent {
  60212. private _scene;
  60213. private _options;
  60214. private _sphere;
  60215. private _dataFetched;
  60216. /**
  60217. * Initializes a radial explosioin event
  60218. * @param _scene BabylonJS scene
  60219. * @param _options The options for the vortex event
  60220. */
  60221. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  60222. /**
  60223. * Returns the data related to the radial explosion event (sphere).
  60224. * @returns The radial explosion event data
  60225. */
  60226. getData(): PhysicsRadialExplosionEventData;
  60227. /**
  60228. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  60229. * @param impostor A physics imposter
  60230. * @param origin the origin of the explosion
  60231. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  60232. */
  60233. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  60234. /**
  60235. * Triggers affecterd impostors callbacks
  60236. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  60237. */
  60238. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  60239. /**
  60240. * Disposes the sphere.
  60241. * @param force Specifies if the sphere should be disposed by force
  60242. */
  60243. dispose(force?: boolean): void;
  60244. /*** Helpers ***/
  60245. private _prepareSphere;
  60246. private _intersectsWithSphere;
  60247. }
  60248. /**
  60249. * Represents a gravitational field event
  60250. */
  60251. class PhysicsGravitationalFieldEvent {
  60252. private _physicsHelper;
  60253. private _scene;
  60254. private _origin;
  60255. private _options;
  60256. private _tickCallback;
  60257. private _sphere;
  60258. private _dataFetched;
  60259. /**
  60260. * Initializes the physics gravitational field event
  60261. * @param _physicsHelper A physics helper
  60262. * @param _scene BabylonJS scene
  60263. * @param _origin The origin position of the gravitational field event
  60264. * @param _options The options for the vortex event
  60265. */
  60266. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  60267. /**
  60268. * Returns the data related to the gravitational field event (sphere).
  60269. * @returns A gravitational field event
  60270. */
  60271. getData(): PhysicsGravitationalFieldEventData;
  60272. /**
  60273. * Enables the gravitational field.
  60274. */
  60275. enable(): void;
  60276. /**
  60277. * Disables the gravitational field.
  60278. */
  60279. disable(): void;
  60280. /**
  60281. * Disposes the sphere.
  60282. * @param force The force to dispose from the gravitational field event
  60283. */
  60284. dispose(force?: boolean): void;
  60285. private _tick;
  60286. }
  60287. /**
  60288. * Represents a physics updraft event
  60289. */
  60290. class PhysicsUpdraftEvent {
  60291. private _scene;
  60292. private _origin;
  60293. private _options;
  60294. private _physicsEngine;
  60295. private _originTop;
  60296. private _originDirection;
  60297. private _tickCallback;
  60298. private _cylinder;
  60299. private _cylinderPosition;
  60300. private _dataFetched;
  60301. /**
  60302. * Initializes the physics updraft event
  60303. * @param _scene BabylonJS scene
  60304. * @param _origin The origin position of the updraft
  60305. * @param _options The options for the updraft event
  60306. */
  60307. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  60308. /**
  60309. * Returns the data related to the updraft event (cylinder).
  60310. * @returns A physics updraft event
  60311. */
  60312. getData(): PhysicsUpdraftEventData;
  60313. /**
  60314. * Enables the updraft.
  60315. */
  60316. enable(): void;
  60317. /**
  60318. * Disables the updraft.
  60319. */
  60320. disable(): void;
  60321. /**
  60322. * Disposes the cylinder.
  60323. * @param force Specifies if the updraft should be disposed by force
  60324. */
  60325. dispose(force?: boolean): void;
  60326. private getImpostorHitData;
  60327. private _tick;
  60328. /*** Helpers ***/
  60329. private _prepareCylinder;
  60330. private _intersectsWithCylinder;
  60331. }
  60332. /**
  60333. * Represents a physics vortex event
  60334. */
  60335. class PhysicsVortexEvent {
  60336. private _scene;
  60337. private _origin;
  60338. private _options;
  60339. private _physicsEngine;
  60340. private _originTop;
  60341. private _tickCallback;
  60342. private _cylinder;
  60343. private _cylinderPosition;
  60344. private _dataFetched;
  60345. /**
  60346. * Initializes the physics vortex event
  60347. * @param _scene The BabylonJS scene
  60348. * @param _origin The origin position of the vortex
  60349. * @param _options The options for the vortex event
  60350. */
  60351. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  60352. /**
  60353. * Returns the data related to the vortex event (cylinder).
  60354. * @returns The physics vortex event data
  60355. */
  60356. getData(): PhysicsVortexEventData;
  60357. /**
  60358. * Enables the vortex.
  60359. */
  60360. enable(): void;
  60361. /**
  60362. * Disables the cortex.
  60363. */
  60364. disable(): void;
  60365. /**
  60366. * Disposes the sphere.
  60367. * @param force
  60368. */
  60369. dispose(force?: boolean): void;
  60370. private getImpostorHitData;
  60371. private _tick;
  60372. /*** Helpers ***/
  60373. private _prepareCylinder;
  60374. private _intersectsWithCylinder;
  60375. }
  60376. /**
  60377. * Options fot the radial explosion event
  60378. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60379. */
  60380. export class PhysicsRadialExplosionEventOptions {
  60381. /**
  60382. * The radius of the sphere for the radial explosion.
  60383. */
  60384. radius: number;
  60385. /**
  60386. * The strenth of the explosion.
  60387. */
  60388. strength: number;
  60389. /**
  60390. * The strenght of the force in correspondence to the distance of the affected object
  60391. */
  60392. falloff: PhysicsRadialImpulseFalloff;
  60393. /**
  60394. * Sphere options for the radial explosion.
  60395. */
  60396. sphere: {
  60397. segments: number;
  60398. diameter: number;
  60399. };
  60400. /**
  60401. * Sphere options for the radial explosion.
  60402. */
  60403. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  60404. }
  60405. /**
  60406. * Options fot the updraft event
  60407. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60408. */
  60409. export class PhysicsUpdraftEventOptions {
  60410. /**
  60411. * The radius of the cylinder for the vortex
  60412. */
  60413. radius: number;
  60414. /**
  60415. * The strenth of the updraft.
  60416. */
  60417. strength: number;
  60418. /**
  60419. * The height of the cylinder for the updraft.
  60420. */
  60421. height: number;
  60422. /**
  60423. * The mode for the the updraft.
  60424. */
  60425. updraftMode: PhysicsUpdraftMode;
  60426. }
  60427. /**
  60428. * Options fot the vortex event
  60429. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60430. */
  60431. export class PhysicsVortexEventOptions {
  60432. /**
  60433. * The radius of the cylinder for the vortex
  60434. */
  60435. radius: number;
  60436. /**
  60437. * The strenth of the vortex.
  60438. */
  60439. strength: number;
  60440. /**
  60441. * The height of the cylinder for the vortex.
  60442. */
  60443. height: number;
  60444. /**
  60445. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  60446. */
  60447. centripetalForceThreshold: number;
  60448. /**
  60449. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  60450. */
  60451. centripetalForceMultiplier: number;
  60452. /**
  60453. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  60454. */
  60455. centrifugalForceMultiplier: number;
  60456. /**
  60457. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  60458. */
  60459. updraftForceMultiplier: number;
  60460. }
  60461. /**
  60462. * The strenght of the force in correspondence to the distance of the affected object
  60463. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60464. */
  60465. export enum PhysicsRadialImpulseFalloff {
  60466. /** Defines that impulse is constant in strength across it's whole radius */
  60467. Constant = 0,
  60468. /** Defines that impulse gets weaker if it's further from the origin */
  60469. Linear = 1
  60470. }
  60471. /**
  60472. * The strength of the force in correspondence to the distance of the affected object
  60473. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60474. */
  60475. export enum PhysicsUpdraftMode {
  60476. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  60477. Center = 0,
  60478. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  60479. Perpendicular = 1
  60480. }
  60481. /**
  60482. * Interface for a physics hit data
  60483. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60484. */
  60485. export interface PhysicsHitData {
  60486. /**
  60487. * The force applied at the contact point
  60488. */
  60489. force: Vector3;
  60490. /**
  60491. * The contact point
  60492. */
  60493. contactPoint: Vector3;
  60494. /**
  60495. * The distance from the origin to the contact point
  60496. */
  60497. distanceFromOrigin: number;
  60498. }
  60499. /**
  60500. * Interface for radial explosion event data
  60501. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60502. */
  60503. export interface PhysicsRadialExplosionEventData {
  60504. /**
  60505. * A sphere used for the radial explosion event
  60506. */
  60507. sphere: Mesh;
  60508. }
  60509. /**
  60510. * Interface for gravitational field event data
  60511. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60512. */
  60513. export interface PhysicsGravitationalFieldEventData {
  60514. /**
  60515. * A sphere mesh used for the gravitational field event
  60516. */
  60517. sphere: Mesh;
  60518. }
  60519. /**
  60520. * Interface for updraft event data
  60521. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60522. */
  60523. export interface PhysicsUpdraftEventData {
  60524. /**
  60525. * A cylinder used for the updraft event
  60526. */
  60527. cylinder: Mesh;
  60528. }
  60529. /**
  60530. * Interface for vortex event data
  60531. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60532. */
  60533. export interface PhysicsVortexEventData {
  60534. /**
  60535. * A cylinder used for the vortex event
  60536. */
  60537. cylinder: Mesh;
  60538. }
  60539. /**
  60540. * Interface for an affected physics impostor
  60541. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  60542. */
  60543. export interface PhysicsAffectedImpostorWithData {
  60544. /**
  60545. * The impostor affected by the effect
  60546. */
  60547. impostor: PhysicsImpostor;
  60548. /**
  60549. * The data about the hit/horce from the explosion
  60550. */
  60551. hitData: PhysicsHitData;
  60552. }
  60553. }
  60554. declare module "babylonjs/Physics/Plugins/index" {
  60555. export * from "babylonjs/Physics/Plugins/cannonJSPlugin";
  60556. export * from "babylonjs/Physics/Plugins/ammoJSPlugin";
  60557. export * from "babylonjs/Physics/Plugins/oimoJSPlugin";
  60558. }
  60559. declare module "babylonjs/Physics/index" {
  60560. export * from "babylonjs/Physics/IPhysicsEngine";
  60561. export * from "babylonjs/Physics/physicsEngine";
  60562. export * from "babylonjs/Physics/physicsEngineComponent";
  60563. export * from "babylonjs/Physics/physicsHelper";
  60564. export * from "babylonjs/Physics/physicsImpostor";
  60565. export * from "babylonjs/Physics/physicsJoint";
  60566. export * from "babylonjs/Physics/Plugins/index";
  60567. }
  60568. declare module "babylonjs/Shaders/blackAndWhite.fragment" {
  60569. /** @hidden */
  60570. export var blackAndWhitePixelShader: {
  60571. name: string;
  60572. shader: string;
  60573. };
  60574. }
  60575. declare module "babylonjs/PostProcesses/blackAndWhitePostProcess" {
  60576. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60577. import { Camera } from "babylonjs/Cameras/camera";
  60578. import { Engine } from "babylonjs/Engines/engine";
  60579. import "babylonjs/Shaders/blackAndWhite.fragment";
  60580. /**
  60581. * Post process used to render in black and white
  60582. */
  60583. export class BlackAndWhitePostProcess extends PostProcess {
  60584. /**
  60585. * Linear about to convert he result to black and white (default: 1)
  60586. */
  60587. degree: number;
  60588. /**
  60589. * Creates a black and white post process
  60590. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  60591. * @param name The name of the effect.
  60592. * @param options The required width/height ratio to downsize to before computing the render pass.
  60593. * @param camera The camera to apply the render pass to.
  60594. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60595. * @param engine The engine which the post process will be applied. (default: current engine)
  60596. * @param reusable If the post process can be reused on the same frame. (default: false)
  60597. */
  60598. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  60599. }
  60600. }
  60601. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect" {
  60602. import { Nullable } from "babylonjs/types";
  60603. import { Camera } from "babylonjs/Cameras/camera";
  60604. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  60605. import { Engine } from "babylonjs/Engines/engine";
  60606. /**
  60607. * This represents a set of one or more post processes in Babylon.
  60608. * A post process can be used to apply a shader to a texture after it is rendered.
  60609. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  60610. */
  60611. export class PostProcessRenderEffect {
  60612. private _postProcesses;
  60613. private _getPostProcesses;
  60614. private _singleInstance;
  60615. private _cameras;
  60616. private _indicesForCamera;
  60617. /**
  60618. * Name of the effect
  60619. * @hidden
  60620. */
  60621. _name: string;
  60622. /**
  60623. * Instantiates a post process render effect.
  60624. * A post process can be used to apply a shader to a texture after it is rendered.
  60625. * @param engine The engine the effect is tied to
  60626. * @param name The name of the effect
  60627. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  60628. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  60629. */
  60630. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  60631. /**
  60632. * Checks if all the post processes in the effect are supported.
  60633. */
  60634. readonly isSupported: boolean;
  60635. /**
  60636. * Updates the current state of the effect
  60637. * @hidden
  60638. */
  60639. _update(): void;
  60640. /**
  60641. * Attaches the effect on cameras
  60642. * @param cameras The camera to attach to.
  60643. * @hidden
  60644. */
  60645. _attachCameras(cameras: Camera): void;
  60646. /**
  60647. * Attaches the effect on cameras
  60648. * @param cameras The camera to attach to.
  60649. * @hidden
  60650. */
  60651. _attachCameras(cameras: Camera[]): void;
  60652. /**
  60653. * Detaches the effect on cameras
  60654. * @param cameras The camera to detatch from.
  60655. * @hidden
  60656. */
  60657. _detachCameras(cameras: Camera): void;
  60658. /**
  60659. * Detatches the effect on cameras
  60660. * @param cameras The camera to detatch from.
  60661. * @hidden
  60662. */
  60663. _detachCameras(cameras: Camera[]): void;
  60664. /**
  60665. * Enables the effect on given cameras
  60666. * @param cameras The camera to enable.
  60667. * @hidden
  60668. */
  60669. _enable(cameras: Camera): void;
  60670. /**
  60671. * Enables the effect on given cameras
  60672. * @param cameras The camera to enable.
  60673. * @hidden
  60674. */
  60675. _enable(cameras: Nullable<Camera[]>): void;
  60676. /**
  60677. * Disables the effect on the given cameras
  60678. * @param cameras The camera to disable.
  60679. * @hidden
  60680. */
  60681. _disable(cameras: Camera): void;
  60682. /**
  60683. * Disables the effect on the given cameras
  60684. * @param cameras The camera to disable.
  60685. * @hidden
  60686. */
  60687. _disable(cameras: Nullable<Camera[]>): void;
  60688. /**
  60689. * Gets a list of the post processes contained in the effect.
  60690. * @param camera The camera to get the post processes on.
  60691. * @returns The list of the post processes in the effect.
  60692. */
  60693. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  60694. }
  60695. }
  60696. declare module "babylonjs/Shaders/extractHighlights.fragment" {
  60697. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  60698. /** @hidden */
  60699. export var extractHighlightsPixelShader: {
  60700. name: string;
  60701. shader: string;
  60702. };
  60703. }
  60704. declare module "babylonjs/PostProcesses/extractHighlightsPostProcess" {
  60705. import { Nullable } from "babylonjs/types";
  60706. import { Camera } from "babylonjs/Cameras/camera";
  60707. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60708. import { Engine } from "babylonjs/Engines/engine";
  60709. import "babylonjs/Shaders/extractHighlights.fragment";
  60710. /**
  60711. * 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.
  60712. */
  60713. export class ExtractHighlightsPostProcess extends PostProcess {
  60714. /**
  60715. * The luminance threshold, pixels below this value will be set to black.
  60716. */
  60717. threshold: number;
  60718. /** @hidden */
  60719. _exposure: number;
  60720. /**
  60721. * Post process which has the input texture to be used when performing highlight extraction
  60722. * @hidden
  60723. */
  60724. _inputPostProcess: Nullable<PostProcess>;
  60725. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60726. }
  60727. }
  60728. declare module "babylonjs/Shaders/bloomMerge.fragment" {
  60729. /** @hidden */
  60730. export var bloomMergePixelShader: {
  60731. name: string;
  60732. shader: string;
  60733. };
  60734. }
  60735. declare module "babylonjs/PostProcesses/bloomMergePostProcess" {
  60736. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60737. import { Nullable } from "babylonjs/types";
  60738. import { Engine } from "babylonjs/Engines/engine";
  60739. import { Camera } from "babylonjs/Cameras/camera";
  60740. import "babylonjs/Shaders/bloomMerge.fragment";
  60741. /**
  60742. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  60743. */
  60744. export class BloomMergePostProcess extends PostProcess {
  60745. /** Weight of the bloom to be added to the original input. */
  60746. weight: number;
  60747. /**
  60748. * Creates a new instance of @see BloomMergePostProcess
  60749. * @param name The name of the effect.
  60750. * @param originalFromInput Post process which's input will be used for the merge.
  60751. * @param blurred Blurred highlights post process which's output will be used.
  60752. * @param weight Weight of the bloom to be added to the original input.
  60753. * @param options The required width/height ratio to downsize to before computing the render pass.
  60754. * @param camera The camera to apply the render pass to.
  60755. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60756. * @param engine The engine which the post process will be applied. (default: current engine)
  60757. * @param reusable If the post process can be reused on the same frame. (default: false)
  60758. * @param textureType Type of textures used when performing the post process. (default: 0)
  60759. * @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)
  60760. */
  60761. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  60762. /** Weight of the bloom to be added to the original input. */
  60763. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60764. }
  60765. }
  60766. declare module "babylonjs/PostProcesses/bloomEffect" {
  60767. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  60768. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  60769. import { ExtractHighlightsPostProcess } from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  60770. import { Camera } from "babylonjs/Cameras/camera";
  60771. import { Scene } from "babylonjs/scene";
  60772. /**
  60773. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  60774. */
  60775. export class BloomEffect extends PostProcessRenderEffect {
  60776. private bloomScale;
  60777. /**
  60778. * @hidden Internal
  60779. */
  60780. _effects: Array<PostProcess>;
  60781. /**
  60782. * @hidden Internal
  60783. */
  60784. _downscale: ExtractHighlightsPostProcess;
  60785. private _blurX;
  60786. private _blurY;
  60787. private _merge;
  60788. /**
  60789. * The luminance threshold to find bright areas of the image to bloom.
  60790. */
  60791. threshold: number;
  60792. /**
  60793. * The strength of the bloom.
  60794. */
  60795. weight: number;
  60796. /**
  60797. * Specifies the size of the bloom blur kernel, relative to the final output size
  60798. */
  60799. kernel: number;
  60800. /**
  60801. * Creates a new instance of @see BloomEffect
  60802. * @param scene The scene the effect belongs to.
  60803. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  60804. * @param bloomKernel The size of the kernel to be used when applying the blur.
  60805. * @param bloomWeight The the strength of bloom.
  60806. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  60807. * @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)
  60808. */
  60809. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  60810. /**
  60811. * Disposes each of the internal effects for a given camera.
  60812. * @param camera The camera to dispose the effect on.
  60813. */
  60814. disposeEffects(camera: Camera): void;
  60815. /**
  60816. * @hidden Internal
  60817. */
  60818. _updateEffects(): void;
  60819. /**
  60820. * Internal
  60821. * @returns if all the contained post processes are ready.
  60822. * @hidden
  60823. */
  60824. _isReady(): boolean;
  60825. }
  60826. }
  60827. declare module "babylonjs/Shaders/chromaticAberration.fragment" {
  60828. /** @hidden */
  60829. export var chromaticAberrationPixelShader: {
  60830. name: string;
  60831. shader: string;
  60832. };
  60833. }
  60834. declare module "babylonjs/PostProcesses/chromaticAberrationPostProcess" {
  60835. import { Vector2 } from "babylonjs/Maths/math.vector";
  60836. import { Nullable } from "babylonjs/types";
  60837. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60838. import { Camera } from "babylonjs/Cameras/camera";
  60839. import { Engine } from "babylonjs/Engines/engine";
  60840. import "babylonjs/Shaders/chromaticAberration.fragment";
  60841. /**
  60842. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  60843. */
  60844. export class ChromaticAberrationPostProcess extends PostProcess {
  60845. /**
  60846. * The amount of seperation of rgb channels (default: 30)
  60847. */
  60848. aberrationAmount: number;
  60849. /**
  60850. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  60851. */
  60852. radialIntensity: number;
  60853. /**
  60854. * 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))
  60855. */
  60856. direction: Vector2;
  60857. /**
  60858. * 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))
  60859. */
  60860. centerPosition: Vector2;
  60861. /**
  60862. * Creates a new instance ChromaticAberrationPostProcess
  60863. * @param name The name of the effect.
  60864. * @param screenWidth The width of the screen to apply the effect on.
  60865. * @param screenHeight The height of the screen to apply the effect on.
  60866. * @param options The required width/height ratio to downsize to before computing the render pass.
  60867. * @param camera The camera to apply the render pass to.
  60868. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60869. * @param engine The engine which the post process will be applied. (default: current engine)
  60870. * @param reusable If the post process can be reused on the same frame. (default: false)
  60871. * @param textureType Type of textures used when performing the post process. (default: 0)
  60872. * @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)
  60873. */
  60874. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60875. }
  60876. }
  60877. declare module "babylonjs/Shaders/circleOfConfusion.fragment" {
  60878. /** @hidden */
  60879. export var circleOfConfusionPixelShader: {
  60880. name: string;
  60881. shader: string;
  60882. };
  60883. }
  60884. declare module "babylonjs/PostProcesses/circleOfConfusionPostProcess" {
  60885. import { Nullable } from "babylonjs/types";
  60886. import { Engine } from "babylonjs/Engines/engine";
  60887. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60888. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  60889. import { Camera } from "babylonjs/Cameras/camera";
  60890. import "babylonjs/Shaders/circleOfConfusion.fragment";
  60891. /**
  60892. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  60893. */
  60894. export class CircleOfConfusionPostProcess extends PostProcess {
  60895. /**
  60896. * 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.
  60897. */
  60898. lensSize: number;
  60899. /**
  60900. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  60901. */
  60902. fStop: number;
  60903. /**
  60904. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  60905. */
  60906. focusDistance: number;
  60907. /**
  60908. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  60909. */
  60910. focalLength: number;
  60911. private _depthTexture;
  60912. /**
  60913. * Creates a new instance CircleOfConfusionPostProcess
  60914. * @param name The name of the effect.
  60915. * @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.
  60916. * @param options The required width/height ratio to downsize to before computing the render pass.
  60917. * @param camera The camera to apply the render pass to.
  60918. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60919. * @param engine The engine which the post process will be applied. (default: current engine)
  60920. * @param reusable If the post process can be reused on the same frame. (default: false)
  60921. * @param textureType Type of textures used when performing the post process. (default: 0)
  60922. * @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)
  60923. */
  60924. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60925. /**
  60926. * 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.
  60927. */
  60928. depthTexture: RenderTargetTexture;
  60929. }
  60930. }
  60931. declare module "babylonjs/Shaders/colorCorrection.fragment" {
  60932. /** @hidden */
  60933. export var colorCorrectionPixelShader: {
  60934. name: string;
  60935. shader: string;
  60936. };
  60937. }
  60938. declare module "babylonjs/PostProcesses/colorCorrectionPostProcess" {
  60939. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60940. import { Engine } from "babylonjs/Engines/engine";
  60941. import { Camera } from "babylonjs/Cameras/camera";
  60942. import "babylonjs/Shaders/colorCorrection.fragment";
  60943. /**
  60944. *
  60945. * This post-process allows the modification of rendered colors by using
  60946. * a 'look-up table' (LUT). This effect is also called Color Grading.
  60947. *
  60948. * The object needs to be provided an url to a texture containing the color
  60949. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  60950. * Use an image editing software to tweak the LUT to match your needs.
  60951. *
  60952. * For an example of a color LUT, see here:
  60953. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  60954. * For explanations on color grading, see here:
  60955. * @see http://udn.epicgames.com/Three/ColorGrading.html
  60956. *
  60957. */
  60958. export class ColorCorrectionPostProcess extends PostProcess {
  60959. private _colorTableTexture;
  60960. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  60961. }
  60962. }
  60963. declare module "babylonjs/Shaders/convolution.fragment" {
  60964. /** @hidden */
  60965. export var convolutionPixelShader: {
  60966. name: string;
  60967. shader: string;
  60968. };
  60969. }
  60970. declare module "babylonjs/PostProcesses/convolutionPostProcess" {
  60971. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60972. import { Nullable } from "babylonjs/types";
  60973. import { Camera } from "babylonjs/Cameras/camera";
  60974. import { Engine } from "babylonjs/Engines/engine";
  60975. import "babylonjs/Shaders/convolution.fragment";
  60976. /**
  60977. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  60978. * input texture to perform effects such as edge detection or sharpening
  60979. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  60980. */
  60981. export class ConvolutionPostProcess extends PostProcess {
  60982. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  60983. kernel: number[];
  60984. /**
  60985. * Creates a new instance ConvolutionPostProcess
  60986. * @param name The name of the effect.
  60987. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  60988. * @param options The required width/height ratio to downsize to before computing the render pass.
  60989. * @param camera The camera to apply the render pass to.
  60990. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60991. * @param engine The engine which the post process will be applied. (default: current engine)
  60992. * @param reusable If the post process can be reused on the same frame. (default: false)
  60993. * @param textureType Type of textures used when performing the post process. (default: 0)
  60994. */
  60995. constructor(name: string,
  60996. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  60997. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  60998. /**
  60999. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  61000. */
  61001. static EdgeDetect0Kernel: number[];
  61002. /**
  61003. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  61004. */
  61005. static EdgeDetect1Kernel: number[];
  61006. /**
  61007. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  61008. */
  61009. static EdgeDetect2Kernel: number[];
  61010. /**
  61011. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  61012. */
  61013. static SharpenKernel: number[];
  61014. /**
  61015. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  61016. */
  61017. static EmbossKernel: number[];
  61018. /**
  61019. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  61020. */
  61021. static GaussianKernel: number[];
  61022. }
  61023. }
  61024. declare module "babylonjs/PostProcesses/depthOfFieldBlurPostProcess" {
  61025. import { Nullable } from "babylonjs/types";
  61026. import { Vector2 } from "babylonjs/Maths/math.vector";
  61027. import { Camera } from "babylonjs/Cameras/camera";
  61028. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61029. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  61030. import { Engine } from "babylonjs/Engines/engine";
  61031. import { Scene } from "babylonjs/scene";
  61032. /**
  61033. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  61034. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  61035. * based on samples that have a large difference in distance than the center pixel.
  61036. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  61037. */
  61038. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  61039. direction: Vector2;
  61040. /**
  61041. * Creates a new instance CircleOfConfusionPostProcess
  61042. * @param name The name of the effect.
  61043. * @param scene The scene the effect belongs to.
  61044. * @param direction The direction the blur should be applied.
  61045. * @param kernel The size of the kernel used to blur.
  61046. * @param options The required width/height ratio to downsize to before computing the render pass.
  61047. * @param camera The camera to apply the render pass to.
  61048. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  61049. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  61050. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61051. * @param engine The engine which the post process will be applied. (default: current engine)
  61052. * @param reusable If the post process can be reused on the same frame. (default: false)
  61053. * @param textureType Type of textures used when performing the post process. (default: 0)
  61054. * @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)
  61055. */
  61056. 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);
  61057. }
  61058. }
  61059. declare module "babylonjs/Shaders/depthOfFieldMerge.fragment" {
  61060. /** @hidden */
  61061. export var depthOfFieldMergePixelShader: {
  61062. name: string;
  61063. shader: string;
  61064. };
  61065. }
  61066. declare module "babylonjs/PostProcesses/depthOfFieldMergePostProcess" {
  61067. import { Nullable } from "babylonjs/types";
  61068. import { Camera } from "babylonjs/Cameras/camera";
  61069. import { Effect } from "babylonjs/Materials/effect";
  61070. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61071. import { Engine } from "babylonjs/Engines/engine";
  61072. import "babylonjs/Shaders/depthOfFieldMerge.fragment";
  61073. /**
  61074. * Options to be set when merging outputs from the default pipeline.
  61075. */
  61076. export class DepthOfFieldMergePostProcessOptions {
  61077. /**
  61078. * The original image to merge on top of
  61079. */
  61080. originalFromInput: PostProcess;
  61081. /**
  61082. * Parameters to perform the merge of the depth of field effect
  61083. */
  61084. depthOfField?: {
  61085. circleOfConfusion: PostProcess;
  61086. blurSteps: Array<PostProcess>;
  61087. };
  61088. /**
  61089. * Parameters to perform the merge of bloom effect
  61090. */
  61091. bloom?: {
  61092. blurred: PostProcess;
  61093. weight: number;
  61094. };
  61095. }
  61096. /**
  61097. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  61098. */
  61099. export class DepthOfFieldMergePostProcess extends PostProcess {
  61100. private blurSteps;
  61101. /**
  61102. * Creates a new instance of DepthOfFieldMergePostProcess
  61103. * @param name The name of the effect.
  61104. * @param originalFromInput Post process which's input will be used for the merge.
  61105. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  61106. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  61107. * @param options The required width/height ratio to downsize to before computing the render pass.
  61108. * @param camera The camera to apply the render pass to.
  61109. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61110. * @param engine The engine which the post process will be applied. (default: current engine)
  61111. * @param reusable If the post process can be reused on the same frame. (default: false)
  61112. * @param textureType Type of textures used when performing the post process. (default: 0)
  61113. * @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)
  61114. */
  61115. 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);
  61116. /**
  61117. * Updates the effect with the current post process compile time values and recompiles the shader.
  61118. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  61119. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  61120. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  61121. * @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
  61122. * @param onCompiled Called when the shader has been compiled.
  61123. * @param onError Called if there is an error when compiling a shader.
  61124. */
  61125. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  61126. }
  61127. }
  61128. declare module "babylonjs/PostProcesses/depthOfFieldEffect" {
  61129. import { Nullable } from "babylonjs/types";
  61130. import { Camera } from "babylonjs/Cameras/camera";
  61131. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  61132. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  61133. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  61134. import { DepthOfFieldBlurPostProcess } from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  61135. import { Scene } from "babylonjs/scene";
  61136. /**
  61137. * Specifies the level of max blur that should be applied when using the depth of field effect
  61138. */
  61139. export enum DepthOfFieldEffectBlurLevel {
  61140. /**
  61141. * Subtle blur
  61142. */
  61143. Low = 0,
  61144. /**
  61145. * Medium blur
  61146. */
  61147. Medium = 1,
  61148. /**
  61149. * Large blur
  61150. */
  61151. High = 2
  61152. }
  61153. /**
  61154. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  61155. */
  61156. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  61157. private _circleOfConfusion;
  61158. /**
  61159. * @hidden Internal, blurs from high to low
  61160. */
  61161. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  61162. private _depthOfFieldBlurY;
  61163. private _dofMerge;
  61164. /**
  61165. * @hidden Internal post processes in depth of field effect
  61166. */
  61167. _effects: Array<PostProcess>;
  61168. /**
  61169. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  61170. */
  61171. focalLength: number;
  61172. /**
  61173. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  61174. */
  61175. fStop: number;
  61176. /**
  61177. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  61178. */
  61179. focusDistance: number;
  61180. /**
  61181. * 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.
  61182. */
  61183. lensSize: number;
  61184. /**
  61185. * Creates a new instance DepthOfFieldEffect
  61186. * @param scene The scene the effect belongs to.
  61187. * @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.
  61188. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  61189. * @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)
  61190. */
  61191. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  61192. /**
  61193. * Get the current class name of the current effet
  61194. * @returns "DepthOfFieldEffect"
  61195. */
  61196. getClassName(): string;
  61197. /**
  61198. * 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.
  61199. */
  61200. depthTexture: RenderTargetTexture;
  61201. /**
  61202. * Disposes each of the internal effects for a given camera.
  61203. * @param camera The camera to dispose the effect on.
  61204. */
  61205. disposeEffects(camera: Camera): void;
  61206. /**
  61207. * @hidden Internal
  61208. */
  61209. _updateEffects(): void;
  61210. /**
  61211. * Internal
  61212. * @returns if all the contained post processes are ready.
  61213. * @hidden
  61214. */
  61215. _isReady(): boolean;
  61216. }
  61217. }
  61218. declare module "babylonjs/Shaders/displayPass.fragment" {
  61219. /** @hidden */
  61220. export var displayPassPixelShader: {
  61221. name: string;
  61222. shader: string;
  61223. };
  61224. }
  61225. declare module "babylonjs/PostProcesses/displayPassPostProcess" {
  61226. import { Nullable } from "babylonjs/types";
  61227. import { Camera } from "babylonjs/Cameras/camera";
  61228. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61229. import { Engine } from "babylonjs/Engines/engine";
  61230. import "babylonjs/Shaders/displayPass.fragment";
  61231. /**
  61232. * DisplayPassPostProcess which produces an output the same as it's input
  61233. */
  61234. export class DisplayPassPostProcess extends PostProcess {
  61235. /**
  61236. * Creates the DisplayPassPostProcess
  61237. * @param name The name of the effect.
  61238. * @param options The required width/height ratio to downsize to before computing the render pass.
  61239. * @param camera The camera to apply the render pass to.
  61240. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61241. * @param engine The engine which the post process will be applied. (default: current engine)
  61242. * @param reusable If the post process can be reused on the same frame. (default: false)
  61243. */
  61244. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  61245. }
  61246. }
  61247. declare module "babylonjs/Shaders/filter.fragment" {
  61248. /** @hidden */
  61249. export var filterPixelShader: {
  61250. name: string;
  61251. shader: string;
  61252. };
  61253. }
  61254. declare module "babylonjs/PostProcesses/filterPostProcess" {
  61255. import { Nullable } from "babylonjs/types";
  61256. import { Matrix } from "babylonjs/Maths/math.vector";
  61257. import { Camera } from "babylonjs/Cameras/camera";
  61258. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61259. import { Engine } from "babylonjs/Engines/engine";
  61260. import "babylonjs/Shaders/filter.fragment";
  61261. /**
  61262. * Applies a kernel filter to the image
  61263. */
  61264. export class FilterPostProcess extends PostProcess {
  61265. /** The matrix to be applied to the image */
  61266. kernelMatrix: Matrix;
  61267. /**
  61268. *
  61269. * @param name The name of the effect.
  61270. * @param kernelMatrix The matrix to be applied to the image
  61271. * @param options The required width/height ratio to downsize to before computing the render pass.
  61272. * @param camera The camera to apply the render pass to.
  61273. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61274. * @param engine The engine which the post process will be applied. (default: current engine)
  61275. * @param reusable If the post process can be reused on the same frame. (default: false)
  61276. */
  61277. constructor(name: string,
  61278. /** The matrix to be applied to the image */
  61279. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  61280. }
  61281. }
  61282. declare module "babylonjs/Shaders/fxaa.fragment" {
  61283. /** @hidden */
  61284. export var fxaaPixelShader: {
  61285. name: string;
  61286. shader: string;
  61287. };
  61288. }
  61289. declare module "babylonjs/Shaders/fxaa.vertex" {
  61290. /** @hidden */
  61291. export var fxaaVertexShader: {
  61292. name: string;
  61293. shader: string;
  61294. };
  61295. }
  61296. declare module "babylonjs/PostProcesses/fxaaPostProcess" {
  61297. import { Nullable } from "babylonjs/types";
  61298. import { Camera } from "babylonjs/Cameras/camera";
  61299. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61300. import { Engine } from "babylonjs/Engines/engine";
  61301. import "babylonjs/Shaders/fxaa.fragment";
  61302. import "babylonjs/Shaders/fxaa.vertex";
  61303. /**
  61304. * Fxaa post process
  61305. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  61306. */
  61307. export class FxaaPostProcess extends PostProcess {
  61308. /** @hidden */
  61309. texelWidth: number;
  61310. /** @hidden */
  61311. texelHeight: number;
  61312. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  61313. private _getDefines;
  61314. }
  61315. }
  61316. declare module "babylonjs/Shaders/grain.fragment" {
  61317. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  61318. /** @hidden */
  61319. export var grainPixelShader: {
  61320. name: string;
  61321. shader: string;
  61322. };
  61323. }
  61324. declare module "babylonjs/PostProcesses/grainPostProcess" {
  61325. import { Nullable } from "babylonjs/types";
  61326. import { Camera } from "babylonjs/Cameras/camera";
  61327. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61328. import { Engine } from "babylonjs/Engines/engine";
  61329. import "babylonjs/Shaders/grain.fragment";
  61330. /**
  61331. * The GrainPostProcess adds noise to the image at mid luminance levels
  61332. */
  61333. export class GrainPostProcess extends PostProcess {
  61334. /**
  61335. * The intensity of the grain added (default: 30)
  61336. */
  61337. intensity: number;
  61338. /**
  61339. * If the grain should be randomized on every frame
  61340. */
  61341. animated: boolean;
  61342. /**
  61343. * Creates a new instance of @see GrainPostProcess
  61344. * @param name The name of the effect.
  61345. * @param options The required width/height ratio to downsize to before computing the render pass.
  61346. * @param camera The camera to apply the render pass to.
  61347. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61348. * @param engine The engine which the post process will be applied. (default: current engine)
  61349. * @param reusable If the post process can be reused on the same frame. (default: false)
  61350. * @param textureType Type of textures used when performing the post process. (default: 0)
  61351. * @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)
  61352. */
  61353. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  61354. }
  61355. }
  61356. declare module "babylonjs/Shaders/highlights.fragment" {
  61357. /** @hidden */
  61358. export var highlightsPixelShader: {
  61359. name: string;
  61360. shader: string;
  61361. };
  61362. }
  61363. declare module "babylonjs/PostProcesses/highlightsPostProcess" {
  61364. import { Nullable } from "babylonjs/types";
  61365. import { Camera } from "babylonjs/Cameras/camera";
  61366. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61367. import { Engine } from "babylonjs/Engines/engine";
  61368. import "babylonjs/Shaders/highlights.fragment";
  61369. /**
  61370. * Extracts highlights from the image
  61371. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  61372. */
  61373. export class HighlightsPostProcess extends PostProcess {
  61374. /**
  61375. * Extracts highlights from the image
  61376. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  61377. * @param name The name of the effect.
  61378. * @param options The required width/height ratio to downsize to before computing the render pass.
  61379. * @param camera The camera to apply the render pass to.
  61380. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61381. * @param engine The engine which the post process will be applied. (default: current engine)
  61382. * @param reusable If the post process can be reused on the same frame. (default: false)
  61383. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  61384. */
  61385. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  61386. }
  61387. }
  61388. declare module "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration" {
  61389. /** @hidden */
  61390. export var mrtFragmentDeclaration: {
  61391. name: string;
  61392. shader: string;
  61393. };
  61394. }
  61395. declare module "babylonjs/Shaders/geometry.fragment" {
  61396. import "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration";
  61397. /** @hidden */
  61398. export var geometryPixelShader: {
  61399. name: string;
  61400. shader: string;
  61401. };
  61402. }
  61403. declare module "babylonjs/Shaders/geometry.vertex" {
  61404. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  61405. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  61406. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  61407. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  61408. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  61409. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  61410. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  61411. /** @hidden */
  61412. export var geometryVertexShader: {
  61413. name: string;
  61414. shader: string;
  61415. };
  61416. }
  61417. declare module "babylonjs/Rendering/geometryBufferRenderer" {
  61418. import { Matrix } from "babylonjs/Maths/math.vector";
  61419. import { SubMesh } from "babylonjs/Meshes/subMesh";
  61420. import { Mesh } from "babylonjs/Meshes/mesh";
  61421. import { MultiRenderTarget } from "babylonjs/Materials/Textures/multiRenderTarget";
  61422. import { Effect } from "babylonjs/Materials/effect";
  61423. import { Scene } from "babylonjs/scene";
  61424. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61425. import "babylonjs/Shaders/geometry.fragment";
  61426. import "babylonjs/Shaders/geometry.vertex";
  61427. /** @hidden */
  61428. interface ISavedTransformationMatrix {
  61429. world: Matrix;
  61430. viewProjection: Matrix;
  61431. }
  61432. /**
  61433. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  61434. */
  61435. export class GeometryBufferRenderer {
  61436. /**
  61437. * Constant used to retrieve the position texture index in the G-Buffer textures array
  61438. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  61439. */
  61440. static readonly POSITION_TEXTURE_TYPE: number;
  61441. /**
  61442. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  61443. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  61444. */
  61445. static readonly VELOCITY_TEXTURE_TYPE: number;
  61446. /**
  61447. * Dictionary used to store the previous transformation matrices of each rendered mesh
  61448. * in order to compute objects velocities when enableVelocity is set to "true"
  61449. * @hidden
  61450. */
  61451. _previousTransformationMatrices: {
  61452. [index: number]: ISavedTransformationMatrix;
  61453. };
  61454. /**
  61455. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  61456. * in order to compute objects velocities when enableVelocity is set to "true"
  61457. * @hidden
  61458. */
  61459. _previousBonesTransformationMatrices: {
  61460. [index: number]: Float32Array;
  61461. };
  61462. /**
  61463. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  61464. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  61465. */
  61466. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  61467. private _scene;
  61468. private _multiRenderTarget;
  61469. private _ratio;
  61470. private _enablePosition;
  61471. private _enableVelocity;
  61472. private _positionIndex;
  61473. private _velocityIndex;
  61474. protected _effect: Effect;
  61475. protected _cachedDefines: string;
  61476. /**
  61477. * Set the render list (meshes to be rendered) used in the G buffer.
  61478. */
  61479. renderList: Mesh[];
  61480. /**
  61481. * Gets wether or not G buffer are supported by the running hardware.
  61482. * This requires draw buffer supports
  61483. */
  61484. readonly isSupported: boolean;
  61485. /**
  61486. * Returns the index of the given texture type in the G-Buffer textures array
  61487. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  61488. * @returns the index of the given texture type in the G-Buffer textures array
  61489. */
  61490. getTextureIndex(textureType: number): number;
  61491. /**
  61492. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  61493. */
  61494. /**
  61495. * Sets whether or not objects positions are enabled for the G buffer.
  61496. */
  61497. enablePosition: boolean;
  61498. /**
  61499. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  61500. */
  61501. /**
  61502. * Sets wether or not objects velocities are enabled for the G buffer.
  61503. */
  61504. enableVelocity: boolean;
  61505. /**
  61506. * Gets the scene associated with the buffer.
  61507. */
  61508. readonly scene: Scene;
  61509. /**
  61510. * Gets the ratio used by the buffer during its creation.
  61511. * How big is the buffer related to the main canvas.
  61512. */
  61513. readonly ratio: number;
  61514. /** @hidden */
  61515. static _SceneComponentInitialization: (scene: Scene) => void;
  61516. /**
  61517. * Creates a new G Buffer for the scene
  61518. * @param scene The scene the buffer belongs to
  61519. * @param ratio How big is the buffer related to the main canvas.
  61520. */
  61521. constructor(scene: Scene, ratio?: number);
  61522. /**
  61523. * Checks wether everything is ready to render a submesh to the G buffer.
  61524. * @param subMesh the submesh to check readiness for
  61525. * @param useInstances is the mesh drawn using instance or not
  61526. * @returns true if ready otherwise false
  61527. */
  61528. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  61529. /**
  61530. * Gets the current underlying G Buffer.
  61531. * @returns the buffer
  61532. */
  61533. getGBuffer(): MultiRenderTarget;
  61534. /**
  61535. * Gets the number of samples used to render the buffer (anti aliasing).
  61536. */
  61537. /**
  61538. * Sets the number of samples used to render the buffer (anti aliasing).
  61539. */
  61540. samples: number;
  61541. /**
  61542. * Disposes the renderer and frees up associated resources.
  61543. */
  61544. dispose(): void;
  61545. protected _createRenderTargets(): void;
  61546. private _copyBonesTransformationMatrices;
  61547. }
  61548. }
  61549. declare module "babylonjs/Rendering/geometryBufferRendererSceneComponent" {
  61550. import { Nullable } from "babylonjs/types";
  61551. import { Scene } from "babylonjs/scene";
  61552. import { ISceneComponent } from "babylonjs/sceneComponent";
  61553. import { GeometryBufferRenderer } from "babylonjs/Rendering/geometryBufferRenderer";
  61554. module "babylonjs/scene" {
  61555. interface Scene {
  61556. /** @hidden (Backing field) */
  61557. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  61558. /**
  61559. * Gets or Sets the current geometry buffer associated to the scene.
  61560. */
  61561. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  61562. /**
  61563. * Enables a GeometryBufferRender and associates it with the scene
  61564. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  61565. * @returns the GeometryBufferRenderer
  61566. */
  61567. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  61568. /**
  61569. * Disables the GeometryBufferRender associated with the scene
  61570. */
  61571. disableGeometryBufferRenderer(): void;
  61572. }
  61573. }
  61574. /**
  61575. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  61576. * in several rendering techniques.
  61577. */
  61578. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  61579. /**
  61580. * The component name helpful to identify the component in the list of scene components.
  61581. */
  61582. readonly name: string;
  61583. /**
  61584. * The scene the component belongs to.
  61585. */
  61586. scene: Scene;
  61587. /**
  61588. * Creates a new instance of the component for the given scene
  61589. * @param scene Defines the scene to register the component in
  61590. */
  61591. constructor(scene: Scene);
  61592. /**
  61593. * Registers the component in a given scene
  61594. */
  61595. register(): void;
  61596. /**
  61597. * Rebuilds the elements related to this component in case of
  61598. * context lost for instance.
  61599. */
  61600. rebuild(): void;
  61601. /**
  61602. * Disposes the component and the associated ressources
  61603. */
  61604. dispose(): void;
  61605. private _gatherRenderTargets;
  61606. }
  61607. }
  61608. declare module "babylonjs/Shaders/motionBlur.fragment" {
  61609. /** @hidden */
  61610. export var motionBlurPixelShader: {
  61611. name: string;
  61612. shader: string;
  61613. };
  61614. }
  61615. declare module "babylonjs/PostProcesses/motionBlurPostProcess" {
  61616. import { Nullable } from "babylonjs/types";
  61617. import { Camera } from "babylonjs/Cameras/camera";
  61618. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61619. import { Scene } from "babylonjs/scene";
  61620. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61621. import "babylonjs/Animations/animatable";
  61622. import "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  61623. import "babylonjs/Shaders/motionBlur.fragment";
  61624. import { Engine } from "babylonjs/Engines/engine";
  61625. /**
  61626. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  61627. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  61628. * As an example, all you have to do is to create the post-process:
  61629. * var mb = new BABYLON.MotionBlurPostProcess(
  61630. * 'mb', // The name of the effect.
  61631. * scene, // The scene containing the objects to blur according to their velocity.
  61632. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  61633. * camera // The camera to apply the render pass to.
  61634. * );
  61635. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  61636. */
  61637. export class MotionBlurPostProcess extends PostProcess {
  61638. /**
  61639. * Defines how much the image is blurred by the movement. Default value is equal to 1
  61640. */
  61641. motionStrength: number;
  61642. /**
  61643. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  61644. */
  61645. /**
  61646. * Sets the number of iterations to be used for motion blur quality
  61647. */
  61648. motionBlurSamples: number;
  61649. private _motionBlurSamples;
  61650. private _geometryBufferRenderer;
  61651. /**
  61652. * Creates a new instance MotionBlurPostProcess
  61653. * @param name The name of the effect.
  61654. * @param scene The scene containing the objects to blur according to their velocity.
  61655. * @param options The required width/height ratio to downsize to before computing the render pass.
  61656. * @param camera The camera to apply the render pass to.
  61657. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61658. * @param engine The engine which the post process will be applied. (default: current engine)
  61659. * @param reusable If the post process can be reused on the same frame. (default: false)
  61660. * @param textureType Type of textures used when performing the post process. (default: 0)
  61661. * @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)
  61662. */
  61663. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  61664. /**
  61665. * Excludes the given skinned mesh from computing bones velocities.
  61666. * 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.
  61667. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  61668. */
  61669. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  61670. /**
  61671. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  61672. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  61673. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  61674. */
  61675. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  61676. /**
  61677. * Disposes the post process.
  61678. * @param camera The camera to dispose the post process on.
  61679. */
  61680. dispose(camera?: Camera): void;
  61681. }
  61682. }
  61683. declare module "babylonjs/Shaders/refraction.fragment" {
  61684. /** @hidden */
  61685. export var refractionPixelShader: {
  61686. name: string;
  61687. shader: string;
  61688. };
  61689. }
  61690. declare module "babylonjs/PostProcesses/refractionPostProcess" {
  61691. import { Color3 } from "babylonjs/Maths/math.color";
  61692. import { Camera } from "babylonjs/Cameras/camera";
  61693. import { Texture } from "babylonjs/Materials/Textures/texture";
  61694. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61695. import { Engine } from "babylonjs/Engines/engine";
  61696. import "babylonjs/Shaders/refraction.fragment";
  61697. /**
  61698. * Post process which applies a refractin texture
  61699. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  61700. */
  61701. export class RefractionPostProcess extends PostProcess {
  61702. /** the base color of the refraction (used to taint the rendering) */
  61703. color: Color3;
  61704. /** simulated refraction depth */
  61705. depth: number;
  61706. /** the coefficient of the base color (0 to remove base color tainting) */
  61707. colorLevel: number;
  61708. private _refTexture;
  61709. private _ownRefractionTexture;
  61710. /**
  61711. * Gets or sets the refraction texture
  61712. * Please note that you are responsible for disposing the texture if you set it manually
  61713. */
  61714. refractionTexture: Texture;
  61715. /**
  61716. * Initializes the RefractionPostProcess
  61717. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  61718. * @param name The name of the effect.
  61719. * @param refractionTextureUrl Url of the refraction texture to use
  61720. * @param color the base color of the refraction (used to taint the rendering)
  61721. * @param depth simulated refraction depth
  61722. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  61723. * @param camera The camera to apply the render pass to.
  61724. * @param options The required width/height ratio to downsize to before computing the render pass.
  61725. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61726. * @param engine The engine which the post process will be applied. (default: current engine)
  61727. * @param reusable If the post process can be reused on the same frame. (default: false)
  61728. */
  61729. constructor(name: string, refractionTextureUrl: string,
  61730. /** the base color of the refraction (used to taint the rendering) */
  61731. color: Color3,
  61732. /** simulated refraction depth */
  61733. depth: number,
  61734. /** the coefficient of the base color (0 to remove base color tainting) */
  61735. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  61736. /**
  61737. * Disposes of the post process
  61738. * @param camera Camera to dispose post process on
  61739. */
  61740. dispose(camera: Camera): void;
  61741. }
  61742. }
  61743. declare module "babylonjs/Shaders/sharpen.fragment" {
  61744. /** @hidden */
  61745. export var sharpenPixelShader: {
  61746. name: string;
  61747. shader: string;
  61748. };
  61749. }
  61750. declare module "babylonjs/PostProcesses/sharpenPostProcess" {
  61751. import { Nullable } from "babylonjs/types";
  61752. import { Camera } from "babylonjs/Cameras/camera";
  61753. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  61754. import "babylonjs/Shaders/sharpen.fragment";
  61755. import { Engine } from "babylonjs/Engines/engine";
  61756. /**
  61757. * The SharpenPostProcess applies a sharpen kernel to every pixel
  61758. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  61759. */
  61760. export class SharpenPostProcess extends PostProcess {
  61761. /**
  61762. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  61763. */
  61764. colorAmount: number;
  61765. /**
  61766. * How much sharpness should be applied (default: 0.3)
  61767. */
  61768. edgeAmount: number;
  61769. /**
  61770. * Creates a new instance ConvolutionPostProcess
  61771. * @param name The name of the effect.
  61772. * @param options The required width/height ratio to downsize to before computing the render pass.
  61773. * @param camera The camera to apply the render pass to.
  61774. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  61775. * @param engine The engine which the post process will be applied. (default: current engine)
  61776. * @param reusable If the post process can be reused on the same frame. (default: false)
  61777. * @param textureType Type of textures used when performing the post process. (default: 0)
  61778. * @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)
  61779. */
  61780. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  61781. }
  61782. }
  61783. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline" {
  61784. import { Nullable } from "babylonjs/types";
  61785. import { Camera } from "babylonjs/Cameras/camera";
  61786. import { Engine } from "babylonjs/Engines/engine";
  61787. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  61788. import { IInspectable } from "babylonjs/Misc/iInspectable";
  61789. /**
  61790. * PostProcessRenderPipeline
  61791. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  61792. */
  61793. export class PostProcessRenderPipeline {
  61794. private engine;
  61795. private _renderEffects;
  61796. private _renderEffectsForIsolatedPass;
  61797. /**
  61798. * List of inspectable custom properties (used by the Inspector)
  61799. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  61800. */
  61801. inspectableCustomProperties: IInspectable[];
  61802. /**
  61803. * @hidden
  61804. */
  61805. protected _cameras: Camera[];
  61806. /** @hidden */
  61807. _name: string;
  61808. /**
  61809. * Gets pipeline name
  61810. */
  61811. readonly name: string;
  61812. /**
  61813. * Initializes a PostProcessRenderPipeline
  61814. * @param engine engine to add the pipeline to
  61815. * @param name name of the pipeline
  61816. */
  61817. constructor(engine: Engine, name: string);
  61818. /**
  61819. * Gets the class name
  61820. * @returns "PostProcessRenderPipeline"
  61821. */
  61822. getClassName(): string;
  61823. /**
  61824. * If all the render effects in the pipeline are supported
  61825. */
  61826. readonly isSupported: boolean;
  61827. /**
  61828. * Adds an effect to the pipeline
  61829. * @param renderEffect the effect to add
  61830. */
  61831. addEffect(renderEffect: PostProcessRenderEffect): void;
  61832. /** @hidden */
  61833. _rebuild(): void;
  61834. /** @hidden */
  61835. _enableEffect(renderEffectName: string, cameras: Camera): void;
  61836. /** @hidden */
  61837. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  61838. /** @hidden */
  61839. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  61840. /** @hidden */
  61841. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  61842. /** @hidden */
  61843. _attachCameras(cameras: Camera, unique: boolean): void;
  61844. /** @hidden */
  61845. _attachCameras(cameras: Camera[], unique: boolean): void;
  61846. /** @hidden */
  61847. _detachCameras(cameras: Camera): void;
  61848. /** @hidden */
  61849. _detachCameras(cameras: Nullable<Camera[]>): void;
  61850. /** @hidden */
  61851. _update(): void;
  61852. /** @hidden */
  61853. _reset(): void;
  61854. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  61855. /**
  61856. * Disposes of the pipeline
  61857. */
  61858. dispose(): void;
  61859. }
  61860. }
  61861. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager" {
  61862. import { Camera } from "babylonjs/Cameras/camera";
  61863. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  61864. /**
  61865. * PostProcessRenderPipelineManager class
  61866. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  61867. */
  61868. export class PostProcessRenderPipelineManager {
  61869. private _renderPipelines;
  61870. /**
  61871. * Initializes a PostProcessRenderPipelineManager
  61872. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  61873. */
  61874. constructor();
  61875. /**
  61876. * Gets the list of supported render pipelines
  61877. */
  61878. readonly supportedPipelines: PostProcessRenderPipeline[];
  61879. /**
  61880. * Adds a pipeline to the manager
  61881. * @param renderPipeline The pipeline to add
  61882. */
  61883. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  61884. /**
  61885. * Attaches a camera to the pipeline
  61886. * @param renderPipelineName The name of the pipeline to attach to
  61887. * @param cameras the camera to attach
  61888. * @param unique if the camera can be attached multiple times to the pipeline
  61889. */
  61890. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  61891. /**
  61892. * Detaches a camera from the pipeline
  61893. * @param renderPipelineName The name of the pipeline to detach from
  61894. * @param cameras the camera to detach
  61895. */
  61896. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  61897. /**
  61898. * Enables an effect by name on a pipeline
  61899. * @param renderPipelineName the name of the pipeline to enable the effect in
  61900. * @param renderEffectName the name of the effect to enable
  61901. * @param cameras the cameras that the effect should be enabled on
  61902. */
  61903. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  61904. /**
  61905. * Disables an effect by name on a pipeline
  61906. * @param renderPipelineName the name of the pipeline to disable the effect in
  61907. * @param renderEffectName the name of the effect to disable
  61908. * @param cameras the cameras that the effect should be disabled on
  61909. */
  61910. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  61911. /**
  61912. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  61913. */
  61914. update(): void;
  61915. /** @hidden */
  61916. _rebuild(): void;
  61917. /**
  61918. * Disposes of the manager and pipelines
  61919. */
  61920. dispose(): void;
  61921. }
  61922. }
  61923. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent" {
  61924. import { ISceneComponent } from "babylonjs/sceneComponent";
  61925. import { PostProcessRenderPipelineManager } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  61926. import { Scene } from "babylonjs/scene";
  61927. module "babylonjs/scene" {
  61928. interface Scene {
  61929. /** @hidden (Backing field) */
  61930. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  61931. /**
  61932. * Gets the postprocess render pipeline manager
  61933. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  61934. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  61935. */
  61936. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  61937. }
  61938. }
  61939. /**
  61940. * Defines the Render Pipeline scene component responsible to rendering pipelines
  61941. */
  61942. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  61943. /**
  61944. * The component name helpfull to identify the component in the list of scene components.
  61945. */
  61946. readonly name: string;
  61947. /**
  61948. * The scene the component belongs to.
  61949. */
  61950. scene: Scene;
  61951. /**
  61952. * Creates a new instance of the component for the given scene
  61953. * @param scene Defines the scene to register the component in
  61954. */
  61955. constructor(scene: Scene);
  61956. /**
  61957. * Registers the component in a given scene
  61958. */
  61959. register(): void;
  61960. /**
  61961. * Rebuilds the elements related to this component in case of
  61962. * context lost for instance.
  61963. */
  61964. rebuild(): void;
  61965. /**
  61966. * Disposes the component and the associated ressources
  61967. */
  61968. dispose(): void;
  61969. private _gatherRenderTargets;
  61970. }
  61971. }
  61972. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline" {
  61973. import { Nullable } from "babylonjs/types";
  61974. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  61975. import { Camera } from "babylonjs/Cameras/camera";
  61976. import { IDisposable } from "babylonjs/scene";
  61977. import { GlowLayer } from "babylonjs/Layers/glowLayer";
  61978. import { Scene } from "babylonjs/scene";
  61979. import { SharpenPostProcess } from "babylonjs/PostProcesses/sharpenPostProcess";
  61980. import { ImageProcessingPostProcess } from "babylonjs/PostProcesses/imageProcessingPostProcess";
  61981. import { ChromaticAberrationPostProcess } from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  61982. import { GrainPostProcess } from "babylonjs/PostProcesses/grainPostProcess";
  61983. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  61984. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  61985. import { DepthOfFieldEffect, DepthOfFieldEffectBlurLevel } from "babylonjs/PostProcesses/depthOfFieldEffect";
  61986. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  61987. import { Animation } from "babylonjs/Animations/animation";
  61988. /**
  61989. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  61990. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  61991. */
  61992. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  61993. private _scene;
  61994. private _camerasToBeAttached;
  61995. /**
  61996. * ID of the sharpen post process,
  61997. */
  61998. private readonly SharpenPostProcessId;
  61999. /**
  62000. * @ignore
  62001. * ID of the image processing post process;
  62002. */
  62003. readonly ImageProcessingPostProcessId: string;
  62004. /**
  62005. * @ignore
  62006. * ID of the Fast Approximate Anti-Aliasing post process;
  62007. */
  62008. readonly FxaaPostProcessId: string;
  62009. /**
  62010. * ID of the chromatic aberration post process,
  62011. */
  62012. private readonly ChromaticAberrationPostProcessId;
  62013. /**
  62014. * ID of the grain post process
  62015. */
  62016. private readonly GrainPostProcessId;
  62017. /**
  62018. * Sharpen post process which will apply a sharpen convolution to enhance edges
  62019. */
  62020. sharpen: SharpenPostProcess;
  62021. private _sharpenEffect;
  62022. private bloom;
  62023. /**
  62024. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  62025. */
  62026. depthOfField: DepthOfFieldEffect;
  62027. /**
  62028. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  62029. */
  62030. fxaa: FxaaPostProcess;
  62031. /**
  62032. * Image post processing pass used to perform operations such as tone mapping or color grading.
  62033. */
  62034. imageProcessing: ImageProcessingPostProcess;
  62035. /**
  62036. * Chromatic aberration post process which will shift rgb colors in the image
  62037. */
  62038. chromaticAberration: ChromaticAberrationPostProcess;
  62039. private _chromaticAberrationEffect;
  62040. /**
  62041. * Grain post process which add noise to the image
  62042. */
  62043. grain: GrainPostProcess;
  62044. private _grainEffect;
  62045. /**
  62046. * Glow post process which adds a glow to emissive areas of the image
  62047. */
  62048. private _glowLayer;
  62049. /**
  62050. * Animations which can be used to tweak settings over a period of time
  62051. */
  62052. animations: Animation[];
  62053. private _imageProcessingConfigurationObserver;
  62054. private _sharpenEnabled;
  62055. private _bloomEnabled;
  62056. private _depthOfFieldEnabled;
  62057. private _depthOfFieldBlurLevel;
  62058. private _fxaaEnabled;
  62059. private _imageProcessingEnabled;
  62060. private _defaultPipelineTextureType;
  62061. private _bloomScale;
  62062. private _chromaticAberrationEnabled;
  62063. private _grainEnabled;
  62064. private _buildAllowed;
  62065. /**
  62066. * Gets active scene
  62067. */
  62068. readonly scene: Scene;
  62069. /**
  62070. * Enable or disable the sharpen process from the pipeline
  62071. */
  62072. sharpenEnabled: boolean;
  62073. private _resizeObserver;
  62074. private _hardwareScaleLevel;
  62075. private _bloomKernel;
  62076. /**
  62077. * Specifies the size of the bloom blur kernel, relative to the final output size
  62078. */
  62079. bloomKernel: number;
  62080. /**
  62081. * Specifies the weight of the bloom in the final rendering
  62082. */
  62083. private _bloomWeight;
  62084. /**
  62085. * Specifies the luma threshold for the area that will be blurred by the bloom
  62086. */
  62087. private _bloomThreshold;
  62088. private _hdr;
  62089. /**
  62090. * The strength of the bloom.
  62091. */
  62092. bloomWeight: number;
  62093. /**
  62094. * The strength of the bloom.
  62095. */
  62096. bloomThreshold: number;
  62097. /**
  62098. * The scale of the bloom, lower value will provide better performance.
  62099. */
  62100. bloomScale: number;
  62101. /**
  62102. * Enable or disable the bloom from the pipeline
  62103. */
  62104. bloomEnabled: boolean;
  62105. private _rebuildBloom;
  62106. /**
  62107. * If the depth of field is enabled.
  62108. */
  62109. depthOfFieldEnabled: boolean;
  62110. /**
  62111. * Blur level of the depth of field effect. (Higher blur will effect performance)
  62112. */
  62113. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  62114. /**
  62115. * If the anti aliasing is enabled.
  62116. */
  62117. fxaaEnabled: boolean;
  62118. private _samples;
  62119. /**
  62120. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  62121. */
  62122. samples: number;
  62123. /**
  62124. * If image processing is enabled.
  62125. */
  62126. imageProcessingEnabled: boolean;
  62127. /**
  62128. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  62129. */
  62130. glowLayerEnabled: boolean;
  62131. /**
  62132. * Gets the glow layer (or null if not defined)
  62133. */
  62134. readonly glowLayer: Nullable<GlowLayer>;
  62135. /**
  62136. * Enable or disable the chromaticAberration process from the pipeline
  62137. */
  62138. chromaticAberrationEnabled: boolean;
  62139. /**
  62140. * Enable or disable the grain process from the pipeline
  62141. */
  62142. grainEnabled: boolean;
  62143. /**
  62144. * @constructor
  62145. * @param name - The rendering pipeline name (default: "")
  62146. * @param hdr - If high dynamic range textures should be used (default: true)
  62147. * @param scene - The scene linked to this pipeline (default: the last created scene)
  62148. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  62149. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  62150. */
  62151. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  62152. /**
  62153. * Get the class name
  62154. * @returns "DefaultRenderingPipeline"
  62155. */
  62156. getClassName(): string;
  62157. /**
  62158. * Force the compilation of the entire pipeline.
  62159. */
  62160. prepare(): void;
  62161. private _hasCleared;
  62162. private _prevPostProcess;
  62163. private _prevPrevPostProcess;
  62164. private _setAutoClearAndTextureSharing;
  62165. private _depthOfFieldSceneObserver;
  62166. private _buildPipeline;
  62167. private _disposePostProcesses;
  62168. /**
  62169. * Adds a camera to the pipeline
  62170. * @param camera the camera to be added
  62171. */
  62172. addCamera(camera: Camera): void;
  62173. /**
  62174. * Removes a camera from the pipeline
  62175. * @param camera the camera to remove
  62176. */
  62177. removeCamera(camera: Camera): void;
  62178. /**
  62179. * Dispose of the pipeline and stop all post processes
  62180. */
  62181. dispose(): void;
  62182. /**
  62183. * Serialize the rendering pipeline (Used when exporting)
  62184. * @returns the serialized object
  62185. */
  62186. serialize(): any;
  62187. /**
  62188. * Parse the serialized pipeline
  62189. * @param source Source pipeline.
  62190. * @param scene The scene to load the pipeline to.
  62191. * @param rootUrl The URL of the serialized pipeline.
  62192. * @returns An instantiated pipeline from the serialized object.
  62193. */
  62194. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  62195. }
  62196. }
  62197. declare module "babylonjs/Shaders/lensHighlights.fragment" {
  62198. /** @hidden */
  62199. export var lensHighlightsPixelShader: {
  62200. name: string;
  62201. shader: string;
  62202. };
  62203. }
  62204. declare module "babylonjs/Shaders/depthOfField.fragment" {
  62205. /** @hidden */
  62206. export var depthOfFieldPixelShader: {
  62207. name: string;
  62208. shader: string;
  62209. };
  62210. }
  62211. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline" {
  62212. import { Camera } from "babylonjs/Cameras/camera";
  62213. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  62214. import { Scene } from "babylonjs/scene";
  62215. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  62216. import "babylonjs/Shaders/chromaticAberration.fragment";
  62217. import "babylonjs/Shaders/lensHighlights.fragment";
  62218. import "babylonjs/Shaders/depthOfField.fragment";
  62219. /**
  62220. * BABYLON.JS Chromatic Aberration GLSL Shader
  62221. * Author: Olivier Guyot
  62222. * Separates very slightly R, G and B colors on the edges of the screen
  62223. * Inspired by Francois Tarlier & Martins Upitis
  62224. */
  62225. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  62226. /**
  62227. * @ignore
  62228. * The chromatic aberration PostProcess id in the pipeline
  62229. */
  62230. LensChromaticAberrationEffect: string;
  62231. /**
  62232. * @ignore
  62233. * The highlights enhancing PostProcess id in the pipeline
  62234. */
  62235. HighlightsEnhancingEffect: string;
  62236. /**
  62237. * @ignore
  62238. * The depth-of-field PostProcess id in the pipeline
  62239. */
  62240. LensDepthOfFieldEffect: string;
  62241. private _scene;
  62242. private _depthTexture;
  62243. private _grainTexture;
  62244. private _chromaticAberrationPostProcess;
  62245. private _highlightsPostProcess;
  62246. private _depthOfFieldPostProcess;
  62247. private _edgeBlur;
  62248. private _grainAmount;
  62249. private _chromaticAberration;
  62250. private _distortion;
  62251. private _highlightsGain;
  62252. private _highlightsThreshold;
  62253. private _dofDistance;
  62254. private _dofAperture;
  62255. private _dofDarken;
  62256. private _dofPentagon;
  62257. private _blurNoise;
  62258. /**
  62259. * @constructor
  62260. *
  62261. * Effect parameters are as follow:
  62262. * {
  62263. * chromatic_aberration: number; // from 0 to x (1 for realism)
  62264. * edge_blur: number; // from 0 to x (1 for realism)
  62265. * distortion: number; // from 0 to x (1 for realism)
  62266. * grain_amount: number; // from 0 to 1
  62267. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  62268. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  62269. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  62270. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  62271. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  62272. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  62273. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  62274. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  62275. * }
  62276. * Note: if an effect parameter is unset, effect is disabled
  62277. *
  62278. * @param name The rendering pipeline name
  62279. * @param parameters - An object containing all parameters (see above)
  62280. * @param scene The scene linked to this pipeline
  62281. * @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)
  62282. * @param cameras The array of cameras that the rendering pipeline will be attached to
  62283. */
  62284. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  62285. /**
  62286. * Get the class name
  62287. * @returns "LensRenderingPipeline"
  62288. */
  62289. getClassName(): string;
  62290. /**
  62291. * Gets associated scene
  62292. */
  62293. readonly scene: Scene;
  62294. /**
  62295. * Gets or sets the edge blur
  62296. */
  62297. edgeBlur: number;
  62298. /**
  62299. * Gets or sets the grain amount
  62300. */
  62301. grainAmount: number;
  62302. /**
  62303. * Gets or sets the chromatic aberration amount
  62304. */
  62305. chromaticAberration: number;
  62306. /**
  62307. * Gets or sets the depth of field aperture
  62308. */
  62309. dofAperture: number;
  62310. /**
  62311. * Gets or sets the edge distortion
  62312. */
  62313. edgeDistortion: number;
  62314. /**
  62315. * Gets or sets the depth of field distortion
  62316. */
  62317. dofDistortion: number;
  62318. /**
  62319. * Gets or sets the darken out of focus amount
  62320. */
  62321. darkenOutOfFocus: number;
  62322. /**
  62323. * Gets or sets a boolean indicating if blur noise is enabled
  62324. */
  62325. blurNoise: boolean;
  62326. /**
  62327. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  62328. */
  62329. pentagonBokeh: boolean;
  62330. /**
  62331. * Gets or sets the highlight grain amount
  62332. */
  62333. highlightsGain: number;
  62334. /**
  62335. * Gets or sets the highlight threshold
  62336. */
  62337. highlightsThreshold: number;
  62338. /**
  62339. * Sets the amount of blur at the edges
  62340. * @param amount blur amount
  62341. */
  62342. setEdgeBlur(amount: number): void;
  62343. /**
  62344. * Sets edge blur to 0
  62345. */
  62346. disableEdgeBlur(): void;
  62347. /**
  62348. * Sets the amout of grain
  62349. * @param amount Amount of grain
  62350. */
  62351. setGrainAmount(amount: number): void;
  62352. /**
  62353. * Set grain amount to 0
  62354. */
  62355. disableGrain(): void;
  62356. /**
  62357. * Sets the chromatic aberration amount
  62358. * @param amount amount of chromatic aberration
  62359. */
  62360. setChromaticAberration(amount: number): void;
  62361. /**
  62362. * Sets chromatic aberration amount to 0
  62363. */
  62364. disableChromaticAberration(): void;
  62365. /**
  62366. * Sets the EdgeDistortion amount
  62367. * @param amount amount of EdgeDistortion
  62368. */
  62369. setEdgeDistortion(amount: number): void;
  62370. /**
  62371. * Sets edge distortion to 0
  62372. */
  62373. disableEdgeDistortion(): void;
  62374. /**
  62375. * Sets the FocusDistance amount
  62376. * @param amount amount of FocusDistance
  62377. */
  62378. setFocusDistance(amount: number): void;
  62379. /**
  62380. * Disables depth of field
  62381. */
  62382. disableDepthOfField(): void;
  62383. /**
  62384. * Sets the Aperture amount
  62385. * @param amount amount of Aperture
  62386. */
  62387. setAperture(amount: number): void;
  62388. /**
  62389. * Sets the DarkenOutOfFocus amount
  62390. * @param amount amount of DarkenOutOfFocus
  62391. */
  62392. setDarkenOutOfFocus(amount: number): void;
  62393. private _pentagonBokehIsEnabled;
  62394. /**
  62395. * Creates a pentagon bokeh effect
  62396. */
  62397. enablePentagonBokeh(): void;
  62398. /**
  62399. * Disables the pentagon bokeh effect
  62400. */
  62401. disablePentagonBokeh(): void;
  62402. /**
  62403. * Enables noise blur
  62404. */
  62405. enableNoiseBlur(): void;
  62406. /**
  62407. * Disables noise blur
  62408. */
  62409. disableNoiseBlur(): void;
  62410. /**
  62411. * Sets the HighlightsGain amount
  62412. * @param amount amount of HighlightsGain
  62413. */
  62414. setHighlightsGain(amount: number): void;
  62415. /**
  62416. * Sets the HighlightsThreshold amount
  62417. * @param amount amount of HighlightsThreshold
  62418. */
  62419. setHighlightsThreshold(amount: number): void;
  62420. /**
  62421. * Disables highlights
  62422. */
  62423. disableHighlights(): void;
  62424. /**
  62425. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  62426. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  62427. */
  62428. dispose(disableDepthRender?: boolean): void;
  62429. private _createChromaticAberrationPostProcess;
  62430. private _createHighlightsPostProcess;
  62431. private _createDepthOfFieldPostProcess;
  62432. private _createGrainTexture;
  62433. }
  62434. }
  62435. declare module "babylonjs/Shaders/ssao2.fragment" {
  62436. /** @hidden */
  62437. export var ssao2PixelShader: {
  62438. name: string;
  62439. shader: string;
  62440. };
  62441. }
  62442. declare module "babylonjs/Shaders/ssaoCombine.fragment" {
  62443. /** @hidden */
  62444. export var ssaoCombinePixelShader: {
  62445. name: string;
  62446. shader: string;
  62447. };
  62448. }
  62449. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline" {
  62450. import { Camera } from "babylonjs/Cameras/camera";
  62451. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  62452. import { Scene } from "babylonjs/scene";
  62453. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  62454. import "babylonjs/Shaders/ssao2.fragment";
  62455. import "babylonjs/Shaders/ssaoCombine.fragment";
  62456. /**
  62457. * Render pipeline to produce ssao effect
  62458. */
  62459. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  62460. /**
  62461. * @ignore
  62462. * The PassPostProcess id in the pipeline that contains the original scene color
  62463. */
  62464. SSAOOriginalSceneColorEffect: string;
  62465. /**
  62466. * @ignore
  62467. * The SSAO PostProcess id in the pipeline
  62468. */
  62469. SSAORenderEffect: string;
  62470. /**
  62471. * @ignore
  62472. * The horizontal blur PostProcess id in the pipeline
  62473. */
  62474. SSAOBlurHRenderEffect: string;
  62475. /**
  62476. * @ignore
  62477. * The vertical blur PostProcess id in the pipeline
  62478. */
  62479. SSAOBlurVRenderEffect: string;
  62480. /**
  62481. * @ignore
  62482. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  62483. */
  62484. SSAOCombineRenderEffect: string;
  62485. /**
  62486. * The output strength of the SSAO post-process. Default value is 1.0.
  62487. */
  62488. totalStrength: number;
  62489. /**
  62490. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  62491. */
  62492. maxZ: number;
  62493. /**
  62494. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  62495. */
  62496. minZAspect: number;
  62497. private _samples;
  62498. /**
  62499. * Number of samples used for the SSAO calculations. Default value is 8
  62500. */
  62501. samples: number;
  62502. private _textureSamples;
  62503. /**
  62504. * Number of samples to use for antialiasing
  62505. */
  62506. textureSamples: number;
  62507. /**
  62508. * Ratio object used for SSAO ratio and blur ratio
  62509. */
  62510. private _ratio;
  62511. /**
  62512. * Dynamically generated sphere sampler.
  62513. */
  62514. private _sampleSphere;
  62515. /**
  62516. * Blur filter offsets
  62517. */
  62518. private _samplerOffsets;
  62519. private _expensiveBlur;
  62520. /**
  62521. * If bilateral blur should be used
  62522. */
  62523. expensiveBlur: boolean;
  62524. /**
  62525. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  62526. */
  62527. radius: number;
  62528. /**
  62529. * The base color of the SSAO post-process
  62530. * The final result is "base + ssao" between [0, 1]
  62531. */
  62532. base: number;
  62533. /**
  62534. * Support test.
  62535. */
  62536. static readonly IsSupported: boolean;
  62537. private _scene;
  62538. private _depthTexture;
  62539. private _normalTexture;
  62540. private _randomTexture;
  62541. private _originalColorPostProcess;
  62542. private _ssaoPostProcess;
  62543. private _blurHPostProcess;
  62544. private _blurVPostProcess;
  62545. private _ssaoCombinePostProcess;
  62546. private _firstUpdate;
  62547. /**
  62548. * Gets active scene
  62549. */
  62550. readonly scene: Scene;
  62551. /**
  62552. * @constructor
  62553. * @param name The rendering pipeline name
  62554. * @param scene The scene linked to this pipeline
  62555. * @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 }
  62556. * @param cameras The array of cameras that the rendering pipeline will be attached to
  62557. */
  62558. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  62559. /**
  62560. * Get the class name
  62561. * @returns "SSAO2RenderingPipeline"
  62562. */
  62563. getClassName(): string;
  62564. /**
  62565. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  62566. */
  62567. dispose(disableGeometryBufferRenderer?: boolean): void;
  62568. private _createBlurPostProcess;
  62569. /** @hidden */
  62570. _rebuild(): void;
  62571. private _bits;
  62572. private _radicalInverse_VdC;
  62573. private _hammersley;
  62574. private _hemisphereSample_uniform;
  62575. private _generateHemisphere;
  62576. private _createSSAOPostProcess;
  62577. private _createSSAOCombinePostProcess;
  62578. private _createRandomTexture;
  62579. /**
  62580. * Serialize the rendering pipeline (Used when exporting)
  62581. * @returns the serialized object
  62582. */
  62583. serialize(): any;
  62584. /**
  62585. * Parse the serialized pipeline
  62586. * @param source Source pipeline.
  62587. * @param scene The scene to load the pipeline to.
  62588. * @param rootUrl The URL of the serialized pipeline.
  62589. * @returns An instantiated pipeline from the serialized object.
  62590. */
  62591. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  62592. }
  62593. }
  62594. declare module "babylonjs/Shaders/ssao.fragment" {
  62595. /** @hidden */
  62596. export var ssaoPixelShader: {
  62597. name: string;
  62598. shader: string;
  62599. };
  62600. }
  62601. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline" {
  62602. import { Camera } from "babylonjs/Cameras/camera";
  62603. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  62604. import { Scene } from "babylonjs/scene";
  62605. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  62606. import "babylonjs/Shaders/ssao.fragment";
  62607. import "babylonjs/Shaders/ssaoCombine.fragment";
  62608. /**
  62609. * Render pipeline to produce ssao effect
  62610. */
  62611. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  62612. /**
  62613. * @ignore
  62614. * The PassPostProcess id in the pipeline that contains the original scene color
  62615. */
  62616. SSAOOriginalSceneColorEffect: string;
  62617. /**
  62618. * @ignore
  62619. * The SSAO PostProcess id in the pipeline
  62620. */
  62621. SSAORenderEffect: string;
  62622. /**
  62623. * @ignore
  62624. * The horizontal blur PostProcess id in the pipeline
  62625. */
  62626. SSAOBlurHRenderEffect: string;
  62627. /**
  62628. * @ignore
  62629. * The vertical blur PostProcess id in the pipeline
  62630. */
  62631. SSAOBlurVRenderEffect: string;
  62632. /**
  62633. * @ignore
  62634. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  62635. */
  62636. SSAOCombineRenderEffect: string;
  62637. /**
  62638. * The output strength of the SSAO post-process. Default value is 1.0.
  62639. */
  62640. totalStrength: number;
  62641. /**
  62642. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  62643. */
  62644. radius: number;
  62645. /**
  62646. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  62647. * Must not be equal to fallOff and superior to fallOff.
  62648. * Default value is 0.0075
  62649. */
  62650. area: number;
  62651. /**
  62652. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  62653. * Must not be equal to area and inferior to area.
  62654. * Default value is 0.000001
  62655. */
  62656. fallOff: number;
  62657. /**
  62658. * The base color of the SSAO post-process
  62659. * The final result is "base + ssao" between [0, 1]
  62660. */
  62661. base: number;
  62662. private _scene;
  62663. private _depthTexture;
  62664. private _randomTexture;
  62665. private _originalColorPostProcess;
  62666. private _ssaoPostProcess;
  62667. private _blurHPostProcess;
  62668. private _blurVPostProcess;
  62669. private _ssaoCombinePostProcess;
  62670. private _firstUpdate;
  62671. /**
  62672. * Gets active scene
  62673. */
  62674. readonly scene: Scene;
  62675. /**
  62676. * @constructor
  62677. * @param name - The rendering pipeline name
  62678. * @param scene - The scene linked to this pipeline
  62679. * @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 }
  62680. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  62681. */
  62682. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  62683. /**
  62684. * Get the class name
  62685. * @returns "SSAORenderingPipeline"
  62686. */
  62687. getClassName(): string;
  62688. /**
  62689. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  62690. */
  62691. dispose(disableDepthRender?: boolean): void;
  62692. private _createBlurPostProcess;
  62693. /** @hidden */
  62694. _rebuild(): void;
  62695. private _createSSAOPostProcess;
  62696. private _createSSAOCombinePostProcess;
  62697. private _createRandomTexture;
  62698. }
  62699. }
  62700. declare module "babylonjs/Shaders/standard.fragment" {
  62701. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  62702. /** @hidden */
  62703. export var standardPixelShader: {
  62704. name: string;
  62705. shader: string;
  62706. };
  62707. }
  62708. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline" {
  62709. import { Nullable } from "babylonjs/types";
  62710. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  62711. import { Camera } from "babylonjs/Cameras/camera";
  62712. import { Texture } from "babylonjs/Materials/Textures/texture";
  62713. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  62714. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  62715. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  62716. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  62717. import { IDisposable } from "babylonjs/scene";
  62718. import { SpotLight } from "babylonjs/Lights/spotLight";
  62719. import { DirectionalLight } from "babylonjs/Lights/directionalLight";
  62720. import { Scene } from "babylonjs/scene";
  62721. import { Animation } from "babylonjs/Animations/animation";
  62722. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  62723. import "babylonjs/Shaders/standard.fragment";
  62724. /**
  62725. * Standard rendering pipeline
  62726. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  62727. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  62728. */
  62729. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  62730. /**
  62731. * Public members
  62732. */
  62733. /**
  62734. * Post-process which contains the original scene color before the pipeline applies all the effects
  62735. */
  62736. originalPostProcess: Nullable<PostProcess>;
  62737. /**
  62738. * Post-process used to down scale an image x4
  62739. */
  62740. downSampleX4PostProcess: Nullable<PostProcess>;
  62741. /**
  62742. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  62743. */
  62744. brightPassPostProcess: Nullable<PostProcess>;
  62745. /**
  62746. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  62747. */
  62748. blurHPostProcesses: PostProcess[];
  62749. /**
  62750. * Post-process array storing all the vertical blur post-processes used by the pipeline
  62751. */
  62752. blurVPostProcesses: PostProcess[];
  62753. /**
  62754. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  62755. */
  62756. textureAdderPostProcess: Nullable<PostProcess>;
  62757. /**
  62758. * Post-process used to create volumetric lighting effect
  62759. */
  62760. volumetricLightPostProcess: Nullable<PostProcess>;
  62761. /**
  62762. * Post-process used to smooth the previous volumetric light post-process on the X axis
  62763. */
  62764. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  62765. /**
  62766. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  62767. */
  62768. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  62769. /**
  62770. * Post-process used to merge the volumetric light effect and the real scene color
  62771. */
  62772. volumetricLightMergePostProces: Nullable<PostProcess>;
  62773. /**
  62774. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  62775. */
  62776. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  62777. /**
  62778. * Base post-process used to calculate the average luminance of the final image for HDR
  62779. */
  62780. luminancePostProcess: Nullable<PostProcess>;
  62781. /**
  62782. * Post-processes used to create down sample post-processes in order to get
  62783. * the average luminance of the final image for HDR
  62784. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  62785. */
  62786. luminanceDownSamplePostProcesses: PostProcess[];
  62787. /**
  62788. * Post-process used to create a HDR effect (light adaptation)
  62789. */
  62790. hdrPostProcess: Nullable<PostProcess>;
  62791. /**
  62792. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  62793. */
  62794. textureAdderFinalPostProcess: Nullable<PostProcess>;
  62795. /**
  62796. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  62797. */
  62798. lensFlareFinalPostProcess: Nullable<PostProcess>;
  62799. /**
  62800. * Post-process used to merge the final HDR post-process and the real scene color
  62801. */
  62802. hdrFinalPostProcess: Nullable<PostProcess>;
  62803. /**
  62804. * Post-process used to create a lens flare effect
  62805. */
  62806. lensFlarePostProcess: Nullable<PostProcess>;
  62807. /**
  62808. * Post-process that merges the result of the lens flare post-process and the real scene color
  62809. */
  62810. lensFlareComposePostProcess: Nullable<PostProcess>;
  62811. /**
  62812. * Post-process used to create a motion blur effect
  62813. */
  62814. motionBlurPostProcess: Nullable<PostProcess>;
  62815. /**
  62816. * Post-process used to create a depth of field effect
  62817. */
  62818. depthOfFieldPostProcess: Nullable<PostProcess>;
  62819. /**
  62820. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  62821. */
  62822. fxaaPostProcess: Nullable<FxaaPostProcess>;
  62823. /**
  62824. * Represents the brightness threshold in order to configure the illuminated surfaces
  62825. */
  62826. brightThreshold: number;
  62827. /**
  62828. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  62829. */
  62830. blurWidth: number;
  62831. /**
  62832. * Sets if the blur for highlighted surfaces must be only horizontal
  62833. */
  62834. horizontalBlur: boolean;
  62835. /**
  62836. * Gets the overall exposure used by the pipeline
  62837. */
  62838. /**
  62839. * Sets the overall exposure used by the pipeline
  62840. */
  62841. exposure: number;
  62842. /**
  62843. * Texture used typically to simulate "dirty" on camera lens
  62844. */
  62845. lensTexture: Nullable<Texture>;
  62846. /**
  62847. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  62848. */
  62849. volumetricLightCoefficient: number;
  62850. /**
  62851. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  62852. */
  62853. volumetricLightPower: number;
  62854. /**
  62855. * Used the set the blur intensity to smooth the volumetric lights
  62856. */
  62857. volumetricLightBlurScale: number;
  62858. /**
  62859. * Light (spot or directional) used to generate the volumetric lights rays
  62860. * The source light must have a shadow generate so the pipeline can get its
  62861. * depth map
  62862. */
  62863. sourceLight: Nullable<SpotLight | DirectionalLight>;
  62864. /**
  62865. * For eye adaptation, represents the minimum luminance the eye can see
  62866. */
  62867. hdrMinimumLuminance: number;
  62868. /**
  62869. * For eye adaptation, represents the decrease luminance speed
  62870. */
  62871. hdrDecreaseRate: number;
  62872. /**
  62873. * For eye adaptation, represents the increase luminance speed
  62874. */
  62875. hdrIncreaseRate: number;
  62876. /**
  62877. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  62878. */
  62879. /**
  62880. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  62881. */
  62882. hdrAutoExposure: boolean;
  62883. /**
  62884. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  62885. */
  62886. lensColorTexture: Nullable<Texture>;
  62887. /**
  62888. * The overall strengh for the lens flare effect
  62889. */
  62890. lensFlareStrength: number;
  62891. /**
  62892. * Dispersion coefficient for lens flare ghosts
  62893. */
  62894. lensFlareGhostDispersal: number;
  62895. /**
  62896. * Main lens flare halo width
  62897. */
  62898. lensFlareHaloWidth: number;
  62899. /**
  62900. * Based on the lens distortion effect, defines how much the lens flare result
  62901. * is distorted
  62902. */
  62903. lensFlareDistortionStrength: number;
  62904. /**
  62905. * Configures the blur intensity used for for lens flare (halo)
  62906. */
  62907. lensFlareBlurWidth: number;
  62908. /**
  62909. * Lens star texture must be used to simulate rays on the flares and is available
  62910. * in the documentation
  62911. */
  62912. lensStarTexture: Nullable<Texture>;
  62913. /**
  62914. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  62915. * flare effect by taking account of the dirt texture
  62916. */
  62917. lensFlareDirtTexture: Nullable<Texture>;
  62918. /**
  62919. * Represents the focal length for the depth of field effect
  62920. */
  62921. depthOfFieldDistance: number;
  62922. /**
  62923. * Represents the blur intensity for the blurred part of the depth of field effect
  62924. */
  62925. depthOfFieldBlurWidth: number;
  62926. /**
  62927. * Gets how much the image is blurred by the movement while using the motion blur post-process
  62928. */
  62929. /**
  62930. * Sets how much the image is blurred by the movement while using the motion blur post-process
  62931. */
  62932. motionStrength: number;
  62933. /**
  62934. * Gets wether or not the motion blur post-process is object based or screen based.
  62935. */
  62936. /**
  62937. * Sets wether or not the motion blur post-process should be object based or screen based
  62938. */
  62939. objectBasedMotionBlur: boolean;
  62940. /**
  62941. * List of animations for the pipeline (IAnimatable implementation)
  62942. */
  62943. animations: Animation[];
  62944. /**
  62945. * Private members
  62946. */
  62947. private _scene;
  62948. private _currentDepthOfFieldSource;
  62949. private _basePostProcess;
  62950. private _fixedExposure;
  62951. private _currentExposure;
  62952. private _hdrAutoExposure;
  62953. private _hdrCurrentLuminance;
  62954. private _motionStrength;
  62955. private _isObjectBasedMotionBlur;
  62956. private _floatTextureType;
  62957. private _camerasToBeAttached;
  62958. private _ratio;
  62959. private _bloomEnabled;
  62960. private _depthOfFieldEnabled;
  62961. private _vlsEnabled;
  62962. private _lensFlareEnabled;
  62963. private _hdrEnabled;
  62964. private _motionBlurEnabled;
  62965. private _fxaaEnabled;
  62966. private _motionBlurSamples;
  62967. private _volumetricLightStepsCount;
  62968. private _samples;
  62969. /**
  62970. * @ignore
  62971. * Specifies if the bloom pipeline is enabled
  62972. */
  62973. BloomEnabled: boolean;
  62974. /**
  62975. * @ignore
  62976. * Specifies if the depth of field pipeline is enabed
  62977. */
  62978. DepthOfFieldEnabled: boolean;
  62979. /**
  62980. * @ignore
  62981. * Specifies if the lens flare pipeline is enabed
  62982. */
  62983. LensFlareEnabled: boolean;
  62984. /**
  62985. * @ignore
  62986. * Specifies if the HDR pipeline is enabled
  62987. */
  62988. HDREnabled: boolean;
  62989. /**
  62990. * @ignore
  62991. * Specifies if the volumetric lights scattering effect is enabled
  62992. */
  62993. VLSEnabled: boolean;
  62994. /**
  62995. * @ignore
  62996. * Specifies if the motion blur effect is enabled
  62997. */
  62998. MotionBlurEnabled: boolean;
  62999. /**
  63000. * Specifies if anti-aliasing is enabled
  63001. */
  63002. fxaaEnabled: boolean;
  63003. /**
  63004. * Specifies the number of steps used to calculate the volumetric lights
  63005. * Typically in interval [50, 200]
  63006. */
  63007. volumetricLightStepsCount: number;
  63008. /**
  63009. * Specifies the number of samples used for the motion blur effect
  63010. * Typically in interval [16, 64]
  63011. */
  63012. motionBlurSamples: number;
  63013. /**
  63014. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  63015. */
  63016. samples: number;
  63017. /**
  63018. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  63019. * @constructor
  63020. * @param name The rendering pipeline name
  63021. * @param scene The scene linked to this pipeline
  63022. * @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)
  63023. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  63024. * @param cameras The array of cameras that the rendering pipeline will be attached to
  63025. */
  63026. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  63027. private _buildPipeline;
  63028. private _createDownSampleX4PostProcess;
  63029. private _createBrightPassPostProcess;
  63030. private _createBlurPostProcesses;
  63031. private _createTextureAdderPostProcess;
  63032. private _createVolumetricLightPostProcess;
  63033. private _createLuminancePostProcesses;
  63034. private _createHdrPostProcess;
  63035. private _createLensFlarePostProcess;
  63036. private _createDepthOfFieldPostProcess;
  63037. private _createMotionBlurPostProcess;
  63038. private _getDepthTexture;
  63039. private _disposePostProcesses;
  63040. /**
  63041. * Dispose of the pipeline and stop all post processes
  63042. */
  63043. dispose(): void;
  63044. /**
  63045. * Serialize the rendering pipeline (Used when exporting)
  63046. * @returns the serialized object
  63047. */
  63048. serialize(): any;
  63049. /**
  63050. * Parse the serialized pipeline
  63051. * @param source Source pipeline.
  63052. * @param scene The scene to load the pipeline to.
  63053. * @param rootUrl The URL of the serialized pipeline.
  63054. * @returns An instantiated pipeline from the serialized object.
  63055. */
  63056. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  63057. /**
  63058. * Luminance steps
  63059. */
  63060. static LuminanceSteps: number;
  63061. }
  63062. }
  63063. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/index" {
  63064. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline";
  63065. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline";
  63066. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline";
  63067. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline";
  63068. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline";
  63069. }
  63070. declare module "babylonjs/PostProcesses/RenderPipeline/index" {
  63071. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/index";
  63072. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  63073. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  63074. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  63075. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  63076. }
  63077. declare module "babylonjs/Shaders/tonemap.fragment" {
  63078. /** @hidden */
  63079. export var tonemapPixelShader: {
  63080. name: string;
  63081. shader: string;
  63082. };
  63083. }
  63084. declare module "babylonjs/PostProcesses/tonemapPostProcess" {
  63085. import { Camera } from "babylonjs/Cameras/camera";
  63086. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  63087. import "babylonjs/Shaders/tonemap.fragment";
  63088. import { Engine } from "babylonjs/Engines/engine";
  63089. /** Defines operator used for tonemapping */
  63090. export enum TonemappingOperator {
  63091. /** Hable */
  63092. Hable = 0,
  63093. /** Reinhard */
  63094. Reinhard = 1,
  63095. /** HejiDawson */
  63096. HejiDawson = 2,
  63097. /** Photographic */
  63098. Photographic = 3
  63099. }
  63100. /**
  63101. * Defines a post process to apply tone mapping
  63102. */
  63103. export class TonemapPostProcess extends PostProcess {
  63104. private _operator;
  63105. /** Defines the required exposure adjustement */
  63106. exposureAdjustment: number;
  63107. /**
  63108. * Creates a new TonemapPostProcess
  63109. * @param name defines the name of the postprocess
  63110. * @param _operator defines the operator to use
  63111. * @param exposureAdjustment defines the required exposure adjustement
  63112. * @param camera defines the camera to use (can be null)
  63113. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  63114. * @param engine defines the hosting engine (can be ignore if camera is set)
  63115. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  63116. */
  63117. constructor(name: string, _operator: TonemappingOperator,
  63118. /** Defines the required exposure adjustement */
  63119. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  63120. }
  63121. }
  63122. declare module "babylonjs/Shaders/depth.vertex" {
  63123. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  63124. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  63125. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  63126. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  63127. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  63128. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  63129. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  63130. /** @hidden */
  63131. export var depthVertexShader: {
  63132. name: string;
  63133. shader: string;
  63134. };
  63135. }
  63136. declare module "babylonjs/Shaders/volumetricLightScattering.fragment" {
  63137. /** @hidden */
  63138. export var volumetricLightScatteringPixelShader: {
  63139. name: string;
  63140. shader: string;
  63141. };
  63142. }
  63143. declare module "babylonjs/Shaders/volumetricLightScatteringPass.vertex" {
  63144. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  63145. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  63146. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  63147. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  63148. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  63149. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  63150. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  63151. /** @hidden */
  63152. export var volumetricLightScatteringPassVertexShader: {
  63153. name: string;
  63154. shader: string;
  63155. };
  63156. }
  63157. declare module "babylonjs/Shaders/volumetricLightScatteringPass.fragment" {
  63158. /** @hidden */
  63159. export var volumetricLightScatteringPassPixelShader: {
  63160. name: string;
  63161. shader: string;
  63162. };
  63163. }
  63164. declare module "babylonjs/PostProcesses/volumetricLightScatteringPostProcess" {
  63165. import { Vector3 } from "babylonjs/Maths/math.vector";
  63166. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  63167. import { Mesh } from "babylonjs/Meshes/mesh";
  63168. import { Camera } from "babylonjs/Cameras/camera";
  63169. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  63170. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  63171. import { Scene } from "babylonjs/scene";
  63172. import "babylonjs/Meshes/Builders/planeBuilder";
  63173. import "babylonjs/Shaders/depth.vertex";
  63174. import "babylonjs/Shaders/volumetricLightScattering.fragment";
  63175. import "babylonjs/Shaders/volumetricLightScatteringPass.vertex";
  63176. import "babylonjs/Shaders/volumetricLightScatteringPass.fragment";
  63177. import { Engine } from "babylonjs/Engines/engine";
  63178. /**
  63179. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  63180. */
  63181. export class VolumetricLightScatteringPostProcess extends PostProcess {
  63182. private _volumetricLightScatteringPass;
  63183. private _volumetricLightScatteringRTT;
  63184. private _viewPort;
  63185. private _screenCoordinates;
  63186. private _cachedDefines;
  63187. /**
  63188. * If not undefined, the mesh position is computed from the attached node position
  63189. */
  63190. attachedNode: {
  63191. position: Vector3;
  63192. };
  63193. /**
  63194. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  63195. */
  63196. customMeshPosition: Vector3;
  63197. /**
  63198. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  63199. */
  63200. useCustomMeshPosition: boolean;
  63201. /**
  63202. * If the post-process should inverse the light scattering direction
  63203. */
  63204. invert: boolean;
  63205. /**
  63206. * The internal mesh used by the post-process
  63207. */
  63208. mesh: Mesh;
  63209. /**
  63210. * @hidden
  63211. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  63212. */
  63213. useDiffuseColor: boolean;
  63214. /**
  63215. * Array containing the excluded meshes not rendered in the internal pass
  63216. */
  63217. excludedMeshes: AbstractMesh[];
  63218. /**
  63219. * Controls the overall intensity of the post-process
  63220. */
  63221. exposure: number;
  63222. /**
  63223. * Dissipates each sample's contribution in range [0, 1]
  63224. */
  63225. decay: number;
  63226. /**
  63227. * Controls the overall intensity of each sample
  63228. */
  63229. weight: number;
  63230. /**
  63231. * Controls the density of each sample
  63232. */
  63233. density: number;
  63234. /**
  63235. * @constructor
  63236. * @param name The post-process name
  63237. * @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)
  63238. * @param camera The camera that the post-process will be attached to
  63239. * @param mesh The mesh used to create the light scattering
  63240. * @param samples The post-process quality, default 100
  63241. * @param samplingModeThe post-process filtering mode
  63242. * @param engine The babylon engine
  63243. * @param reusable If the post-process is reusable
  63244. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  63245. */
  63246. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  63247. /**
  63248. * Returns the string "VolumetricLightScatteringPostProcess"
  63249. * @returns "VolumetricLightScatteringPostProcess"
  63250. */
  63251. getClassName(): string;
  63252. private _isReady;
  63253. /**
  63254. * Sets the new light position for light scattering effect
  63255. * @param position The new custom light position
  63256. */
  63257. setCustomMeshPosition(position: Vector3): void;
  63258. /**
  63259. * Returns the light position for light scattering effect
  63260. * @return Vector3 The custom light position
  63261. */
  63262. getCustomMeshPosition(): Vector3;
  63263. /**
  63264. * Disposes the internal assets and detaches the post-process from the camera
  63265. */
  63266. dispose(camera: Camera): void;
  63267. /**
  63268. * Returns the render target texture used by the post-process
  63269. * @return the render target texture used by the post-process
  63270. */
  63271. getPass(): RenderTargetTexture;
  63272. private _meshExcluded;
  63273. private _createPass;
  63274. private _updateMeshScreenCoordinates;
  63275. /**
  63276. * Creates a default mesh for the Volumeric Light Scattering post-process
  63277. * @param name The mesh name
  63278. * @param scene The scene where to create the mesh
  63279. * @return the default mesh
  63280. */
  63281. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  63282. }
  63283. }
  63284. declare module "babylonjs/PostProcesses/index" {
  63285. export * from "babylonjs/PostProcesses/anaglyphPostProcess";
  63286. export * from "babylonjs/PostProcesses/blackAndWhitePostProcess";
  63287. export * from "babylonjs/PostProcesses/bloomEffect";
  63288. export * from "babylonjs/PostProcesses/bloomMergePostProcess";
  63289. export * from "babylonjs/PostProcesses/blurPostProcess";
  63290. export * from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  63291. export * from "babylonjs/PostProcesses/circleOfConfusionPostProcess";
  63292. export * from "babylonjs/PostProcesses/colorCorrectionPostProcess";
  63293. export * from "babylonjs/PostProcesses/convolutionPostProcess";
  63294. export * from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  63295. export * from "babylonjs/PostProcesses/depthOfFieldEffect";
  63296. export * from "babylonjs/PostProcesses/depthOfFieldMergePostProcess";
  63297. export * from "babylonjs/PostProcesses/displayPassPostProcess";
  63298. export * from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  63299. export * from "babylonjs/PostProcesses/filterPostProcess";
  63300. export * from "babylonjs/PostProcesses/fxaaPostProcess";
  63301. export * from "babylonjs/PostProcesses/grainPostProcess";
  63302. export * from "babylonjs/PostProcesses/highlightsPostProcess";
  63303. export * from "babylonjs/PostProcesses/imageProcessingPostProcess";
  63304. export * from "babylonjs/PostProcesses/motionBlurPostProcess";
  63305. export * from "babylonjs/PostProcesses/passPostProcess";
  63306. export * from "babylonjs/PostProcesses/postProcess";
  63307. export * from "babylonjs/PostProcesses/postProcessManager";
  63308. export * from "babylonjs/PostProcesses/refractionPostProcess";
  63309. export * from "babylonjs/PostProcesses/RenderPipeline/index";
  63310. export * from "babylonjs/PostProcesses/sharpenPostProcess";
  63311. export * from "babylonjs/PostProcesses/stereoscopicInterlacePostProcess";
  63312. export * from "babylonjs/PostProcesses/tonemapPostProcess";
  63313. export * from "babylonjs/PostProcesses/volumetricLightScatteringPostProcess";
  63314. export * from "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess";
  63315. export * from "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess";
  63316. }
  63317. declare module "babylonjs/Probes/index" {
  63318. export * from "babylonjs/Probes/reflectionProbe";
  63319. }
  63320. declare module "babylonjs/Rendering/boundingBoxRenderer" {
  63321. import { Scene } from "babylonjs/scene";
  63322. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  63323. import { SmartArray } from "babylonjs/Misc/smartArray";
  63324. import { ISceneComponent } from "babylonjs/sceneComponent";
  63325. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  63326. import "babylonjs/Meshes/Builders/boxBuilder";
  63327. import "babylonjs/Shaders/color.fragment";
  63328. import "babylonjs/Shaders/color.vertex";
  63329. import { Color3 } from "babylonjs/Maths/math.color";
  63330. module "babylonjs/scene" {
  63331. interface Scene {
  63332. /** @hidden (Backing field) */
  63333. _boundingBoxRenderer: BoundingBoxRenderer;
  63334. /** @hidden (Backing field) */
  63335. _forceShowBoundingBoxes: boolean;
  63336. /**
  63337. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  63338. */
  63339. forceShowBoundingBoxes: boolean;
  63340. /**
  63341. * Gets the bounding box renderer associated with the scene
  63342. * @returns a BoundingBoxRenderer
  63343. */
  63344. getBoundingBoxRenderer(): BoundingBoxRenderer;
  63345. }
  63346. }
  63347. module "babylonjs/Meshes/abstractMesh" {
  63348. interface AbstractMesh {
  63349. /** @hidden (Backing field) */
  63350. _showBoundingBox: boolean;
  63351. /**
  63352. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  63353. */
  63354. showBoundingBox: boolean;
  63355. }
  63356. }
  63357. /**
  63358. * Component responsible of rendering the bounding box of the meshes in a scene.
  63359. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  63360. */
  63361. export class BoundingBoxRenderer implements ISceneComponent {
  63362. /**
  63363. * The component name helpfull to identify the component in the list of scene components.
  63364. */
  63365. readonly name: string;
  63366. /**
  63367. * The scene the component belongs to.
  63368. */
  63369. scene: Scene;
  63370. /**
  63371. * Color of the bounding box lines placed in front of an object
  63372. */
  63373. frontColor: Color3;
  63374. /**
  63375. * Color of the bounding box lines placed behind an object
  63376. */
  63377. backColor: Color3;
  63378. /**
  63379. * Defines if the renderer should show the back lines or not
  63380. */
  63381. showBackLines: boolean;
  63382. /**
  63383. * @hidden
  63384. */
  63385. renderList: SmartArray<BoundingBox>;
  63386. private _colorShader;
  63387. private _vertexBuffers;
  63388. private _indexBuffer;
  63389. private _fillIndexBuffer;
  63390. private _fillIndexData;
  63391. /**
  63392. * Instantiates a new bounding box renderer in a scene.
  63393. * @param scene the scene the renderer renders in
  63394. */
  63395. constructor(scene: Scene);
  63396. /**
  63397. * Registers the component in a given scene
  63398. */
  63399. register(): void;
  63400. private _evaluateSubMesh;
  63401. private _activeMesh;
  63402. private _prepareRessources;
  63403. private _createIndexBuffer;
  63404. /**
  63405. * Rebuilds the elements related to this component in case of
  63406. * context lost for instance.
  63407. */
  63408. rebuild(): void;
  63409. /**
  63410. * @hidden
  63411. */
  63412. reset(): void;
  63413. /**
  63414. * Render the bounding boxes of a specific rendering group
  63415. * @param renderingGroupId defines the rendering group to render
  63416. */
  63417. render(renderingGroupId: number): void;
  63418. /**
  63419. * In case of occlusion queries, we can render the occlusion bounding box through this method
  63420. * @param mesh Define the mesh to render the occlusion bounding box for
  63421. */
  63422. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  63423. /**
  63424. * Dispose and release the resources attached to this renderer.
  63425. */
  63426. dispose(): void;
  63427. }
  63428. }
  63429. declare module "babylonjs/Shaders/depth.fragment" {
  63430. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  63431. /** @hidden */
  63432. export var depthPixelShader: {
  63433. name: string;
  63434. shader: string;
  63435. };
  63436. }
  63437. declare module "babylonjs/Rendering/depthRenderer" {
  63438. import { Nullable } from "babylonjs/types";
  63439. import { SubMesh } from "babylonjs/Meshes/subMesh";
  63440. import { Scene } from "babylonjs/scene";
  63441. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  63442. import { Camera } from "babylonjs/Cameras/camera";
  63443. import "babylonjs/Shaders/depth.fragment";
  63444. import "babylonjs/Shaders/depth.vertex";
  63445. /**
  63446. * This represents a depth renderer in Babylon.
  63447. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  63448. */
  63449. export class DepthRenderer {
  63450. private _scene;
  63451. private _depthMap;
  63452. private _effect;
  63453. private readonly _storeNonLinearDepth;
  63454. private readonly _clearColor;
  63455. /** Get if the depth renderer is using packed depth or not */
  63456. readonly isPacked: boolean;
  63457. private _cachedDefines;
  63458. private _camera;
  63459. /**
  63460. * Specifiess that the depth renderer will only be used within
  63461. * the camera it is created for.
  63462. * This can help forcing its rendering during the camera processing.
  63463. */
  63464. useOnlyInActiveCamera: boolean;
  63465. /** @hidden */
  63466. static _SceneComponentInitialization: (scene: Scene) => void;
  63467. /**
  63468. * Instantiates a depth renderer
  63469. * @param scene The scene the renderer belongs to
  63470. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  63471. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  63472. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  63473. */
  63474. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  63475. /**
  63476. * Creates the depth rendering effect and checks if the effect is ready.
  63477. * @param subMesh The submesh to be used to render the depth map of
  63478. * @param useInstances If multiple world instances should be used
  63479. * @returns if the depth renderer is ready to render the depth map
  63480. */
  63481. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  63482. /**
  63483. * Gets the texture which the depth map will be written to.
  63484. * @returns The depth map texture
  63485. */
  63486. getDepthMap(): RenderTargetTexture;
  63487. /**
  63488. * Disposes of the depth renderer.
  63489. */
  63490. dispose(): void;
  63491. }
  63492. }
  63493. declare module "babylonjs/Rendering/depthRendererSceneComponent" {
  63494. import { Nullable } from "babylonjs/types";
  63495. import { Scene } from "babylonjs/scene";
  63496. import { DepthRenderer } from "babylonjs/Rendering/depthRenderer";
  63497. import { Camera } from "babylonjs/Cameras/camera";
  63498. import { ISceneComponent } from "babylonjs/sceneComponent";
  63499. module "babylonjs/scene" {
  63500. interface Scene {
  63501. /** @hidden (Backing field) */
  63502. _depthRenderer: {
  63503. [id: string]: DepthRenderer;
  63504. };
  63505. /**
  63506. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  63507. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  63508. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  63509. * @returns the created depth renderer
  63510. */
  63511. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  63512. /**
  63513. * Disables a depth renderer for a given camera
  63514. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  63515. */
  63516. disableDepthRenderer(camera?: Nullable<Camera>): void;
  63517. }
  63518. }
  63519. /**
  63520. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  63521. * in several rendering techniques.
  63522. */
  63523. export class DepthRendererSceneComponent implements ISceneComponent {
  63524. /**
  63525. * The component name helpfull to identify the component in the list of scene components.
  63526. */
  63527. readonly name: string;
  63528. /**
  63529. * The scene the component belongs to.
  63530. */
  63531. scene: Scene;
  63532. /**
  63533. * Creates a new instance of the component for the given scene
  63534. * @param scene Defines the scene to register the component in
  63535. */
  63536. constructor(scene: Scene);
  63537. /**
  63538. * Registers the component in a given scene
  63539. */
  63540. register(): void;
  63541. /**
  63542. * Rebuilds the elements related to this component in case of
  63543. * context lost for instance.
  63544. */
  63545. rebuild(): void;
  63546. /**
  63547. * Disposes the component and the associated ressources
  63548. */
  63549. dispose(): void;
  63550. private _gatherRenderTargets;
  63551. private _gatherActiveCameraRenderTargets;
  63552. }
  63553. }
  63554. declare module "babylonjs/Shaders/outline.fragment" {
  63555. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  63556. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  63557. /** @hidden */
  63558. export var outlinePixelShader: {
  63559. name: string;
  63560. shader: string;
  63561. };
  63562. }
  63563. declare module "babylonjs/Shaders/outline.vertex" {
  63564. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  63565. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  63566. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  63567. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  63568. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  63569. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  63570. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  63571. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  63572. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  63573. /** @hidden */
  63574. export var outlineVertexShader: {
  63575. name: string;
  63576. shader: string;
  63577. };
  63578. }
  63579. declare module "babylonjs/Rendering/outlineRenderer" {
  63580. import { SubMesh } from "babylonjs/Meshes/subMesh";
  63581. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  63582. import { Scene } from "babylonjs/scene";
  63583. import { ISceneComponent } from "babylonjs/sceneComponent";
  63584. import "babylonjs/Shaders/outline.fragment";
  63585. import "babylonjs/Shaders/outline.vertex";
  63586. module "babylonjs/scene" {
  63587. interface Scene {
  63588. /** @hidden */
  63589. _outlineRenderer: OutlineRenderer;
  63590. /**
  63591. * Gets the outline renderer associated with the scene
  63592. * @returns a OutlineRenderer
  63593. */
  63594. getOutlineRenderer(): OutlineRenderer;
  63595. }
  63596. }
  63597. module "babylonjs/Meshes/abstractMesh" {
  63598. interface AbstractMesh {
  63599. /** @hidden (Backing field) */
  63600. _renderOutline: boolean;
  63601. /**
  63602. * Gets or sets a boolean indicating if the outline must be rendered as well
  63603. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  63604. */
  63605. renderOutline: boolean;
  63606. /** @hidden (Backing field) */
  63607. _renderOverlay: boolean;
  63608. /**
  63609. * Gets or sets a boolean indicating if the overlay must be rendered as well
  63610. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  63611. */
  63612. renderOverlay: boolean;
  63613. }
  63614. }
  63615. /**
  63616. * This class is responsible to draw bothe outline/overlay of meshes.
  63617. * It should not be used directly but through the available method on mesh.
  63618. */
  63619. export class OutlineRenderer implements ISceneComponent {
  63620. /**
  63621. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  63622. */
  63623. private static _StencilReference;
  63624. /**
  63625. * The name of the component. Each component must have a unique name.
  63626. */
  63627. name: string;
  63628. /**
  63629. * The scene the component belongs to.
  63630. */
  63631. scene: Scene;
  63632. /**
  63633. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  63634. */
  63635. zOffset: number;
  63636. private _engine;
  63637. private _effect;
  63638. private _cachedDefines;
  63639. private _savedDepthWrite;
  63640. /**
  63641. * Instantiates a new outline renderer. (There could be only one per scene).
  63642. * @param scene Defines the scene it belongs to
  63643. */
  63644. constructor(scene: Scene);
  63645. /**
  63646. * Register the component to one instance of a scene.
  63647. */
  63648. register(): void;
  63649. /**
  63650. * Rebuilds the elements related to this component in case of
  63651. * context lost for instance.
  63652. */
  63653. rebuild(): void;
  63654. /**
  63655. * Disposes the component and the associated ressources.
  63656. */
  63657. dispose(): void;
  63658. /**
  63659. * Renders the outline in the canvas.
  63660. * @param subMesh Defines the sumesh to render
  63661. * @param batch Defines the batch of meshes in case of instances
  63662. * @param useOverlay Defines if the rendering is for the overlay or the outline
  63663. */
  63664. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  63665. /**
  63666. * Returns whether or not the outline renderer is ready for a given submesh.
  63667. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  63668. * @param subMesh Defines the submesh to check readyness for
  63669. * @param useInstances Defines wheter wee are trying to render instances or not
  63670. * @returns true if ready otherwise false
  63671. */
  63672. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  63673. private _beforeRenderingMesh;
  63674. private _afterRenderingMesh;
  63675. }
  63676. }
  63677. declare module "babylonjs/Rendering/index" {
  63678. export * from "babylonjs/Rendering/boundingBoxRenderer";
  63679. export * from "babylonjs/Rendering/depthRenderer";
  63680. export * from "babylonjs/Rendering/depthRendererSceneComponent";
  63681. export * from "babylonjs/Rendering/edgesRenderer";
  63682. export * from "babylonjs/Rendering/geometryBufferRenderer";
  63683. export * from "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  63684. export * from "babylonjs/Rendering/outlineRenderer";
  63685. export * from "babylonjs/Rendering/renderingGroup";
  63686. export * from "babylonjs/Rendering/renderingManager";
  63687. export * from "babylonjs/Rendering/utilityLayerRenderer";
  63688. }
  63689. declare module "babylonjs/Sprites/spritePackedManager" {
  63690. import { SpriteManager } from "babylonjs/Sprites/spriteManager";
  63691. import { Scene } from "babylonjs/scene";
  63692. /**
  63693. * Class used to manage multiple sprites of different sizes on the same spritesheet
  63694. * @see http://doc.babylonjs.com/babylon101/sprites
  63695. */
  63696. export class SpritePackedManager extends SpriteManager {
  63697. /** defines the packed manager's name */
  63698. name: string;
  63699. /**
  63700. * Creates a new sprite manager from a packed sprite sheet
  63701. * @param name defines the manager's name
  63702. * @param imgUrl defines the sprite sheet url
  63703. * @param capacity defines the maximum allowed number of sprites
  63704. * @param scene defines the hosting scene
  63705. * @param spriteJSON null otherwise a JSON object defining sprite sheet data
  63706. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  63707. * @param samplingMode defines the smapling mode to use with spritesheet
  63708. * @param fromPacked set to true; do not alter
  63709. */
  63710. constructor(
  63711. /** defines the packed manager's name */
  63712. name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number);
  63713. }
  63714. }
  63715. declare module "babylonjs/Sprites/index" {
  63716. export * from "babylonjs/Sprites/sprite";
  63717. export * from "babylonjs/Sprites/spriteManager";
  63718. export * from "babylonjs/Sprites/spritePackedManager";
  63719. export * from "babylonjs/Sprites/spriteSceneComponent";
  63720. }
  63721. declare module "babylonjs/Misc/assetsManager" {
  63722. import { Scene } from "babylonjs/scene";
  63723. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  63724. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  63725. import { Skeleton } from "babylonjs/Bones/skeleton";
  63726. import { Observable } from "babylonjs/Misc/observable";
  63727. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  63728. import { Texture } from "babylonjs/Materials/Textures/texture";
  63729. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  63730. import { HDRCubeTexture } from "babylonjs/Materials/Textures/hdrCubeTexture";
  63731. import { EquiRectangularCubeTexture } from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  63732. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  63733. /**
  63734. * Defines the list of states available for a task inside a AssetsManager
  63735. */
  63736. export enum AssetTaskState {
  63737. /**
  63738. * Initialization
  63739. */
  63740. INIT = 0,
  63741. /**
  63742. * Running
  63743. */
  63744. RUNNING = 1,
  63745. /**
  63746. * Done
  63747. */
  63748. DONE = 2,
  63749. /**
  63750. * Error
  63751. */
  63752. ERROR = 3
  63753. }
  63754. /**
  63755. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  63756. */
  63757. export abstract class AbstractAssetTask {
  63758. /**
  63759. * Task name
  63760. */ name: string;
  63761. /**
  63762. * Callback called when the task is successful
  63763. */
  63764. onSuccess: (task: any) => void;
  63765. /**
  63766. * Callback called when the task is not successful
  63767. */
  63768. onError: (task: any, message?: string, exception?: any) => void;
  63769. /**
  63770. * Creates a new AssetsManager
  63771. * @param name defines the name of the task
  63772. */
  63773. constructor(
  63774. /**
  63775. * Task name
  63776. */ name: string);
  63777. private _isCompleted;
  63778. private _taskState;
  63779. private _errorObject;
  63780. /**
  63781. * Get if the task is completed
  63782. */
  63783. readonly isCompleted: boolean;
  63784. /**
  63785. * Gets the current state of the task
  63786. */
  63787. readonly taskState: AssetTaskState;
  63788. /**
  63789. * Gets the current error object (if task is in error)
  63790. */
  63791. readonly errorObject: {
  63792. message?: string;
  63793. exception?: any;
  63794. };
  63795. /**
  63796. * Internal only
  63797. * @hidden
  63798. */
  63799. _setErrorObject(message?: string, exception?: any): void;
  63800. /**
  63801. * Execute the current task
  63802. * @param scene defines the scene where you want your assets to be loaded
  63803. * @param onSuccess is a callback called when the task is successfully executed
  63804. * @param onError is a callback called if an error occurs
  63805. */
  63806. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63807. /**
  63808. * Execute the current task
  63809. * @param scene defines the scene where you want your assets to be loaded
  63810. * @param onSuccess is a callback called when the task is successfully executed
  63811. * @param onError is a callback called if an error occurs
  63812. */
  63813. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63814. /**
  63815. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  63816. * This can be used with failed tasks that have the reason for failure fixed.
  63817. */
  63818. reset(): void;
  63819. private onErrorCallback;
  63820. private onDoneCallback;
  63821. }
  63822. /**
  63823. * Define the interface used by progress events raised during assets loading
  63824. */
  63825. export interface IAssetsProgressEvent {
  63826. /**
  63827. * Defines the number of remaining tasks to process
  63828. */
  63829. remainingCount: number;
  63830. /**
  63831. * Defines the total number of tasks
  63832. */
  63833. totalCount: number;
  63834. /**
  63835. * Defines the task that was just processed
  63836. */
  63837. task: AbstractAssetTask;
  63838. }
  63839. /**
  63840. * Class used to share progress information about assets loading
  63841. */
  63842. export class AssetsProgressEvent implements IAssetsProgressEvent {
  63843. /**
  63844. * Defines the number of remaining tasks to process
  63845. */
  63846. remainingCount: number;
  63847. /**
  63848. * Defines the total number of tasks
  63849. */
  63850. totalCount: number;
  63851. /**
  63852. * Defines the task that was just processed
  63853. */
  63854. task: AbstractAssetTask;
  63855. /**
  63856. * Creates a AssetsProgressEvent
  63857. * @param remainingCount defines the number of remaining tasks to process
  63858. * @param totalCount defines the total number of tasks
  63859. * @param task defines the task that was just processed
  63860. */
  63861. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  63862. }
  63863. /**
  63864. * Define a task used by AssetsManager to load meshes
  63865. */
  63866. export class MeshAssetTask extends AbstractAssetTask {
  63867. /**
  63868. * Defines the name of the task
  63869. */
  63870. name: string;
  63871. /**
  63872. * Defines the list of mesh's names you want to load
  63873. */
  63874. meshesNames: any;
  63875. /**
  63876. * Defines the root url to use as a base to load your meshes and associated resources
  63877. */
  63878. rootUrl: string;
  63879. /**
  63880. * Defines the filename of the scene to load from
  63881. */
  63882. sceneFilename: string;
  63883. /**
  63884. * Gets the list of loaded meshes
  63885. */
  63886. loadedMeshes: Array<AbstractMesh>;
  63887. /**
  63888. * Gets the list of loaded particle systems
  63889. */
  63890. loadedParticleSystems: Array<IParticleSystem>;
  63891. /**
  63892. * Gets the list of loaded skeletons
  63893. */
  63894. loadedSkeletons: Array<Skeleton>;
  63895. /**
  63896. * Gets the list of loaded animation groups
  63897. */
  63898. loadedAnimationGroups: Array<AnimationGroup>;
  63899. /**
  63900. * Callback called when the task is successful
  63901. */
  63902. onSuccess: (task: MeshAssetTask) => void;
  63903. /**
  63904. * Callback called when the task is successful
  63905. */
  63906. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  63907. /**
  63908. * Creates a new MeshAssetTask
  63909. * @param name defines the name of the task
  63910. * @param meshesNames defines the list of mesh's names you want to load
  63911. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  63912. * @param sceneFilename defines the filename of the scene to load from
  63913. */
  63914. constructor(
  63915. /**
  63916. * Defines the name of the task
  63917. */
  63918. name: string,
  63919. /**
  63920. * Defines the list of mesh's names you want to load
  63921. */
  63922. meshesNames: any,
  63923. /**
  63924. * Defines the root url to use as a base to load your meshes and associated resources
  63925. */
  63926. rootUrl: string,
  63927. /**
  63928. * Defines the filename of the scene to load from
  63929. */
  63930. sceneFilename: string);
  63931. /**
  63932. * Execute the current task
  63933. * @param scene defines the scene where you want your assets to be loaded
  63934. * @param onSuccess is a callback called when the task is successfully executed
  63935. * @param onError is a callback called if an error occurs
  63936. */
  63937. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63938. }
  63939. /**
  63940. * Define a task used by AssetsManager to load text content
  63941. */
  63942. export class TextFileAssetTask extends AbstractAssetTask {
  63943. /**
  63944. * Defines the name of the task
  63945. */
  63946. name: string;
  63947. /**
  63948. * Defines the location of the file to load
  63949. */
  63950. url: string;
  63951. /**
  63952. * Gets the loaded text string
  63953. */
  63954. text: string;
  63955. /**
  63956. * Callback called when the task is successful
  63957. */
  63958. onSuccess: (task: TextFileAssetTask) => void;
  63959. /**
  63960. * Callback called when the task is successful
  63961. */
  63962. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  63963. /**
  63964. * Creates a new TextFileAssetTask object
  63965. * @param name defines the name of the task
  63966. * @param url defines the location of the file to load
  63967. */
  63968. constructor(
  63969. /**
  63970. * Defines the name of the task
  63971. */
  63972. name: string,
  63973. /**
  63974. * Defines the location of the file to load
  63975. */
  63976. url: string);
  63977. /**
  63978. * Execute the current task
  63979. * @param scene defines the scene where you want your assets to be loaded
  63980. * @param onSuccess is a callback called when the task is successfully executed
  63981. * @param onError is a callback called if an error occurs
  63982. */
  63983. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63984. }
  63985. /**
  63986. * Define a task used by AssetsManager to load binary data
  63987. */
  63988. export class BinaryFileAssetTask extends AbstractAssetTask {
  63989. /**
  63990. * Defines the name of the task
  63991. */
  63992. name: string;
  63993. /**
  63994. * Defines the location of the file to load
  63995. */
  63996. url: string;
  63997. /**
  63998. * Gets the lodaded data (as an array buffer)
  63999. */
  64000. data: ArrayBuffer;
  64001. /**
  64002. * Callback called when the task is successful
  64003. */
  64004. onSuccess: (task: BinaryFileAssetTask) => void;
  64005. /**
  64006. * Callback called when the task is successful
  64007. */
  64008. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  64009. /**
  64010. * Creates a new BinaryFileAssetTask object
  64011. * @param name defines the name of the new task
  64012. * @param url defines the location of the file to load
  64013. */
  64014. constructor(
  64015. /**
  64016. * Defines the name of the task
  64017. */
  64018. name: string,
  64019. /**
  64020. * Defines the location of the file to load
  64021. */
  64022. url: string);
  64023. /**
  64024. * Execute the current task
  64025. * @param scene defines the scene where you want your assets to be loaded
  64026. * @param onSuccess is a callback called when the task is successfully executed
  64027. * @param onError is a callback called if an error occurs
  64028. */
  64029. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  64030. }
  64031. /**
  64032. * Define a task used by AssetsManager to load images
  64033. */
  64034. export class ImageAssetTask extends AbstractAssetTask {
  64035. /**
  64036. * Defines the name of the task
  64037. */
  64038. name: string;
  64039. /**
  64040. * Defines the location of the image to load
  64041. */
  64042. url: string;
  64043. /**
  64044. * Gets the loaded images
  64045. */
  64046. image: HTMLImageElement;
  64047. /**
  64048. * Callback called when the task is successful
  64049. */
  64050. onSuccess: (task: ImageAssetTask) => void;
  64051. /**
  64052. * Callback called when the task is successful
  64053. */
  64054. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  64055. /**
  64056. * Creates a new ImageAssetTask
  64057. * @param name defines the name of the task
  64058. * @param url defines the location of the image to load
  64059. */
  64060. constructor(
  64061. /**
  64062. * Defines the name of the task
  64063. */
  64064. name: string,
  64065. /**
  64066. * Defines the location of the image to load
  64067. */
  64068. url: string);
  64069. /**
  64070. * Execute the current task
  64071. * @param scene defines the scene where you want your assets to be loaded
  64072. * @param onSuccess is a callback called when the task is successfully executed
  64073. * @param onError is a callback called if an error occurs
  64074. */
  64075. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  64076. }
  64077. /**
  64078. * Defines the interface used by texture loading tasks
  64079. */
  64080. export interface ITextureAssetTask<TEX extends BaseTexture> {
  64081. /**
  64082. * Gets the loaded texture
  64083. */
  64084. texture: TEX;
  64085. }
  64086. /**
  64087. * Define a task used by AssetsManager to load 2D textures
  64088. */
  64089. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  64090. /**
  64091. * Defines the name of the task
  64092. */
  64093. name: string;
  64094. /**
  64095. * Defines the location of the file to load
  64096. */
  64097. url: string;
  64098. /**
  64099. * Defines if mipmap should not be generated (default is false)
  64100. */
  64101. noMipmap?: boolean | undefined;
  64102. /**
  64103. * Defines if texture must be inverted on Y axis (default is false)
  64104. */
  64105. invertY?: boolean | undefined;
  64106. /**
  64107. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  64108. */
  64109. samplingMode: number;
  64110. /**
  64111. * Gets the loaded texture
  64112. */
  64113. texture: Texture;
  64114. /**
  64115. * Callback called when the task is successful
  64116. */
  64117. onSuccess: (task: TextureAssetTask) => void;
  64118. /**
  64119. * Callback called when the task is successful
  64120. */
  64121. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  64122. /**
  64123. * Creates a new TextureAssetTask object
  64124. * @param name defines the name of the task
  64125. * @param url defines the location of the file to load
  64126. * @param noMipmap defines if mipmap should not be generated (default is false)
  64127. * @param invertY defines if texture must be inverted on Y axis (default is false)
  64128. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  64129. */
  64130. constructor(
  64131. /**
  64132. * Defines the name of the task
  64133. */
  64134. name: string,
  64135. /**
  64136. * Defines the location of the file to load
  64137. */
  64138. url: string,
  64139. /**
  64140. * Defines if mipmap should not be generated (default is false)
  64141. */
  64142. noMipmap?: boolean | undefined,
  64143. /**
  64144. * Defines if texture must be inverted on Y axis (default is false)
  64145. */
  64146. invertY?: boolean | undefined,
  64147. /**
  64148. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  64149. */
  64150. samplingMode?: number);
  64151. /**
  64152. * Execute the current task
  64153. * @param scene defines the scene where you want your assets to be loaded
  64154. * @param onSuccess is a callback called when the task is successfully executed
  64155. * @param onError is a callback called if an error occurs
  64156. */
  64157. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  64158. }
  64159. /**
  64160. * Define a task used by AssetsManager to load cube textures
  64161. */
  64162. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  64163. /**
  64164. * Defines the name of the task
  64165. */
  64166. name: string;
  64167. /**
  64168. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  64169. */
  64170. url: string;
  64171. /**
  64172. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  64173. */
  64174. extensions?: string[] | undefined;
  64175. /**
  64176. * Defines if mipmaps should not be generated (default is false)
  64177. */
  64178. noMipmap?: boolean | undefined;
  64179. /**
  64180. * Defines the explicit list of files (undefined by default)
  64181. */
  64182. files?: string[] | undefined;
  64183. /**
  64184. * Gets the loaded texture
  64185. */
  64186. texture: CubeTexture;
  64187. /**
  64188. * Callback called when the task is successful
  64189. */
  64190. onSuccess: (task: CubeTextureAssetTask) => void;
  64191. /**
  64192. * Callback called when the task is successful
  64193. */
  64194. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  64195. /**
  64196. * Creates a new CubeTextureAssetTask
  64197. * @param name defines the name of the task
  64198. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  64199. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  64200. * @param noMipmap defines if mipmaps should not be generated (default is false)
  64201. * @param files defines the explicit list of files (undefined by default)
  64202. */
  64203. constructor(
  64204. /**
  64205. * Defines the name of the task
  64206. */
  64207. name: string,
  64208. /**
  64209. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  64210. */
  64211. url: string,
  64212. /**
  64213. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  64214. */
  64215. extensions?: string[] | undefined,
  64216. /**
  64217. * Defines if mipmaps should not be generated (default is false)
  64218. */
  64219. noMipmap?: boolean | undefined,
  64220. /**
  64221. * Defines the explicit list of files (undefined by default)
  64222. */
  64223. files?: string[] | undefined);
  64224. /**
  64225. * Execute the current task
  64226. * @param scene defines the scene where you want your assets to be loaded
  64227. * @param onSuccess is a callback called when the task is successfully executed
  64228. * @param onError is a callback called if an error occurs
  64229. */
  64230. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  64231. }
  64232. /**
  64233. * Define a task used by AssetsManager to load HDR cube textures
  64234. */
  64235. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  64236. /**
  64237. * Defines the name of the task
  64238. */
  64239. name: string;
  64240. /**
  64241. * Defines the location of the file to load
  64242. */
  64243. url: string;
  64244. /**
  64245. * Defines the desired size (the more it increases the longer the generation will be)
  64246. */
  64247. size: number;
  64248. /**
  64249. * Defines if mipmaps should not be generated (default is false)
  64250. */
  64251. noMipmap: boolean;
  64252. /**
  64253. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  64254. */
  64255. generateHarmonics: boolean;
  64256. /**
  64257. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  64258. */
  64259. gammaSpace: boolean;
  64260. /**
  64261. * Internal Use Only
  64262. */
  64263. reserved: boolean;
  64264. /**
  64265. * Gets the loaded texture
  64266. */
  64267. texture: HDRCubeTexture;
  64268. /**
  64269. * Callback called when the task is successful
  64270. */
  64271. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  64272. /**
  64273. * Callback called when the task is successful
  64274. */
  64275. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  64276. /**
  64277. * Creates a new HDRCubeTextureAssetTask object
  64278. * @param name defines the name of the task
  64279. * @param url defines the location of the file to load
  64280. * @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.
  64281. * @param noMipmap defines if mipmaps should not be generated (default is false)
  64282. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  64283. * @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)
  64284. * @param reserved Internal use only
  64285. */
  64286. constructor(
  64287. /**
  64288. * Defines the name of the task
  64289. */
  64290. name: string,
  64291. /**
  64292. * Defines the location of the file to load
  64293. */
  64294. url: string,
  64295. /**
  64296. * Defines the desired size (the more it increases the longer the generation will be)
  64297. */
  64298. size: number,
  64299. /**
  64300. * Defines if mipmaps should not be generated (default is false)
  64301. */
  64302. noMipmap?: boolean,
  64303. /**
  64304. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  64305. */
  64306. generateHarmonics?: boolean,
  64307. /**
  64308. * 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)
  64309. */
  64310. gammaSpace?: boolean,
  64311. /**
  64312. * Internal Use Only
  64313. */
  64314. reserved?: boolean);
  64315. /**
  64316. * Execute the current task
  64317. * @param scene defines the scene where you want your assets to be loaded
  64318. * @param onSuccess is a callback called when the task is successfully executed
  64319. * @param onError is a callback called if an error occurs
  64320. */
  64321. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  64322. }
  64323. /**
  64324. * Define a task used by AssetsManager to load Equirectangular cube textures
  64325. */
  64326. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  64327. /**
  64328. * Defines the name of the task
  64329. */
  64330. name: string;
  64331. /**
  64332. * Defines the location of the file to load
  64333. */
  64334. url: string;
  64335. /**
  64336. * Defines the desired size (the more it increases the longer the generation will be)
  64337. */
  64338. size: number;
  64339. /**
  64340. * Defines if mipmaps should not be generated (default is false)
  64341. */
  64342. noMipmap: boolean;
  64343. /**
  64344. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  64345. * but the standard material would require them in Gamma space) (default is true)
  64346. */
  64347. gammaSpace: boolean;
  64348. /**
  64349. * Gets the loaded texture
  64350. */
  64351. texture: EquiRectangularCubeTexture;
  64352. /**
  64353. * Callback called when the task is successful
  64354. */
  64355. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  64356. /**
  64357. * Callback called when the task is successful
  64358. */
  64359. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  64360. /**
  64361. * Creates a new EquiRectangularCubeTextureAssetTask object
  64362. * @param name defines the name of the task
  64363. * @param url defines the location of the file to load
  64364. * @param size defines the desired size (the more it increases the longer the generation will be)
  64365. * If the size is omitted this implies you are using a preprocessed cubemap.
  64366. * @param noMipmap defines if mipmaps should not be generated (default is false)
  64367. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  64368. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  64369. * (default is true)
  64370. */
  64371. constructor(
  64372. /**
  64373. * Defines the name of the task
  64374. */
  64375. name: string,
  64376. /**
  64377. * Defines the location of the file to load
  64378. */
  64379. url: string,
  64380. /**
  64381. * Defines the desired size (the more it increases the longer the generation will be)
  64382. */
  64383. size: number,
  64384. /**
  64385. * Defines if mipmaps should not be generated (default is false)
  64386. */
  64387. noMipmap?: boolean,
  64388. /**
  64389. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  64390. * but the standard material would require them in Gamma space) (default is true)
  64391. */
  64392. gammaSpace?: boolean);
  64393. /**
  64394. * Execute the current task
  64395. * @param scene defines the scene where you want your assets to be loaded
  64396. * @param onSuccess is a callback called when the task is successfully executed
  64397. * @param onError is a callback called if an error occurs
  64398. */
  64399. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  64400. }
  64401. /**
  64402. * This class can be used to easily import assets into a scene
  64403. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  64404. */
  64405. export class AssetsManager {
  64406. private _scene;
  64407. private _isLoading;
  64408. protected _tasks: AbstractAssetTask[];
  64409. protected _waitingTasksCount: number;
  64410. protected _totalTasksCount: number;
  64411. /**
  64412. * Callback called when all tasks are processed
  64413. */
  64414. onFinish: (tasks: AbstractAssetTask[]) => void;
  64415. /**
  64416. * Callback called when a task is successful
  64417. */
  64418. onTaskSuccess: (task: AbstractAssetTask) => void;
  64419. /**
  64420. * Callback called when a task had an error
  64421. */
  64422. onTaskError: (task: AbstractAssetTask) => void;
  64423. /**
  64424. * Callback called when a task is done (whatever the result is)
  64425. */
  64426. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  64427. /**
  64428. * Observable called when all tasks are processed
  64429. */
  64430. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  64431. /**
  64432. * Observable called when a task had an error
  64433. */
  64434. onTaskErrorObservable: Observable<AbstractAssetTask>;
  64435. /**
  64436. * Observable called when all tasks were executed
  64437. */
  64438. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  64439. /**
  64440. * Observable called when a task is done (whatever the result is)
  64441. */
  64442. onProgressObservable: Observable<IAssetsProgressEvent>;
  64443. /**
  64444. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  64445. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  64446. */
  64447. useDefaultLoadingScreen: boolean;
  64448. /**
  64449. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  64450. * when all assets have been downloaded.
  64451. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  64452. */
  64453. autoHideLoadingUI: boolean;
  64454. /**
  64455. * Creates a new AssetsManager
  64456. * @param scene defines the scene to work on
  64457. */
  64458. constructor(scene: Scene);
  64459. /**
  64460. * Add a MeshAssetTask to the list of active tasks
  64461. * @param taskName defines the name of the new task
  64462. * @param meshesNames defines the name of meshes to load
  64463. * @param rootUrl defines the root url to use to locate files
  64464. * @param sceneFilename defines the filename of the scene file
  64465. * @returns a new MeshAssetTask object
  64466. */
  64467. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  64468. /**
  64469. * Add a TextFileAssetTask to the list of active tasks
  64470. * @param taskName defines the name of the new task
  64471. * @param url defines the url of the file to load
  64472. * @returns a new TextFileAssetTask object
  64473. */
  64474. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  64475. /**
  64476. * Add a BinaryFileAssetTask to the list of active tasks
  64477. * @param taskName defines the name of the new task
  64478. * @param url defines the url of the file to load
  64479. * @returns a new BinaryFileAssetTask object
  64480. */
  64481. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  64482. /**
  64483. * Add a ImageAssetTask to the list of active tasks
  64484. * @param taskName defines the name of the new task
  64485. * @param url defines the url of the file to load
  64486. * @returns a new ImageAssetTask object
  64487. */
  64488. addImageTask(taskName: string, url: string): ImageAssetTask;
  64489. /**
  64490. * Add a TextureAssetTask to the list of active tasks
  64491. * @param taskName defines the name of the new task
  64492. * @param url defines the url of the file to load
  64493. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  64494. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  64495. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  64496. * @returns a new TextureAssetTask object
  64497. */
  64498. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  64499. /**
  64500. * Add a CubeTextureAssetTask to the list of active tasks
  64501. * @param taskName defines the name of the new task
  64502. * @param url defines the url of the file to load
  64503. * @param extensions defines the extension to use to load the cube map (can be null)
  64504. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  64505. * @param files defines the list of files to load (can be null)
  64506. * @returns a new CubeTextureAssetTask object
  64507. */
  64508. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  64509. /**
  64510. *
  64511. * Add a HDRCubeTextureAssetTask to the list of active tasks
  64512. * @param taskName defines the name of the new task
  64513. * @param url defines the url of the file to load
  64514. * @param size defines the size you want for the cubemap (can be null)
  64515. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  64516. * @param generateHarmonics defines if you want to automatically generate (true by default)
  64517. * @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)
  64518. * @param reserved Internal use only
  64519. * @returns a new HDRCubeTextureAssetTask object
  64520. */
  64521. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  64522. /**
  64523. *
  64524. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  64525. * @param taskName defines the name of the new task
  64526. * @param url defines the url of the file to load
  64527. * @param size defines the size you want for the cubemap (can be null)
  64528. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  64529. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  64530. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  64531. * @returns a new EquiRectangularCubeTextureAssetTask object
  64532. */
  64533. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  64534. /**
  64535. * Remove a task from the assets manager.
  64536. * @param task the task to remove
  64537. */
  64538. removeTask(task: AbstractAssetTask): void;
  64539. private _decreaseWaitingTasksCount;
  64540. private _runTask;
  64541. /**
  64542. * Reset the AssetsManager and remove all tasks
  64543. * @return the current instance of the AssetsManager
  64544. */
  64545. reset(): AssetsManager;
  64546. /**
  64547. * Start the loading process
  64548. * @return the current instance of the AssetsManager
  64549. */
  64550. load(): AssetsManager;
  64551. /**
  64552. * Start the loading process as an async operation
  64553. * @return a promise returning the list of failed tasks
  64554. */
  64555. loadAsync(): Promise<void>;
  64556. }
  64557. }
  64558. declare module "babylonjs/Misc/deferred" {
  64559. /**
  64560. * Wrapper class for promise with external resolve and reject.
  64561. */
  64562. export class Deferred<T> {
  64563. /**
  64564. * The promise associated with this deferred object.
  64565. */
  64566. readonly promise: Promise<T>;
  64567. private _resolve;
  64568. private _reject;
  64569. /**
  64570. * The resolve method of the promise associated with this deferred object.
  64571. */
  64572. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  64573. /**
  64574. * The reject method of the promise associated with this deferred object.
  64575. */
  64576. readonly reject: (reason?: any) => void;
  64577. /**
  64578. * Constructor for this deferred object.
  64579. */
  64580. constructor();
  64581. }
  64582. }
  64583. declare module "babylonjs/Misc/meshExploder" {
  64584. import { Mesh } from "babylonjs/Meshes/mesh";
  64585. /**
  64586. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  64587. */
  64588. export class MeshExploder {
  64589. private _centerMesh;
  64590. private _meshes;
  64591. private _meshesOrigins;
  64592. private _toCenterVectors;
  64593. private _scaledDirection;
  64594. private _newPosition;
  64595. private _centerPosition;
  64596. /**
  64597. * Explodes meshes from a center mesh.
  64598. * @param meshes The meshes to explode.
  64599. * @param centerMesh The mesh to be center of explosion.
  64600. */
  64601. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  64602. private _setCenterMesh;
  64603. /**
  64604. * Get class name
  64605. * @returns "MeshExploder"
  64606. */
  64607. getClassName(): string;
  64608. /**
  64609. * "Exploded meshes"
  64610. * @returns Array of meshes with the centerMesh at index 0.
  64611. */
  64612. getMeshes(): Array<Mesh>;
  64613. /**
  64614. * Explodes meshes giving a specific direction
  64615. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  64616. */
  64617. explode(direction?: number): void;
  64618. }
  64619. }
  64620. declare module "babylonjs/Misc/filesInput" {
  64621. import { Engine } from "babylonjs/Engines/engine";
  64622. import { Scene } from "babylonjs/scene";
  64623. import { SceneLoaderProgressEvent } from "babylonjs/Loading/sceneLoader";
  64624. /**
  64625. * Class used to help managing file picking and drag'n'drop
  64626. */
  64627. export class FilesInput {
  64628. /**
  64629. * List of files ready to be loaded
  64630. */
  64631. static readonly FilesToLoad: {
  64632. [key: string]: File;
  64633. };
  64634. /**
  64635. * Callback called when a file is processed
  64636. */
  64637. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  64638. private _engine;
  64639. private _currentScene;
  64640. private _sceneLoadedCallback;
  64641. private _progressCallback;
  64642. private _additionalRenderLoopLogicCallback;
  64643. private _textureLoadingCallback;
  64644. private _startingProcessingFilesCallback;
  64645. private _onReloadCallback;
  64646. private _errorCallback;
  64647. private _elementToMonitor;
  64648. private _sceneFileToLoad;
  64649. private _filesToLoad;
  64650. /**
  64651. * Creates a new FilesInput
  64652. * @param engine defines the rendering engine
  64653. * @param scene defines the hosting scene
  64654. * @param sceneLoadedCallback callback called when scene is loaded
  64655. * @param progressCallback callback called to track progress
  64656. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  64657. * @param textureLoadingCallback callback called when a texture is loading
  64658. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  64659. * @param onReloadCallback callback called when a reload is requested
  64660. * @param errorCallback callback call if an error occurs
  64661. */
  64662. 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);
  64663. private _dragEnterHandler;
  64664. private _dragOverHandler;
  64665. private _dropHandler;
  64666. /**
  64667. * Calls this function to listen to drag'n'drop events on a specific DOM element
  64668. * @param elementToMonitor defines the DOM element to track
  64669. */
  64670. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  64671. /**
  64672. * Release all associated resources
  64673. */
  64674. dispose(): void;
  64675. private renderFunction;
  64676. private drag;
  64677. private drop;
  64678. private _traverseFolder;
  64679. private _processFiles;
  64680. /**
  64681. * Load files from a drop event
  64682. * @param event defines the drop event to use as source
  64683. */
  64684. loadFiles(event: any): void;
  64685. private _processReload;
  64686. /**
  64687. * Reload the current scene from the loaded files
  64688. */
  64689. reload(): void;
  64690. }
  64691. }
  64692. declare module "babylonjs/Misc/HighDynamicRange/index" {
  64693. export * from "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial";
  64694. export * from "babylonjs/Misc/HighDynamicRange/hdr";
  64695. export * from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  64696. }
  64697. declare module "babylonjs/Misc/sceneOptimizer" {
  64698. import { Scene, IDisposable } from "babylonjs/scene";
  64699. import { Observable } from "babylonjs/Misc/observable";
  64700. /**
  64701. * Defines the root class used to create scene optimization to use with SceneOptimizer
  64702. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64703. */
  64704. export class SceneOptimization {
  64705. /**
  64706. * Defines the priority of this optimization (0 by default which means first in the list)
  64707. */
  64708. priority: number;
  64709. /**
  64710. * Gets a string describing the action executed by the current optimization
  64711. * @returns description string
  64712. */
  64713. getDescription(): string;
  64714. /**
  64715. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64716. * @param scene defines the current scene where to apply this optimization
  64717. * @param optimizer defines the current optimizer
  64718. * @returns true if everything that can be done was applied
  64719. */
  64720. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64721. /**
  64722. * Creates the SceneOptimization object
  64723. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  64724. * @param desc defines the description associated with the optimization
  64725. */
  64726. constructor(
  64727. /**
  64728. * Defines the priority of this optimization (0 by default which means first in the list)
  64729. */
  64730. priority?: number);
  64731. }
  64732. /**
  64733. * Defines an optimization used to reduce the size of render target textures
  64734. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64735. */
  64736. export class TextureOptimization extends SceneOptimization {
  64737. /**
  64738. * Defines the priority of this optimization (0 by default which means first in the list)
  64739. */
  64740. priority: number;
  64741. /**
  64742. * 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
  64743. */
  64744. maximumSize: number;
  64745. /**
  64746. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  64747. */
  64748. step: number;
  64749. /**
  64750. * Gets a string describing the action executed by the current optimization
  64751. * @returns description string
  64752. */
  64753. getDescription(): string;
  64754. /**
  64755. * Creates the TextureOptimization object
  64756. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  64757. * @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
  64758. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  64759. */
  64760. constructor(
  64761. /**
  64762. * Defines the priority of this optimization (0 by default which means first in the list)
  64763. */
  64764. priority?: number,
  64765. /**
  64766. * 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
  64767. */
  64768. maximumSize?: number,
  64769. /**
  64770. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  64771. */
  64772. step?: number);
  64773. /**
  64774. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64775. * @param scene defines the current scene where to apply this optimization
  64776. * @param optimizer defines the current optimizer
  64777. * @returns true if everything that can be done was applied
  64778. */
  64779. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64780. }
  64781. /**
  64782. * Defines an optimization used to increase or decrease the rendering resolution
  64783. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64784. */
  64785. export class HardwareScalingOptimization extends SceneOptimization {
  64786. /**
  64787. * Defines the priority of this optimization (0 by default which means first in the list)
  64788. */
  64789. priority: number;
  64790. /**
  64791. * Defines the maximum scale to use (2 by default)
  64792. */
  64793. maximumScale: number;
  64794. /**
  64795. * Defines the step to use between two passes (0.5 by default)
  64796. */
  64797. step: number;
  64798. private _currentScale;
  64799. private _directionOffset;
  64800. /**
  64801. * Gets a string describing the action executed by the current optimization
  64802. * @return description string
  64803. */
  64804. getDescription(): string;
  64805. /**
  64806. * Creates the HardwareScalingOptimization object
  64807. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  64808. * @param maximumScale defines the maximum scale to use (2 by default)
  64809. * @param step defines the step to use between two passes (0.5 by default)
  64810. */
  64811. constructor(
  64812. /**
  64813. * Defines the priority of this optimization (0 by default which means first in the list)
  64814. */
  64815. priority?: number,
  64816. /**
  64817. * Defines the maximum scale to use (2 by default)
  64818. */
  64819. maximumScale?: number,
  64820. /**
  64821. * Defines the step to use between two passes (0.5 by default)
  64822. */
  64823. step?: number);
  64824. /**
  64825. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64826. * @param scene defines the current scene where to apply this optimization
  64827. * @param optimizer defines the current optimizer
  64828. * @returns true if everything that can be done was applied
  64829. */
  64830. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64831. }
  64832. /**
  64833. * Defines an optimization used to remove shadows
  64834. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64835. */
  64836. export class ShadowsOptimization extends SceneOptimization {
  64837. /**
  64838. * Gets a string describing the action executed by the current optimization
  64839. * @return description string
  64840. */
  64841. getDescription(): string;
  64842. /**
  64843. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64844. * @param scene defines the current scene where to apply this optimization
  64845. * @param optimizer defines the current optimizer
  64846. * @returns true if everything that can be done was applied
  64847. */
  64848. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64849. }
  64850. /**
  64851. * Defines an optimization used to turn post-processes off
  64852. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64853. */
  64854. export class PostProcessesOptimization extends SceneOptimization {
  64855. /**
  64856. * Gets a string describing the action executed by the current optimization
  64857. * @return description string
  64858. */
  64859. getDescription(): string;
  64860. /**
  64861. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64862. * @param scene defines the current scene where to apply this optimization
  64863. * @param optimizer defines the current optimizer
  64864. * @returns true if everything that can be done was applied
  64865. */
  64866. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64867. }
  64868. /**
  64869. * Defines an optimization used to turn lens flares off
  64870. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64871. */
  64872. export class LensFlaresOptimization extends SceneOptimization {
  64873. /**
  64874. * Gets a string describing the action executed by the current optimization
  64875. * @return description string
  64876. */
  64877. getDescription(): string;
  64878. /**
  64879. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64880. * @param scene defines the current scene where to apply this optimization
  64881. * @param optimizer defines the current optimizer
  64882. * @returns true if everything that can be done was applied
  64883. */
  64884. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64885. }
  64886. /**
  64887. * Defines an optimization based on user defined callback.
  64888. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64889. */
  64890. export class CustomOptimization extends SceneOptimization {
  64891. /**
  64892. * Callback called to apply the custom optimization.
  64893. */
  64894. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  64895. /**
  64896. * Callback called to get custom description
  64897. */
  64898. onGetDescription: () => string;
  64899. /**
  64900. * Gets a string describing the action executed by the current optimization
  64901. * @returns description string
  64902. */
  64903. getDescription(): string;
  64904. /**
  64905. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64906. * @param scene defines the current scene where to apply this optimization
  64907. * @param optimizer defines the current optimizer
  64908. * @returns true if everything that can be done was applied
  64909. */
  64910. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64911. }
  64912. /**
  64913. * Defines an optimization used to turn particles off
  64914. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64915. */
  64916. export class ParticlesOptimization extends SceneOptimization {
  64917. /**
  64918. * Gets a string describing the action executed by the current optimization
  64919. * @return description string
  64920. */
  64921. getDescription(): string;
  64922. /**
  64923. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64924. * @param scene defines the current scene where to apply this optimization
  64925. * @param optimizer defines the current optimizer
  64926. * @returns true if everything that can be done was applied
  64927. */
  64928. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64929. }
  64930. /**
  64931. * Defines an optimization used to turn render targets off
  64932. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64933. */
  64934. export class RenderTargetsOptimization extends SceneOptimization {
  64935. /**
  64936. * Gets a string describing the action executed by the current optimization
  64937. * @return description string
  64938. */
  64939. getDescription(): string;
  64940. /**
  64941. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64942. * @param scene defines the current scene where to apply this optimization
  64943. * @param optimizer defines the current optimizer
  64944. * @returns true if everything that can be done was applied
  64945. */
  64946. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  64947. }
  64948. /**
  64949. * Defines an optimization used to merge meshes with compatible materials
  64950. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64951. */
  64952. export class MergeMeshesOptimization extends SceneOptimization {
  64953. private static _UpdateSelectionTree;
  64954. /**
  64955. * Gets or sets a boolean which defines if optimization octree has to be updated
  64956. */
  64957. /**
  64958. * Gets or sets a boolean which defines if optimization octree has to be updated
  64959. */
  64960. static UpdateSelectionTree: boolean;
  64961. /**
  64962. * Gets a string describing the action executed by the current optimization
  64963. * @return description string
  64964. */
  64965. getDescription(): string;
  64966. private _canBeMerged;
  64967. /**
  64968. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64969. * @param scene defines the current scene where to apply this optimization
  64970. * @param optimizer defines the current optimizer
  64971. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  64972. * @returns true if everything that can be done was applied
  64973. */
  64974. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  64975. }
  64976. /**
  64977. * Defines a list of options used by SceneOptimizer
  64978. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64979. */
  64980. export class SceneOptimizerOptions {
  64981. /**
  64982. * Defines the target frame rate to reach (60 by default)
  64983. */
  64984. targetFrameRate: number;
  64985. /**
  64986. * Defines the interval between two checkes (2000ms by default)
  64987. */
  64988. trackerDuration: number;
  64989. /**
  64990. * Gets the list of optimizations to apply
  64991. */
  64992. optimizations: SceneOptimization[];
  64993. /**
  64994. * Creates a new list of options used by SceneOptimizer
  64995. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  64996. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  64997. */
  64998. constructor(
  64999. /**
  65000. * Defines the target frame rate to reach (60 by default)
  65001. */
  65002. targetFrameRate?: number,
  65003. /**
  65004. * Defines the interval between two checkes (2000ms by default)
  65005. */
  65006. trackerDuration?: number);
  65007. /**
  65008. * Add a new optimization
  65009. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  65010. * @returns the current SceneOptimizerOptions
  65011. */
  65012. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  65013. /**
  65014. * Add a new custom optimization
  65015. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  65016. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  65017. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  65018. * @returns the current SceneOptimizerOptions
  65019. */
  65020. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  65021. /**
  65022. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  65023. * @param targetFrameRate defines the target frame rate (60 by default)
  65024. * @returns a SceneOptimizerOptions object
  65025. */
  65026. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  65027. /**
  65028. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  65029. * @param targetFrameRate defines the target frame rate (60 by default)
  65030. * @returns a SceneOptimizerOptions object
  65031. */
  65032. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  65033. /**
  65034. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  65035. * @param targetFrameRate defines the target frame rate (60 by default)
  65036. * @returns a SceneOptimizerOptions object
  65037. */
  65038. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  65039. }
  65040. /**
  65041. * Class used to run optimizations in order to reach a target frame rate
  65042. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  65043. */
  65044. export class SceneOptimizer implements IDisposable {
  65045. private _isRunning;
  65046. private _options;
  65047. private _scene;
  65048. private _currentPriorityLevel;
  65049. private _targetFrameRate;
  65050. private _trackerDuration;
  65051. private _currentFrameRate;
  65052. private _sceneDisposeObserver;
  65053. private _improvementMode;
  65054. /**
  65055. * Defines an observable called when the optimizer reaches the target frame rate
  65056. */
  65057. onSuccessObservable: Observable<SceneOptimizer>;
  65058. /**
  65059. * Defines an observable called when the optimizer enables an optimization
  65060. */
  65061. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  65062. /**
  65063. * Defines an observable called when the optimizer is not able to reach the target frame rate
  65064. */
  65065. onFailureObservable: Observable<SceneOptimizer>;
  65066. /**
  65067. * Gets a boolean indicating if the optimizer is in improvement mode
  65068. */
  65069. readonly isInImprovementMode: boolean;
  65070. /**
  65071. * Gets the current priority level (0 at start)
  65072. */
  65073. readonly currentPriorityLevel: number;
  65074. /**
  65075. * Gets the current frame rate checked by the SceneOptimizer
  65076. */
  65077. readonly currentFrameRate: number;
  65078. /**
  65079. * Gets or sets the current target frame rate (60 by default)
  65080. */
  65081. /**
  65082. * Gets or sets the current target frame rate (60 by default)
  65083. */
  65084. targetFrameRate: number;
  65085. /**
  65086. * Gets or sets the current interval between two checks (every 2000ms by default)
  65087. */
  65088. /**
  65089. * Gets or sets the current interval between two checks (every 2000ms by default)
  65090. */
  65091. trackerDuration: number;
  65092. /**
  65093. * Gets the list of active optimizations
  65094. */
  65095. readonly optimizations: SceneOptimization[];
  65096. /**
  65097. * Creates a new SceneOptimizer
  65098. * @param scene defines the scene to work on
  65099. * @param options defines the options to use with the SceneOptimizer
  65100. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  65101. * @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)
  65102. */
  65103. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  65104. /**
  65105. * Stops the current optimizer
  65106. */
  65107. stop(): void;
  65108. /**
  65109. * Reset the optimizer to initial step (current priority level = 0)
  65110. */
  65111. reset(): void;
  65112. /**
  65113. * Start the optimizer. By default it will try to reach a specific framerate
  65114. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  65115. */
  65116. start(): void;
  65117. private _checkCurrentState;
  65118. /**
  65119. * Release all resources
  65120. */
  65121. dispose(): void;
  65122. /**
  65123. * Helper function to create a SceneOptimizer with one single line of code
  65124. * @param scene defines the scene to work on
  65125. * @param options defines the options to use with the SceneOptimizer
  65126. * @param onSuccess defines a callback to call on success
  65127. * @param onFailure defines a callback to call on failure
  65128. * @returns the new SceneOptimizer object
  65129. */
  65130. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  65131. }
  65132. }
  65133. declare module "babylonjs/Misc/sceneSerializer" {
  65134. import { Scene } from "babylonjs/scene";
  65135. /**
  65136. * Class used to serialize a scene into a string
  65137. */
  65138. export class SceneSerializer {
  65139. /**
  65140. * Clear cache used by a previous serialization
  65141. */
  65142. static ClearCache(): void;
  65143. /**
  65144. * Serialize a scene into a JSON compatible object
  65145. * @param scene defines the scene to serialize
  65146. * @returns a JSON compatible object
  65147. */
  65148. static Serialize(scene: Scene): any;
  65149. /**
  65150. * Serialize a mesh into a JSON compatible object
  65151. * @param toSerialize defines the mesh to serialize
  65152. * @param withParents defines if parents must be serialized as well
  65153. * @param withChildren defines if children must be serialized as well
  65154. * @returns a JSON compatible object
  65155. */
  65156. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  65157. }
  65158. }
  65159. declare module "babylonjs/Misc/textureTools" {
  65160. import { Texture } from "babylonjs/Materials/Textures/texture";
  65161. /**
  65162. * Class used to host texture specific utilities
  65163. */
  65164. export class TextureTools {
  65165. /**
  65166. * Uses the GPU to create a copy texture rescaled at a given size
  65167. * @param texture Texture to copy from
  65168. * @param width defines the desired width
  65169. * @param height defines the desired height
  65170. * @param useBilinearMode defines if bilinear mode has to be used
  65171. * @return the generated texture
  65172. */
  65173. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  65174. }
  65175. }
  65176. declare module "babylonjs/Misc/videoRecorder" {
  65177. import { Nullable } from "babylonjs/types";
  65178. import { Engine } from "babylonjs/Engines/engine";
  65179. /**
  65180. * This represents the different options available for the video capture.
  65181. */
  65182. export interface VideoRecorderOptions {
  65183. /** Defines the mime type of the video. */
  65184. mimeType: string;
  65185. /** Defines the FPS the video should be recorded at. */
  65186. fps: number;
  65187. /** Defines the chunk size for the recording data. */
  65188. recordChunckSize: number;
  65189. /** The audio tracks to attach to the recording. */
  65190. audioTracks?: MediaStreamTrack[];
  65191. }
  65192. /**
  65193. * This can help with recording videos from BabylonJS.
  65194. * This is based on the available WebRTC functionalities of the browser.
  65195. *
  65196. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  65197. */
  65198. export class VideoRecorder {
  65199. private static readonly _defaultOptions;
  65200. /**
  65201. * Returns whether or not the VideoRecorder is available in your browser.
  65202. * @param engine Defines the Babylon Engine.
  65203. * @returns true if supported otherwise false.
  65204. */
  65205. static IsSupported(engine: Engine): boolean;
  65206. private readonly _options;
  65207. private _canvas;
  65208. private _mediaRecorder;
  65209. private _recordedChunks;
  65210. private _fileName;
  65211. private _resolve;
  65212. private _reject;
  65213. /**
  65214. * True when a recording is already in progress.
  65215. */
  65216. readonly isRecording: boolean;
  65217. /**
  65218. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  65219. * @param engine Defines the BabylonJS Engine you wish to record.
  65220. * @param options Defines options that can be used to customize the capture.
  65221. */
  65222. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  65223. /**
  65224. * Stops the current recording before the default capture timeout passed in the startRecording function.
  65225. */
  65226. stopRecording(): void;
  65227. /**
  65228. * Starts recording the canvas for a max duration specified in parameters.
  65229. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  65230. * If null no automatic download will start and you can rely on the promise to get the data back.
  65231. * @param maxDuration Defines the maximum recording time in seconds.
  65232. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  65233. * @return A promise callback at the end of the recording with the video data in Blob.
  65234. */
  65235. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  65236. /**
  65237. * Releases internal resources used during the recording.
  65238. */
  65239. dispose(): void;
  65240. private _handleDataAvailable;
  65241. private _handleError;
  65242. private _handleStop;
  65243. }
  65244. }
  65245. declare module "babylonjs/Misc/screenshotTools" {
  65246. import { Camera } from "babylonjs/Cameras/camera";
  65247. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  65248. import { Engine } from "babylonjs/Engines/engine";
  65249. /**
  65250. * Class containing a set of static utilities functions for screenshots
  65251. */
  65252. export class ScreenshotTools {
  65253. /**
  65254. * Captures a screenshot of the current rendering
  65255. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  65256. * @param engine defines the rendering engine
  65257. * @param camera defines the source camera
  65258. * @param size This parameter can be set to a single number or to an object with the
  65259. * following (optional) properties: precision, width, height. If a single number is passed,
  65260. * it will be used for both width and height. If an object is passed, the screenshot size
  65261. * will be derived from the parameters. The precision property is a multiplier allowing
  65262. * rendering at a higher or lower resolution
  65263. * @param successCallback defines the callback receives a single parameter which contains the
  65264. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  65265. * src parameter of an <img> to display it
  65266. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  65267. * Check your browser for supported MIME types
  65268. */
  65269. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  65270. /**
  65271. * Captures a screenshot of the current rendering
  65272. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  65273. * @param engine defines the rendering engine
  65274. * @param camera defines the source camera
  65275. * @param size This parameter can be set to a single number or to an object with the
  65276. * following (optional) properties: precision, width, height. If a single number is passed,
  65277. * it will be used for both width and height. If an object is passed, the screenshot size
  65278. * will be derived from the parameters. The precision property is a multiplier allowing
  65279. * rendering at a higher or lower resolution
  65280. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  65281. * Check your browser for supported MIME types
  65282. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  65283. * to the src parameter of an <img> to display it
  65284. */
  65285. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  65286. /**
  65287. * Generates an image screenshot from the specified camera.
  65288. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  65289. * @param engine The engine to use for rendering
  65290. * @param camera The camera to use for rendering
  65291. * @param size This parameter can be set to a single number or to an object with the
  65292. * following (optional) properties: precision, width, height. If a single number is passed,
  65293. * it will be used for both width and height. If an object is passed, the screenshot size
  65294. * will be derived from the parameters. The precision property is a multiplier allowing
  65295. * rendering at a higher or lower resolution
  65296. * @param successCallback The callback receives a single parameter which contains the
  65297. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  65298. * src parameter of an <img> to display it
  65299. * @param mimeType The MIME type of the screenshot image (default: image/png).
  65300. * Check your browser for supported MIME types
  65301. * @param samples Texture samples (default: 1)
  65302. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  65303. * @param fileName A name for for the downloaded file.
  65304. */
  65305. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  65306. /**
  65307. * Generates an image screenshot from the specified camera.
  65308. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  65309. * @param engine The engine to use for rendering
  65310. * @param camera The camera to use for rendering
  65311. * @param size This parameter can be set to a single number or to an object with the
  65312. * following (optional) properties: precision, width, height. If a single number is passed,
  65313. * it will be used for both width and height. If an object is passed, the screenshot size
  65314. * will be derived from the parameters. The precision property is a multiplier allowing
  65315. * rendering at a higher or lower resolution
  65316. * @param mimeType The MIME type of the screenshot image (default: image/png).
  65317. * Check your browser for supported MIME types
  65318. * @param samples Texture samples (default: 1)
  65319. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  65320. * @param fileName A name for for the downloaded file.
  65321. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  65322. * to the src parameter of an <img> to display it
  65323. */
  65324. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  65325. /**
  65326. * Gets height and width for screenshot size
  65327. * @private
  65328. */
  65329. private static _getScreenshotSize;
  65330. }
  65331. }
  65332. declare module "babylonjs/Misc/index" {
  65333. export * from "babylonjs/Misc/andOrNotEvaluator";
  65334. export * from "babylonjs/Misc/assetsManager";
  65335. export * from "babylonjs/Misc/dds";
  65336. export * from "babylonjs/Misc/decorators";
  65337. export * from "babylonjs/Misc/deferred";
  65338. export * from "babylonjs/Misc/environmentTextureTools";
  65339. export * from "babylonjs/Misc/meshExploder";
  65340. export * from "babylonjs/Misc/filesInput";
  65341. export * from "babylonjs/Misc/HighDynamicRange/index";
  65342. export * from "babylonjs/Misc/khronosTextureContainer";
  65343. export * from "babylonjs/Misc/observable";
  65344. export * from "babylonjs/Misc/performanceMonitor";
  65345. export * from "babylonjs/Misc/promise";
  65346. export * from "babylonjs/Misc/sceneOptimizer";
  65347. export * from "babylonjs/Misc/sceneSerializer";
  65348. export * from "babylonjs/Misc/smartArray";
  65349. export * from "babylonjs/Misc/stringDictionary";
  65350. export * from "babylonjs/Misc/tags";
  65351. export * from "babylonjs/Misc/textureTools";
  65352. export * from "babylonjs/Misc/tga";
  65353. export * from "babylonjs/Misc/tools";
  65354. export * from "babylonjs/Misc/videoRecorder";
  65355. export * from "babylonjs/Misc/virtualJoystick";
  65356. export * from "babylonjs/Misc/workerPool";
  65357. export * from "babylonjs/Misc/logger";
  65358. export * from "babylonjs/Misc/typeStore";
  65359. export * from "babylonjs/Misc/filesInputStore";
  65360. export * from "babylonjs/Misc/deepCopier";
  65361. export * from "babylonjs/Misc/pivotTools";
  65362. export * from "babylonjs/Misc/precisionDate";
  65363. export * from "babylonjs/Misc/screenshotTools";
  65364. export * from "babylonjs/Misc/typeStore";
  65365. export * from "babylonjs/Misc/webRequest";
  65366. export * from "babylonjs/Misc/iInspectable";
  65367. export * from "babylonjs/Misc/brdfTextureTools";
  65368. export * from "babylonjs/Misc/rgbdTextureTools";
  65369. export * from "babylonjs/Misc/gradients";
  65370. export * from "babylonjs/Misc/perfCounter";
  65371. export * from "babylonjs/Misc/fileRequest";
  65372. export * from "babylonjs/Misc/customAnimationFrameRequester";
  65373. export * from "babylonjs/Misc/retryStrategy";
  65374. export * from "babylonjs/Misc/loadFileError";
  65375. }
  65376. declare module "babylonjs/index" {
  65377. export * from "babylonjs/abstractScene";
  65378. export * from "babylonjs/Actions/index";
  65379. export * from "babylonjs/Animations/index";
  65380. export * from "babylonjs/assetContainer";
  65381. export * from "babylonjs/Audio/index";
  65382. export * from "babylonjs/Behaviors/index";
  65383. export * from "babylonjs/Bones/index";
  65384. export * from "babylonjs/Cameras/index";
  65385. export * from "babylonjs/Collisions/index";
  65386. export * from "babylonjs/Culling/index";
  65387. export * from "babylonjs/Debug/index";
  65388. export * from "babylonjs/Engines/index";
  65389. export * from "babylonjs/Events/index";
  65390. export * from "babylonjs/Gamepads/index";
  65391. export * from "babylonjs/Gizmos/index";
  65392. export * from "babylonjs/Helpers/index";
  65393. export * from "babylonjs/Instrumentation/index";
  65394. export * from "babylonjs/Layers/index";
  65395. export * from "babylonjs/LensFlares/index";
  65396. export * from "babylonjs/Lights/index";
  65397. export * from "babylonjs/Loading/index";
  65398. export * from "babylonjs/Materials/index";
  65399. export * from "babylonjs/Maths/index";
  65400. export * from "babylonjs/Meshes/index";
  65401. export * from "babylonjs/Morph/index";
  65402. export * from "babylonjs/Navigation/index";
  65403. export * from "babylonjs/node";
  65404. export * from "babylonjs/Offline/index";
  65405. export * from "babylonjs/Particles/index";
  65406. export * from "babylonjs/Physics/index";
  65407. export * from "babylonjs/PostProcesses/index";
  65408. export * from "babylonjs/Probes/index";
  65409. export * from "babylonjs/Rendering/index";
  65410. export * from "babylonjs/scene";
  65411. export * from "babylonjs/sceneComponent";
  65412. export * from "babylonjs/Sprites/index";
  65413. export * from "babylonjs/States/index";
  65414. export * from "babylonjs/Misc/index";
  65415. export * from "babylonjs/types";
  65416. }
  65417. declare module "babylonjs/Animations/pathCursor" {
  65418. import { Vector3 } from "babylonjs/Maths/math.vector";
  65419. import { Path2 } from "babylonjs/Maths/math.path";
  65420. /**
  65421. * A cursor which tracks a point on a path
  65422. */
  65423. export class PathCursor {
  65424. private path;
  65425. /**
  65426. * Stores path cursor callbacks for when an onchange event is triggered
  65427. */
  65428. private _onchange;
  65429. /**
  65430. * The value of the path cursor
  65431. */
  65432. value: number;
  65433. /**
  65434. * The animation array of the path cursor
  65435. */
  65436. animations: Animation[];
  65437. /**
  65438. * Initializes the path cursor
  65439. * @param path The path to track
  65440. */
  65441. constructor(path: Path2);
  65442. /**
  65443. * Gets the cursor point on the path
  65444. * @returns A point on the path cursor at the cursor location
  65445. */
  65446. getPoint(): Vector3;
  65447. /**
  65448. * Moves the cursor ahead by the step amount
  65449. * @param step The amount to move the cursor forward
  65450. * @returns This path cursor
  65451. */
  65452. moveAhead(step?: number): PathCursor;
  65453. /**
  65454. * Moves the cursor behind by the step amount
  65455. * @param step The amount to move the cursor back
  65456. * @returns This path cursor
  65457. */
  65458. moveBack(step?: number): PathCursor;
  65459. /**
  65460. * Moves the cursor by the step amount
  65461. * If the step amount is greater than one, an exception is thrown
  65462. * @param step The amount to move the cursor
  65463. * @returns This path cursor
  65464. */
  65465. move(step: number): PathCursor;
  65466. /**
  65467. * Ensures that the value is limited between zero and one
  65468. * @returns This path cursor
  65469. */
  65470. private ensureLimits;
  65471. /**
  65472. * Runs onchange callbacks on change (used by the animation engine)
  65473. * @returns This path cursor
  65474. */
  65475. private raiseOnChange;
  65476. /**
  65477. * Executes a function on change
  65478. * @param f A path cursor onchange callback
  65479. * @returns This path cursor
  65480. */
  65481. onchange(f: (cursor: PathCursor) => void): PathCursor;
  65482. }
  65483. }
  65484. declare module "babylonjs/Engines/Processors/Expressions/Operators/index" {
  65485. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator";
  65486. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator";
  65487. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator";
  65488. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator";
  65489. }
  65490. declare module "babylonjs/Engines/Processors/Expressions/index" {
  65491. export * from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  65492. export * from "babylonjs/Engines/Processors/Expressions/Operators/index";
  65493. }
  65494. declare module "babylonjs/Engines/Processors/index" {
  65495. export * from "babylonjs/Engines/Processors/iShaderProcessor";
  65496. export * from "babylonjs/Engines/Processors/Expressions/index";
  65497. export * from "babylonjs/Engines/Processors/shaderCodeConditionNode";
  65498. export * from "babylonjs/Engines/Processors/shaderCodeCursor";
  65499. export * from "babylonjs/Engines/Processors/shaderCodeNode";
  65500. export * from "babylonjs/Engines/Processors/shaderCodeTestNode";
  65501. export * from "babylonjs/Engines/Processors/shaderProcessingOptions";
  65502. export * from "babylonjs/Engines/Processors/shaderProcessor";
  65503. }
  65504. declare module "babylonjs/Legacy/legacy" {
  65505. import * as Babylon from "babylonjs/index";
  65506. export * from "babylonjs/index";
  65507. }
  65508. declare module "babylonjs/Shaders/blur.fragment" {
  65509. /** @hidden */
  65510. export var blurPixelShader: {
  65511. name: string;
  65512. shader: string;
  65513. };
  65514. }
  65515. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertexDeclaration" {
  65516. /** @hidden */
  65517. export var pointCloudVertexDeclaration: {
  65518. name: string;
  65519. shader: string;
  65520. };
  65521. }
  65522. declare module "babylonjs" {
  65523. export * from "babylonjs/Legacy/legacy";
  65524. }
  65525. declare module BABYLON {
  65526. /** Alias type for value that can be null */
  65527. export type Nullable<T> = T | null;
  65528. /**
  65529. * Alias type for number that are floats
  65530. * @ignorenaming
  65531. */
  65532. export type float = number;
  65533. /**
  65534. * Alias type for number that are doubles.
  65535. * @ignorenaming
  65536. */
  65537. export type double = number;
  65538. /**
  65539. * Alias type for number that are integer
  65540. * @ignorenaming
  65541. */
  65542. export type int = number;
  65543. /** Alias type for number array or Float32Array */
  65544. export type FloatArray = number[] | Float32Array;
  65545. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  65546. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  65547. /**
  65548. * Alias for types that can be used by a Buffer or VertexBuffer.
  65549. */
  65550. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  65551. /**
  65552. * Alias type for primitive types
  65553. * @ignorenaming
  65554. */
  65555. type Primitive = undefined | null | boolean | string | number | Function;
  65556. /**
  65557. * Type modifier to make all the properties of an object Readonly
  65558. */
  65559. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  65560. /**
  65561. * Type modifier to make all the properties of an object Readonly recursively
  65562. */
  65563. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  65564. /** @hidden */
  65565. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  65566. }
  65567. /** @hidden */
  65568. /** @hidden */
  65569. type DeepImmutableObject<T> = {
  65570. readonly [K in keyof T]: DeepImmutable<T[K]>;
  65571. };
  65572. }
  65573. declare module BABYLON {
  65574. /**
  65575. * A class serves as a medium between the observable and its observers
  65576. */
  65577. export class EventState {
  65578. /**
  65579. * Create a new EventState
  65580. * @param mask defines the mask associated with this state
  65581. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  65582. * @param target defines the original target of the state
  65583. * @param currentTarget defines the current target of the state
  65584. */
  65585. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  65586. /**
  65587. * Initialize the current event state
  65588. * @param mask defines the mask associated with this state
  65589. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  65590. * @param target defines the original target of the state
  65591. * @param currentTarget defines the current target of the state
  65592. * @returns the current event state
  65593. */
  65594. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  65595. /**
  65596. * An Observer can set this property to true to prevent subsequent observers of being notified
  65597. */
  65598. skipNextObservers: boolean;
  65599. /**
  65600. * Get the mask value that were used to trigger the event corresponding to this EventState object
  65601. */
  65602. mask: number;
  65603. /**
  65604. * The object that originally notified the event
  65605. */
  65606. target?: any;
  65607. /**
  65608. * The current object in the bubbling phase
  65609. */
  65610. currentTarget?: any;
  65611. /**
  65612. * This will be populated with the return value of the last function that was executed.
  65613. * If it is the first function in the callback chain it will be the event data.
  65614. */
  65615. lastReturnValue?: any;
  65616. }
  65617. /**
  65618. * Represent an Observer registered to a given Observable object.
  65619. */
  65620. export class Observer<T> {
  65621. /**
  65622. * Defines the callback to call when the observer is notified
  65623. */
  65624. callback: (eventData: T, eventState: EventState) => void;
  65625. /**
  65626. * Defines the mask of the observer (used to filter notifications)
  65627. */
  65628. mask: number;
  65629. /**
  65630. * Defines the current scope used to restore the JS context
  65631. */
  65632. scope: any;
  65633. /** @hidden */
  65634. _willBeUnregistered: boolean;
  65635. /**
  65636. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  65637. */
  65638. unregisterOnNextCall: boolean;
  65639. /**
  65640. * Creates a new observer
  65641. * @param callback defines the callback to call when the observer is notified
  65642. * @param mask defines the mask of the observer (used to filter notifications)
  65643. * @param scope defines the current scope used to restore the JS context
  65644. */
  65645. constructor(
  65646. /**
  65647. * Defines the callback to call when the observer is notified
  65648. */
  65649. callback: (eventData: T, eventState: EventState) => void,
  65650. /**
  65651. * Defines the mask of the observer (used to filter notifications)
  65652. */
  65653. mask: number,
  65654. /**
  65655. * Defines the current scope used to restore the JS context
  65656. */
  65657. scope?: any);
  65658. }
  65659. /**
  65660. * Represent a list of observers registered to multiple Observables object.
  65661. */
  65662. export class MultiObserver<T> {
  65663. private _observers;
  65664. private _observables;
  65665. /**
  65666. * Release associated resources
  65667. */
  65668. dispose(): void;
  65669. /**
  65670. * Raise a callback when one of the observable will notify
  65671. * @param observables defines a list of observables to watch
  65672. * @param callback defines the callback to call on notification
  65673. * @param mask defines the mask used to filter notifications
  65674. * @param scope defines the current scope used to restore the JS context
  65675. * @returns the new MultiObserver
  65676. */
  65677. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  65678. }
  65679. /**
  65680. * The Observable class is a simple implementation of the Observable pattern.
  65681. *
  65682. * 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.
  65683. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  65684. * 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).
  65685. * 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.
  65686. */
  65687. export class Observable<T> {
  65688. private _observers;
  65689. private _eventState;
  65690. private _onObserverAdded;
  65691. /**
  65692. * Gets the list of observers
  65693. */
  65694. readonly observers: Array<Observer<T>>;
  65695. /**
  65696. * Creates a new observable
  65697. * @param onObserverAdded defines a callback to call when a new observer is added
  65698. */
  65699. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  65700. /**
  65701. * Create a new Observer with the specified callback
  65702. * @param callback the callback that will be executed for that Observer
  65703. * @param mask the mask used to filter observers
  65704. * @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.
  65705. * @param scope optional scope for the callback to be called from
  65706. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  65707. * @returns the new observer created for the callback
  65708. */
  65709. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  65710. /**
  65711. * Create a new Observer with the specified callback and unregisters after the next notification
  65712. * @param callback the callback that will be executed for that Observer
  65713. * @returns the new observer created for the callback
  65714. */
  65715. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  65716. /**
  65717. * Remove an Observer from the Observable object
  65718. * @param observer the instance of the Observer to remove
  65719. * @returns false if it doesn't belong to this Observable
  65720. */
  65721. remove(observer: Nullable<Observer<T>>): boolean;
  65722. /**
  65723. * Remove a callback from the Observable object
  65724. * @param callback the callback to remove
  65725. * @param scope optional scope. If used only the callbacks with this scope will be removed
  65726. * @returns false if it doesn't belong to this Observable
  65727. */
  65728. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  65729. private _deferUnregister;
  65730. private _remove;
  65731. /**
  65732. * Moves the observable to the top of the observer list making it get called first when notified
  65733. * @param observer the observer to move
  65734. */
  65735. makeObserverTopPriority(observer: Observer<T>): void;
  65736. /**
  65737. * Moves the observable to the bottom of the observer list making it get called last when notified
  65738. * @param observer the observer to move
  65739. */
  65740. makeObserverBottomPriority(observer: Observer<T>): void;
  65741. /**
  65742. * Notify all Observers by calling their respective callback with the given data
  65743. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  65744. * @param eventData defines the data to send to all observers
  65745. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  65746. * @param target defines the original target of the state
  65747. * @param currentTarget defines the current target of the state
  65748. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  65749. */
  65750. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  65751. /**
  65752. * Calling this will execute each callback, expecting it to be a promise or return a value.
  65753. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  65754. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  65755. * and it is crucial that all callbacks will be executed.
  65756. * The order of the callbacks is kept, callbacks are not executed parallel.
  65757. *
  65758. * @param eventData The data to be sent to each callback
  65759. * @param mask is used to filter observers defaults to -1
  65760. * @param target defines the callback target (see EventState)
  65761. * @param currentTarget defines he current object in the bubbling phase
  65762. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  65763. */
  65764. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  65765. /**
  65766. * Notify a specific observer
  65767. * @param observer defines the observer to notify
  65768. * @param eventData defines the data to be sent to each callback
  65769. * @param mask is used to filter observers defaults to -1
  65770. */
  65771. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  65772. /**
  65773. * Gets a boolean indicating if the observable has at least one observer
  65774. * @returns true is the Observable has at least one Observer registered
  65775. */
  65776. hasObservers(): boolean;
  65777. /**
  65778. * Clear the list of observers
  65779. */
  65780. clear(): void;
  65781. /**
  65782. * Clone the current observable
  65783. * @returns a new observable
  65784. */
  65785. clone(): Observable<T>;
  65786. /**
  65787. * Does this observable handles observer registered with a given mask
  65788. * @param mask defines the mask to be tested
  65789. * @return whether or not one observer registered with the given mask is handeled
  65790. **/
  65791. hasSpecificMask(mask?: number): boolean;
  65792. }
  65793. }
  65794. declare module BABYLON {
  65795. /**
  65796. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  65797. * Babylon.js
  65798. */
  65799. export class DomManagement {
  65800. /**
  65801. * Checks if the window object exists
  65802. * @returns true if the window object exists
  65803. */
  65804. static IsWindowObjectExist(): boolean;
  65805. /**
  65806. * Checks if the navigator object exists
  65807. * @returns true if the navigator object exists
  65808. */
  65809. static IsNavigatorAvailable(): boolean;
  65810. /**
  65811. * Extracts text content from a DOM element hierarchy
  65812. * @param element defines the root element
  65813. * @returns a string
  65814. */
  65815. static GetDOMTextContent(element: HTMLElement): string;
  65816. }
  65817. }
  65818. declare module BABYLON {
  65819. /**
  65820. * Logger used througouht the application to allow configuration of
  65821. * the log level required for the messages.
  65822. */
  65823. export class Logger {
  65824. /**
  65825. * No log
  65826. */
  65827. static readonly NoneLogLevel: number;
  65828. /**
  65829. * Only message logs
  65830. */
  65831. static readonly MessageLogLevel: number;
  65832. /**
  65833. * Only warning logs
  65834. */
  65835. static readonly WarningLogLevel: number;
  65836. /**
  65837. * Only error logs
  65838. */
  65839. static readonly ErrorLogLevel: number;
  65840. /**
  65841. * All logs
  65842. */
  65843. static readonly AllLogLevel: number;
  65844. private static _LogCache;
  65845. /**
  65846. * Gets a value indicating the number of loading errors
  65847. * @ignorenaming
  65848. */
  65849. static errorsCount: number;
  65850. /**
  65851. * Callback called when a new log is added
  65852. */
  65853. static OnNewCacheEntry: (entry: string) => void;
  65854. private static _AddLogEntry;
  65855. private static _FormatMessage;
  65856. private static _LogDisabled;
  65857. private static _LogEnabled;
  65858. private static _WarnDisabled;
  65859. private static _WarnEnabled;
  65860. private static _ErrorDisabled;
  65861. private static _ErrorEnabled;
  65862. /**
  65863. * Log a message to the console
  65864. */
  65865. static Log: (message: string) => void;
  65866. /**
  65867. * Write a warning message to the console
  65868. */
  65869. static Warn: (message: string) => void;
  65870. /**
  65871. * Write an error message to the console
  65872. */
  65873. static Error: (message: string) => void;
  65874. /**
  65875. * Gets current log cache (list of logs)
  65876. */
  65877. static readonly LogCache: string;
  65878. /**
  65879. * Clears the log cache
  65880. */
  65881. static ClearLogCache(): void;
  65882. /**
  65883. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  65884. */
  65885. static LogLevels: number;
  65886. }
  65887. }
  65888. declare module BABYLON {
  65889. /** @hidden */
  65890. export class _TypeStore {
  65891. /** @hidden */
  65892. static RegisteredTypes: {
  65893. [key: string]: Object;
  65894. };
  65895. /** @hidden */
  65896. static GetClass(fqdn: string): any;
  65897. }
  65898. }
  65899. declare module BABYLON {
  65900. /**
  65901. * Class containing a set of static utilities functions for deep copy.
  65902. */
  65903. export class DeepCopier {
  65904. /**
  65905. * Tries to copy an object by duplicating every property
  65906. * @param source defines the source object
  65907. * @param destination defines the target object
  65908. * @param doNotCopyList defines a list of properties to avoid
  65909. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  65910. */
  65911. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  65912. }
  65913. }
  65914. declare module BABYLON {
  65915. /**
  65916. * Class containing a set of static utilities functions for precision date
  65917. */
  65918. export class PrecisionDate {
  65919. /**
  65920. * Gets either window.performance.now() if supported or Date.now() else
  65921. */
  65922. static readonly Now: number;
  65923. }
  65924. }
  65925. declare module BABYLON {
  65926. /** @hidden */
  65927. export class _DevTools {
  65928. static WarnImport(name: string): string;
  65929. }
  65930. }
  65931. declare module BABYLON {
  65932. /**
  65933. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  65934. */
  65935. export class WebRequest {
  65936. private _xhr;
  65937. /**
  65938. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  65939. * i.e. when loading files, where the server/service expects an Authorization header
  65940. */
  65941. static CustomRequestHeaders: {
  65942. [key: string]: string;
  65943. };
  65944. /**
  65945. * Add callback functions in this array to update all the requests before they get sent to the network
  65946. */
  65947. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  65948. private _injectCustomRequestHeaders;
  65949. /**
  65950. * Gets or sets a function to be called when loading progress changes
  65951. */
  65952. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  65953. /**
  65954. * Returns client's state
  65955. */
  65956. readonly readyState: number;
  65957. /**
  65958. * Returns client's status
  65959. */
  65960. readonly status: number;
  65961. /**
  65962. * Returns client's status as a text
  65963. */
  65964. readonly statusText: string;
  65965. /**
  65966. * Returns client's response
  65967. */
  65968. readonly response: any;
  65969. /**
  65970. * Returns client's response url
  65971. */
  65972. readonly responseURL: string;
  65973. /**
  65974. * Returns client's response as text
  65975. */
  65976. readonly responseText: string;
  65977. /**
  65978. * Gets or sets the expected response type
  65979. */
  65980. responseType: XMLHttpRequestResponseType;
  65981. /** @hidden */
  65982. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  65983. /** @hidden */
  65984. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  65985. /**
  65986. * Cancels any network activity
  65987. */
  65988. abort(): void;
  65989. /**
  65990. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  65991. * @param body defines an optional request body
  65992. */
  65993. send(body?: Document | BodyInit | null): void;
  65994. /**
  65995. * Sets the request method, request URL
  65996. * @param method defines the method to use (GET, POST, etc..)
  65997. * @param url defines the url to connect with
  65998. */
  65999. open(method: string, url: string): void;
  66000. }
  66001. }
  66002. declare module BABYLON {
  66003. /**
  66004. * File request interface
  66005. */
  66006. export interface IFileRequest {
  66007. /**
  66008. * Raised when the request is complete (success or error).
  66009. */
  66010. onCompleteObservable: Observable<IFileRequest>;
  66011. /**
  66012. * Aborts the request for a file.
  66013. */
  66014. abort: () => void;
  66015. }
  66016. }
  66017. declare module BABYLON {
  66018. /**
  66019. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  66020. */
  66021. export class PerformanceMonitor {
  66022. private _enabled;
  66023. private _rollingFrameTime;
  66024. private _lastFrameTimeMs;
  66025. /**
  66026. * constructor
  66027. * @param frameSampleSize The number of samples required to saturate the sliding window
  66028. */
  66029. constructor(frameSampleSize?: number);
  66030. /**
  66031. * Samples current frame
  66032. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  66033. */
  66034. sampleFrame(timeMs?: number): void;
  66035. /**
  66036. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  66037. */
  66038. readonly averageFrameTime: number;
  66039. /**
  66040. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  66041. */
  66042. readonly averageFrameTimeVariance: number;
  66043. /**
  66044. * Returns the frame time of the most recent frame
  66045. */
  66046. readonly instantaneousFrameTime: number;
  66047. /**
  66048. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  66049. */
  66050. readonly averageFPS: number;
  66051. /**
  66052. * Returns the average framerate in frames per second using the most recent frame time
  66053. */
  66054. readonly instantaneousFPS: number;
  66055. /**
  66056. * Returns true if enough samples have been taken to completely fill the sliding window
  66057. */
  66058. readonly isSaturated: boolean;
  66059. /**
  66060. * Enables contributions to the sliding window sample set
  66061. */
  66062. enable(): void;
  66063. /**
  66064. * Disables contributions to the sliding window sample set
  66065. * Samples will not be interpolated over the disabled period
  66066. */
  66067. disable(): void;
  66068. /**
  66069. * Returns true if sampling is enabled
  66070. */
  66071. readonly isEnabled: boolean;
  66072. /**
  66073. * Resets performance monitor
  66074. */
  66075. reset(): void;
  66076. }
  66077. /**
  66078. * RollingAverage
  66079. *
  66080. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  66081. */
  66082. export class RollingAverage {
  66083. /**
  66084. * Current average
  66085. */
  66086. average: number;
  66087. /**
  66088. * Current variance
  66089. */
  66090. variance: number;
  66091. protected _samples: Array<number>;
  66092. protected _sampleCount: number;
  66093. protected _pos: number;
  66094. protected _m2: number;
  66095. /**
  66096. * constructor
  66097. * @param length The number of samples required to saturate the sliding window
  66098. */
  66099. constructor(length: number);
  66100. /**
  66101. * Adds a sample to the sample set
  66102. * @param v The sample value
  66103. */
  66104. add(v: number): void;
  66105. /**
  66106. * Returns previously added values or null if outside of history or outside the sliding window domain
  66107. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  66108. * @return Value previously recorded with add() or null if outside of range
  66109. */
  66110. history(i: number): number;
  66111. /**
  66112. * Returns true if enough samples have been taken to completely fill the sliding window
  66113. * @return true if sample-set saturated
  66114. */
  66115. isSaturated(): boolean;
  66116. /**
  66117. * Resets the rolling average (equivalent to 0 samples taken so far)
  66118. */
  66119. reset(): void;
  66120. /**
  66121. * Wraps a value around the sample range boundaries
  66122. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  66123. * @return Wrapped position in sample range
  66124. */
  66125. protected _wrapPosition(i: number): number;
  66126. }
  66127. }
  66128. declare module BABYLON {
  66129. /**
  66130. * This class implement a typical dictionary using a string as key and the generic type T as value.
  66131. * The underlying implementation relies on an associative array to ensure the best performances.
  66132. * The value can be anything including 'null' but except 'undefined'
  66133. */
  66134. export class StringDictionary<T> {
  66135. /**
  66136. * This will clear this dictionary and copy the content from the 'source' one.
  66137. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  66138. * @param source the dictionary to take the content from and copy to this dictionary
  66139. */
  66140. copyFrom(source: StringDictionary<T>): void;
  66141. /**
  66142. * Get a value based from its key
  66143. * @param key the given key to get the matching value from
  66144. * @return the value if found, otherwise undefined is returned
  66145. */
  66146. get(key: string): T | undefined;
  66147. /**
  66148. * Get a value from its key or add it if it doesn't exist.
  66149. * This method will ensure you that a given key/data will be present in the dictionary.
  66150. * @param key the given key to get the matching value from
  66151. * @param factory the factory that will create the value if the key is not present in the dictionary.
  66152. * The factory will only be invoked if there's no data for the given key.
  66153. * @return the value corresponding to the key.
  66154. */
  66155. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  66156. /**
  66157. * Get a value from its key if present in the dictionary otherwise add it
  66158. * @param key the key to get the value from
  66159. * @param val if there's no such key/value pair in the dictionary add it with this value
  66160. * @return the value corresponding to the key
  66161. */
  66162. getOrAdd(key: string, val: T): T;
  66163. /**
  66164. * Check if there's a given key in the dictionary
  66165. * @param key the key to check for
  66166. * @return true if the key is present, false otherwise
  66167. */
  66168. contains(key: string): boolean;
  66169. /**
  66170. * Add a new key and its corresponding value
  66171. * @param key the key to add
  66172. * @param value the value corresponding to the key
  66173. * @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
  66174. */
  66175. add(key: string, value: T): boolean;
  66176. /**
  66177. * Update a specific value associated to a key
  66178. * @param key defines the key to use
  66179. * @param value defines the value to store
  66180. * @returns true if the value was updated (or false if the key was not found)
  66181. */
  66182. set(key: string, value: T): boolean;
  66183. /**
  66184. * Get the element of the given key and remove it from the dictionary
  66185. * @param key defines the key to search
  66186. * @returns the value associated with the key or null if not found
  66187. */
  66188. getAndRemove(key: string): Nullable<T>;
  66189. /**
  66190. * Remove a key/value from the dictionary.
  66191. * @param key the key to remove
  66192. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  66193. */
  66194. remove(key: string): boolean;
  66195. /**
  66196. * Clear the whole content of the dictionary
  66197. */
  66198. clear(): void;
  66199. /**
  66200. * Gets the current count
  66201. */
  66202. readonly count: number;
  66203. /**
  66204. * Execute a callback on each key/val of the dictionary.
  66205. * Note that you can remove any element in this dictionary in the callback implementation
  66206. * @param callback the callback to execute on a given key/value pair
  66207. */
  66208. forEach(callback: (key: string, val: T) => void): void;
  66209. /**
  66210. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  66211. * If the callback returns null or undefined the method will iterate to the next key/value pair
  66212. * Note that you can remove any element in this dictionary in the callback implementation
  66213. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  66214. * @returns the first item
  66215. */
  66216. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  66217. private _count;
  66218. private _data;
  66219. }
  66220. }
  66221. declare module BABYLON {
  66222. /**
  66223. * Class used to store gfx data (like WebGLBuffer)
  66224. */
  66225. export class DataBuffer {
  66226. /**
  66227. * Gets or sets the number of objects referencing this buffer
  66228. */
  66229. references: number;
  66230. /** Gets or sets the size of the underlying buffer */
  66231. capacity: number;
  66232. /**
  66233. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  66234. */
  66235. is32Bits: boolean;
  66236. /**
  66237. * Gets the underlying buffer
  66238. */
  66239. readonly underlyingResource: any;
  66240. }
  66241. }
  66242. declare module BABYLON {
  66243. /**
  66244. * Class used to store data that will be store in GPU memory
  66245. */
  66246. export class Buffer {
  66247. private _engine;
  66248. private _buffer;
  66249. /** @hidden */
  66250. _data: Nullable<DataArray>;
  66251. private _updatable;
  66252. private _instanced;
  66253. /**
  66254. * Gets the byte stride.
  66255. */
  66256. readonly byteStride: number;
  66257. /**
  66258. * Constructor
  66259. * @param engine the engine
  66260. * @param data the data to use for this buffer
  66261. * @param updatable whether the data is updatable
  66262. * @param stride the stride (optional)
  66263. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  66264. * @param instanced whether the buffer is instanced (optional)
  66265. * @param useBytes set to true if the stride in in bytes (optional)
  66266. */
  66267. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean);
  66268. /**
  66269. * Create a new VertexBuffer based on the current buffer
  66270. * @param kind defines the vertex buffer kind (position, normal, etc.)
  66271. * @param offset defines offset in the buffer (0 by default)
  66272. * @param size defines the size in floats of attributes (position is 3 for instance)
  66273. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  66274. * @param instanced defines if the vertex buffer contains indexed data
  66275. * @param useBytes defines if the offset and stride are in bytes
  66276. * @returns the new vertex buffer
  66277. */
  66278. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean): VertexBuffer;
  66279. /**
  66280. * Gets a boolean indicating if the Buffer is updatable?
  66281. * @returns true if the buffer is updatable
  66282. */
  66283. isUpdatable(): boolean;
  66284. /**
  66285. * Gets current buffer's data
  66286. * @returns a DataArray or null
  66287. */
  66288. getData(): Nullable<DataArray>;
  66289. /**
  66290. * Gets underlying native buffer
  66291. * @returns underlying native buffer
  66292. */
  66293. getBuffer(): Nullable<DataBuffer>;
  66294. /**
  66295. * Gets the stride in float32 units (i.e. byte stride / 4).
  66296. * May not be an integer if the byte stride is not divisible by 4.
  66297. * DEPRECATED. Use byteStride instead.
  66298. * @returns the stride in float32 units
  66299. */
  66300. getStrideSize(): number;
  66301. /**
  66302. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  66303. * @param data defines the data to store
  66304. */
  66305. create(data?: Nullable<DataArray>): void;
  66306. /** @hidden */
  66307. _rebuild(): void;
  66308. /**
  66309. * Update current buffer data
  66310. * @param data defines the data to store
  66311. */
  66312. update(data: DataArray): void;
  66313. /**
  66314. * Updates the data directly.
  66315. * @param data the new data
  66316. * @param offset the new offset
  66317. * @param vertexCount the vertex count (optional)
  66318. * @param useBytes set to true if the offset is in bytes
  66319. */
  66320. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  66321. /**
  66322. * Release all resources
  66323. */
  66324. dispose(): void;
  66325. }
  66326. /**
  66327. * Specialized buffer used to store vertex data
  66328. */
  66329. export class VertexBuffer {
  66330. /** @hidden */
  66331. _buffer: Buffer;
  66332. private _kind;
  66333. private _size;
  66334. private _ownsBuffer;
  66335. private _instanced;
  66336. private _instanceDivisor;
  66337. /**
  66338. * The byte type.
  66339. */
  66340. static readonly BYTE: number;
  66341. /**
  66342. * The unsigned byte type.
  66343. */
  66344. static readonly UNSIGNED_BYTE: number;
  66345. /**
  66346. * The short type.
  66347. */
  66348. static readonly SHORT: number;
  66349. /**
  66350. * The unsigned short type.
  66351. */
  66352. static readonly UNSIGNED_SHORT: number;
  66353. /**
  66354. * The integer type.
  66355. */
  66356. static readonly INT: number;
  66357. /**
  66358. * The unsigned integer type.
  66359. */
  66360. static readonly UNSIGNED_INT: number;
  66361. /**
  66362. * The float type.
  66363. */
  66364. static readonly FLOAT: number;
  66365. /**
  66366. * Gets or sets the instance divisor when in instanced mode
  66367. */
  66368. instanceDivisor: number;
  66369. /**
  66370. * Gets the byte stride.
  66371. */
  66372. readonly byteStride: number;
  66373. /**
  66374. * Gets the byte offset.
  66375. */
  66376. readonly byteOffset: number;
  66377. /**
  66378. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  66379. */
  66380. readonly normalized: boolean;
  66381. /**
  66382. * Gets the data type of each component in the array.
  66383. */
  66384. readonly type: number;
  66385. /**
  66386. * Constructor
  66387. * @param engine the engine
  66388. * @param data the data to use for this vertex buffer
  66389. * @param kind the vertex buffer kind
  66390. * @param updatable whether the data is updatable
  66391. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  66392. * @param stride the stride (optional)
  66393. * @param instanced whether the buffer is instanced (optional)
  66394. * @param offset the offset of the data (optional)
  66395. * @param size the number of components (optional)
  66396. * @param type the type of the component (optional)
  66397. * @param normalized whether the data contains normalized data (optional)
  66398. * @param useBytes set to true if stride and offset are in bytes (optional)
  66399. */
  66400. 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);
  66401. /** @hidden */
  66402. _rebuild(): void;
  66403. /**
  66404. * Returns the kind of the VertexBuffer (string)
  66405. * @returns a string
  66406. */
  66407. getKind(): string;
  66408. /**
  66409. * Gets a boolean indicating if the VertexBuffer is updatable?
  66410. * @returns true if the buffer is updatable
  66411. */
  66412. isUpdatable(): boolean;
  66413. /**
  66414. * Gets current buffer's data
  66415. * @returns a DataArray or null
  66416. */
  66417. getData(): Nullable<DataArray>;
  66418. /**
  66419. * Gets underlying native buffer
  66420. * @returns underlying native buffer
  66421. */
  66422. getBuffer(): Nullable<DataBuffer>;
  66423. /**
  66424. * Gets the stride in float32 units (i.e. byte stride / 4).
  66425. * May not be an integer if the byte stride is not divisible by 4.
  66426. * DEPRECATED. Use byteStride instead.
  66427. * @returns the stride in float32 units
  66428. */
  66429. getStrideSize(): number;
  66430. /**
  66431. * Returns the offset as a multiple of the type byte length.
  66432. * DEPRECATED. Use byteOffset instead.
  66433. * @returns the offset in bytes
  66434. */
  66435. getOffset(): number;
  66436. /**
  66437. * Returns the number of components per vertex attribute (integer)
  66438. * @returns the size in float
  66439. */
  66440. getSize(): number;
  66441. /**
  66442. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  66443. * @returns true if this buffer is instanced
  66444. */
  66445. getIsInstanced(): boolean;
  66446. /**
  66447. * Returns the instancing divisor, zero for non-instanced (integer).
  66448. * @returns a number
  66449. */
  66450. getInstanceDivisor(): number;
  66451. /**
  66452. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  66453. * @param data defines the data to store
  66454. */
  66455. create(data?: DataArray): void;
  66456. /**
  66457. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  66458. * This function will create a new buffer if the current one is not updatable
  66459. * @param data defines the data to store
  66460. */
  66461. update(data: DataArray): void;
  66462. /**
  66463. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  66464. * Returns the directly updated WebGLBuffer.
  66465. * @param data the new data
  66466. * @param offset the new offset
  66467. * @param useBytes set to true if the offset is in bytes
  66468. */
  66469. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  66470. /**
  66471. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  66472. */
  66473. dispose(): void;
  66474. /**
  66475. * Enumerates each value of this vertex buffer as numbers.
  66476. * @param count the number of values to enumerate
  66477. * @param callback the callback function called for each value
  66478. */
  66479. forEach(count: number, callback: (value: number, index: number) => void): void;
  66480. /**
  66481. * Positions
  66482. */
  66483. static readonly PositionKind: string;
  66484. /**
  66485. * Normals
  66486. */
  66487. static readonly NormalKind: string;
  66488. /**
  66489. * Tangents
  66490. */
  66491. static readonly TangentKind: string;
  66492. /**
  66493. * Texture coordinates
  66494. */
  66495. static readonly UVKind: string;
  66496. /**
  66497. * Texture coordinates 2
  66498. */
  66499. static readonly UV2Kind: string;
  66500. /**
  66501. * Texture coordinates 3
  66502. */
  66503. static readonly UV3Kind: string;
  66504. /**
  66505. * Texture coordinates 4
  66506. */
  66507. static readonly UV4Kind: string;
  66508. /**
  66509. * Texture coordinates 5
  66510. */
  66511. static readonly UV5Kind: string;
  66512. /**
  66513. * Texture coordinates 6
  66514. */
  66515. static readonly UV6Kind: string;
  66516. /**
  66517. * Colors
  66518. */
  66519. static readonly ColorKind: string;
  66520. /**
  66521. * Matrix indices (for bones)
  66522. */
  66523. static readonly MatricesIndicesKind: string;
  66524. /**
  66525. * Matrix weights (for bones)
  66526. */
  66527. static readonly MatricesWeightsKind: string;
  66528. /**
  66529. * Additional matrix indices (for bones)
  66530. */
  66531. static readonly MatricesIndicesExtraKind: string;
  66532. /**
  66533. * Additional matrix weights (for bones)
  66534. */
  66535. static readonly MatricesWeightsExtraKind: string;
  66536. /**
  66537. * Deduces the stride given a kind.
  66538. * @param kind The kind string to deduce
  66539. * @returns The deduced stride
  66540. */
  66541. static DeduceStride(kind: string): number;
  66542. /**
  66543. * Gets the byte length of the given type.
  66544. * @param type the type
  66545. * @returns the number of bytes
  66546. */
  66547. static GetTypeByteLength(type: number): number;
  66548. /**
  66549. * Enumerates each value of the given parameters as numbers.
  66550. * @param data the data to enumerate
  66551. * @param byteOffset the byte offset of the data
  66552. * @param byteStride the byte stride of the data
  66553. * @param componentCount the number of components per element
  66554. * @param componentType the type of the component
  66555. * @param count the number of values to enumerate
  66556. * @param normalized whether the data is normalized
  66557. * @param callback the callback function called for each value
  66558. */
  66559. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  66560. private static _GetFloatValue;
  66561. }
  66562. }
  66563. declare module BABYLON {
  66564. /**
  66565. * Scalar computation library
  66566. */
  66567. export class Scalar {
  66568. /**
  66569. * Two pi constants convenient for computation.
  66570. */
  66571. static TwoPi: number;
  66572. /**
  66573. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  66574. * @param a number
  66575. * @param b number
  66576. * @param epsilon (default = 1.401298E-45)
  66577. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  66578. */
  66579. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  66580. /**
  66581. * Returns a string : the upper case translation of the number i to hexadecimal.
  66582. * @param i number
  66583. * @returns the upper case translation of the number i to hexadecimal.
  66584. */
  66585. static ToHex(i: number): string;
  66586. /**
  66587. * Returns -1 if value is negative and +1 is value is positive.
  66588. * @param value the value
  66589. * @returns the value itself if it's equal to zero.
  66590. */
  66591. static Sign(value: number): number;
  66592. /**
  66593. * Returns the value itself if it's between min and max.
  66594. * Returns min if the value is lower than min.
  66595. * Returns max if the value is greater than max.
  66596. * @param value the value to clmap
  66597. * @param min the min value to clamp to (default: 0)
  66598. * @param max the max value to clamp to (default: 1)
  66599. * @returns the clamped value
  66600. */
  66601. static Clamp(value: number, min?: number, max?: number): number;
  66602. /**
  66603. * the log2 of value.
  66604. * @param value the value to compute log2 of
  66605. * @returns the log2 of value.
  66606. */
  66607. static Log2(value: number): number;
  66608. /**
  66609. * Loops the value, so that it is never larger than length and never smaller than 0.
  66610. *
  66611. * This is similar to the modulo operator but it works with floating point numbers.
  66612. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  66613. * With t = 5 and length = 2.5, the result would be 0.0.
  66614. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  66615. * @param value the value
  66616. * @param length the length
  66617. * @returns the looped value
  66618. */
  66619. static Repeat(value: number, length: number): number;
  66620. /**
  66621. * Normalize the value between 0.0 and 1.0 using min and max values
  66622. * @param value value to normalize
  66623. * @param min max to normalize between
  66624. * @param max min to normalize between
  66625. * @returns the normalized value
  66626. */
  66627. static Normalize(value: number, min: number, max: number): number;
  66628. /**
  66629. * Denormalize the value from 0.0 and 1.0 using min and max values
  66630. * @param normalized value to denormalize
  66631. * @param min max to denormalize between
  66632. * @param max min to denormalize between
  66633. * @returns the denormalized value
  66634. */
  66635. static Denormalize(normalized: number, min: number, max: number): number;
  66636. /**
  66637. * Calculates the shortest difference between two given angles given in degrees.
  66638. * @param current current angle in degrees
  66639. * @param target target angle in degrees
  66640. * @returns the delta
  66641. */
  66642. static DeltaAngle(current: number, target: number): number;
  66643. /**
  66644. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  66645. * @param tx value
  66646. * @param length length
  66647. * @returns The returned value will move back and forth between 0 and length
  66648. */
  66649. static PingPong(tx: number, length: number): number;
  66650. /**
  66651. * Interpolates between min and max with smoothing at the limits.
  66652. *
  66653. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  66654. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  66655. * @param from from
  66656. * @param to to
  66657. * @param tx value
  66658. * @returns the smooth stepped value
  66659. */
  66660. static SmoothStep(from: number, to: number, tx: number): number;
  66661. /**
  66662. * Moves a value current towards target.
  66663. *
  66664. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  66665. * Negative values of maxDelta pushes the value away from target.
  66666. * @param current current value
  66667. * @param target target value
  66668. * @param maxDelta max distance to move
  66669. * @returns resulting value
  66670. */
  66671. static MoveTowards(current: number, target: number, maxDelta: number): number;
  66672. /**
  66673. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  66674. *
  66675. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  66676. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  66677. * @param current current value
  66678. * @param target target value
  66679. * @param maxDelta max distance to move
  66680. * @returns resulting angle
  66681. */
  66682. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  66683. /**
  66684. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  66685. * @param start start value
  66686. * @param end target value
  66687. * @param amount amount to lerp between
  66688. * @returns the lerped value
  66689. */
  66690. static Lerp(start: number, end: number, amount: number): number;
  66691. /**
  66692. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  66693. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  66694. * @param start start value
  66695. * @param end target value
  66696. * @param amount amount to lerp between
  66697. * @returns the lerped value
  66698. */
  66699. static LerpAngle(start: number, end: number, amount: number): number;
  66700. /**
  66701. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  66702. * @param a start value
  66703. * @param b target value
  66704. * @param value value between a and b
  66705. * @returns the inverseLerp value
  66706. */
  66707. static InverseLerp(a: number, b: number, value: number): number;
  66708. /**
  66709. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  66710. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  66711. * @param value1 spline value
  66712. * @param tangent1 spline value
  66713. * @param value2 spline value
  66714. * @param tangent2 spline value
  66715. * @param amount input value
  66716. * @returns hermite result
  66717. */
  66718. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  66719. /**
  66720. * Returns a random float number between and min and max values
  66721. * @param min min value of random
  66722. * @param max max value of random
  66723. * @returns random value
  66724. */
  66725. static RandomRange(min: number, max: number): number;
  66726. /**
  66727. * This function returns percentage of a number in a given range.
  66728. *
  66729. * RangeToPercent(40,20,60) will return 0.5 (50%)
  66730. * RangeToPercent(34,0,100) will return 0.34 (34%)
  66731. * @param number to convert to percentage
  66732. * @param min min range
  66733. * @param max max range
  66734. * @returns the percentage
  66735. */
  66736. static RangeToPercent(number: number, min: number, max: number): number;
  66737. /**
  66738. * This function returns number that corresponds to the percentage in a given range.
  66739. *
  66740. * PercentToRange(0.34,0,100) will return 34.
  66741. * @param percent to convert to number
  66742. * @param min min range
  66743. * @param max max range
  66744. * @returns the number
  66745. */
  66746. static PercentToRange(percent: number, min: number, max: number): number;
  66747. /**
  66748. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  66749. * @param angle The angle to normalize in radian.
  66750. * @return The converted angle.
  66751. */
  66752. static NormalizeRadians(angle: number): number;
  66753. }
  66754. }
  66755. declare module BABYLON {
  66756. /**
  66757. * Constant used to convert a value to gamma space
  66758. * @ignorenaming
  66759. */
  66760. export const ToGammaSpace: number;
  66761. /**
  66762. * Constant used to convert a value to linear space
  66763. * @ignorenaming
  66764. */
  66765. export const ToLinearSpace = 2.2;
  66766. /**
  66767. * Constant used to define the minimal number value in Babylon.js
  66768. * @ignorenaming
  66769. */
  66770. let Epsilon: number;
  66771. }
  66772. declare module BABYLON {
  66773. /**
  66774. * Class used to represent a viewport on screen
  66775. */
  66776. export class Viewport {
  66777. /** viewport left coordinate */
  66778. x: number;
  66779. /** viewport top coordinate */
  66780. y: number;
  66781. /**viewport width */
  66782. width: number;
  66783. /** viewport height */
  66784. height: number;
  66785. /**
  66786. * Creates a Viewport object located at (x, y) and sized (width, height)
  66787. * @param x defines viewport left coordinate
  66788. * @param y defines viewport top coordinate
  66789. * @param width defines the viewport width
  66790. * @param height defines the viewport height
  66791. */
  66792. constructor(
  66793. /** viewport left coordinate */
  66794. x: number,
  66795. /** viewport top coordinate */
  66796. y: number,
  66797. /**viewport width */
  66798. width: number,
  66799. /** viewport height */
  66800. height: number);
  66801. /**
  66802. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  66803. * @param renderWidth defines the rendering width
  66804. * @param renderHeight defines the rendering height
  66805. * @returns a new Viewport
  66806. */
  66807. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  66808. /**
  66809. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  66810. * @param renderWidth defines the rendering width
  66811. * @param renderHeight defines the rendering height
  66812. * @param ref defines the target viewport
  66813. * @returns the current viewport
  66814. */
  66815. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  66816. /**
  66817. * Returns a new Viewport copied from the current one
  66818. * @returns a new Viewport
  66819. */
  66820. clone(): Viewport;
  66821. }
  66822. }
  66823. declare module BABYLON {
  66824. /**
  66825. * Class containing a set of static utilities functions for arrays.
  66826. */
  66827. export class ArrayTools {
  66828. /**
  66829. * Returns an array of the given size filled with element built from the given constructor and the paramters
  66830. * @param size the number of element to construct and put in the array
  66831. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  66832. * @returns a new array filled with new objects
  66833. */
  66834. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  66835. }
  66836. }
  66837. declare module BABYLON {
  66838. /**
  66839. * @hidden
  66840. */
  66841. export interface IColor4Like {
  66842. r: float;
  66843. g: float;
  66844. b: float;
  66845. a: float;
  66846. }
  66847. /**
  66848. * @hidden
  66849. */
  66850. export interface IColor3Like {
  66851. r: float;
  66852. g: float;
  66853. b: float;
  66854. }
  66855. /**
  66856. * @hidden
  66857. */
  66858. export interface IVector4Like {
  66859. x: float;
  66860. y: float;
  66861. z: float;
  66862. w: float;
  66863. }
  66864. /**
  66865. * @hidden
  66866. */
  66867. export interface IVector3Like {
  66868. x: float;
  66869. y: float;
  66870. z: float;
  66871. }
  66872. /**
  66873. * @hidden
  66874. */
  66875. export interface IVector2Like {
  66876. x: float;
  66877. y: float;
  66878. }
  66879. /**
  66880. * @hidden
  66881. */
  66882. export interface IMatrixLike {
  66883. toArray(): DeepImmutable<Float32Array>;
  66884. updateFlag: int;
  66885. }
  66886. /**
  66887. * @hidden
  66888. */
  66889. export interface IViewportLike {
  66890. x: float;
  66891. y: float;
  66892. width: float;
  66893. height: float;
  66894. }
  66895. /**
  66896. * @hidden
  66897. */
  66898. export interface IPlaneLike {
  66899. normal: IVector3Like;
  66900. d: float;
  66901. normalize(): void;
  66902. }
  66903. }
  66904. declare module BABYLON {
  66905. /**
  66906. * Class representing a vector containing 2 coordinates
  66907. */
  66908. export class Vector2 {
  66909. /** defines the first coordinate */
  66910. x: number;
  66911. /** defines the second coordinate */
  66912. y: number;
  66913. /**
  66914. * Creates a new Vector2 from the given x and y coordinates
  66915. * @param x defines the first coordinate
  66916. * @param y defines the second coordinate
  66917. */
  66918. constructor(
  66919. /** defines the first coordinate */
  66920. x?: number,
  66921. /** defines the second coordinate */
  66922. y?: number);
  66923. /**
  66924. * Gets a string with the Vector2 coordinates
  66925. * @returns a string with the Vector2 coordinates
  66926. */
  66927. toString(): string;
  66928. /**
  66929. * Gets class name
  66930. * @returns the string "Vector2"
  66931. */
  66932. getClassName(): string;
  66933. /**
  66934. * Gets current vector hash code
  66935. * @returns the Vector2 hash code as a number
  66936. */
  66937. getHashCode(): number;
  66938. /**
  66939. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  66940. * @param array defines the source array
  66941. * @param index defines the offset in source array
  66942. * @returns the current Vector2
  66943. */
  66944. toArray(array: FloatArray, index?: number): Vector2;
  66945. /**
  66946. * Copy the current vector to an array
  66947. * @returns a new array with 2 elements: the Vector2 coordinates.
  66948. */
  66949. asArray(): number[];
  66950. /**
  66951. * Sets the Vector2 coordinates with the given Vector2 coordinates
  66952. * @param source defines the source Vector2
  66953. * @returns the current updated Vector2
  66954. */
  66955. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  66956. /**
  66957. * Sets the Vector2 coordinates with the given floats
  66958. * @param x defines the first coordinate
  66959. * @param y defines the second coordinate
  66960. * @returns the current updated Vector2
  66961. */
  66962. copyFromFloats(x: number, y: number): Vector2;
  66963. /**
  66964. * Sets the Vector2 coordinates with the given floats
  66965. * @param x defines the first coordinate
  66966. * @param y defines the second coordinate
  66967. * @returns the current updated Vector2
  66968. */
  66969. set(x: number, y: number): Vector2;
  66970. /**
  66971. * Add another vector with the current one
  66972. * @param otherVector defines the other vector
  66973. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  66974. */
  66975. add(otherVector: DeepImmutable<Vector2>): Vector2;
  66976. /**
  66977. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  66978. * @param otherVector defines the other vector
  66979. * @param result defines the target vector
  66980. * @returns the unmodified current Vector2
  66981. */
  66982. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  66983. /**
  66984. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  66985. * @param otherVector defines the other vector
  66986. * @returns the current updated Vector2
  66987. */
  66988. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  66989. /**
  66990. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  66991. * @param otherVector defines the other vector
  66992. * @returns a new Vector2
  66993. */
  66994. addVector3(otherVector: Vector3): Vector2;
  66995. /**
  66996. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  66997. * @param otherVector defines the other vector
  66998. * @returns a new Vector2
  66999. */
  67000. subtract(otherVector: Vector2): Vector2;
  67001. /**
  67002. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  67003. * @param otherVector defines the other vector
  67004. * @param result defines the target vector
  67005. * @returns the unmodified current Vector2
  67006. */
  67007. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  67008. /**
  67009. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  67010. * @param otherVector defines the other vector
  67011. * @returns the current updated Vector2
  67012. */
  67013. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  67014. /**
  67015. * Multiplies in place the current Vector2 coordinates by the given ones
  67016. * @param otherVector defines the other vector
  67017. * @returns the current updated Vector2
  67018. */
  67019. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  67020. /**
  67021. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  67022. * @param otherVector defines the other vector
  67023. * @returns a new Vector2
  67024. */
  67025. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  67026. /**
  67027. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  67028. * @param otherVector defines the other vector
  67029. * @param result defines the target vector
  67030. * @returns the unmodified current Vector2
  67031. */
  67032. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  67033. /**
  67034. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  67035. * @param x defines the first coordinate
  67036. * @param y defines the second coordinate
  67037. * @returns a new Vector2
  67038. */
  67039. multiplyByFloats(x: number, y: number): Vector2;
  67040. /**
  67041. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  67042. * @param otherVector defines the other vector
  67043. * @returns a new Vector2
  67044. */
  67045. divide(otherVector: Vector2): Vector2;
  67046. /**
  67047. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  67048. * @param otherVector defines the other vector
  67049. * @param result defines the target vector
  67050. * @returns the unmodified current Vector2
  67051. */
  67052. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  67053. /**
  67054. * Divides the current Vector2 coordinates by the given ones
  67055. * @param otherVector defines the other vector
  67056. * @returns the current updated Vector2
  67057. */
  67058. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  67059. /**
  67060. * Gets a new Vector2 with current Vector2 negated coordinates
  67061. * @returns a new Vector2
  67062. */
  67063. negate(): Vector2;
  67064. /**
  67065. * Multiply the Vector2 coordinates by scale
  67066. * @param scale defines the scaling factor
  67067. * @returns the current updated Vector2
  67068. */
  67069. scaleInPlace(scale: number): Vector2;
  67070. /**
  67071. * Returns a new Vector2 scaled by "scale" from the current Vector2
  67072. * @param scale defines the scaling factor
  67073. * @returns a new Vector2
  67074. */
  67075. scale(scale: number): Vector2;
  67076. /**
  67077. * Scale the current Vector2 values by a factor to a given Vector2
  67078. * @param scale defines the scale factor
  67079. * @param result defines the Vector2 object where to store the result
  67080. * @returns the unmodified current Vector2
  67081. */
  67082. scaleToRef(scale: number, result: Vector2): Vector2;
  67083. /**
  67084. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  67085. * @param scale defines the scale factor
  67086. * @param result defines the Vector2 object where to store the result
  67087. * @returns the unmodified current Vector2
  67088. */
  67089. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  67090. /**
  67091. * Gets a boolean if two vectors are equals
  67092. * @param otherVector defines the other vector
  67093. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  67094. */
  67095. equals(otherVector: DeepImmutable<Vector2>): boolean;
  67096. /**
  67097. * Gets a boolean if two vectors are equals (using an epsilon value)
  67098. * @param otherVector defines the other vector
  67099. * @param epsilon defines the minimal distance to consider equality
  67100. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  67101. */
  67102. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  67103. /**
  67104. * Gets a new Vector2 from current Vector2 floored values
  67105. * @returns a new Vector2
  67106. */
  67107. floor(): Vector2;
  67108. /**
  67109. * Gets a new Vector2 from current Vector2 floored values
  67110. * @returns a new Vector2
  67111. */
  67112. fract(): Vector2;
  67113. /**
  67114. * Gets the length of the vector
  67115. * @returns the vector length (float)
  67116. */
  67117. length(): number;
  67118. /**
  67119. * Gets the vector squared length
  67120. * @returns the vector squared length (float)
  67121. */
  67122. lengthSquared(): number;
  67123. /**
  67124. * Normalize the vector
  67125. * @returns the current updated Vector2
  67126. */
  67127. normalize(): Vector2;
  67128. /**
  67129. * Gets a new Vector2 copied from the Vector2
  67130. * @returns a new Vector2
  67131. */
  67132. clone(): Vector2;
  67133. /**
  67134. * Gets a new Vector2(0, 0)
  67135. * @returns a new Vector2
  67136. */
  67137. static Zero(): Vector2;
  67138. /**
  67139. * Gets a new Vector2(1, 1)
  67140. * @returns a new Vector2
  67141. */
  67142. static One(): Vector2;
  67143. /**
  67144. * Gets a new Vector2 set from the given index element of the given array
  67145. * @param array defines the data source
  67146. * @param offset defines the offset in the data source
  67147. * @returns a new Vector2
  67148. */
  67149. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  67150. /**
  67151. * Sets "result" from the given index element of the given array
  67152. * @param array defines the data source
  67153. * @param offset defines the offset in the data source
  67154. * @param result defines the target vector
  67155. */
  67156. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  67157. /**
  67158. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  67159. * @param value1 defines 1st point of control
  67160. * @param value2 defines 2nd point of control
  67161. * @param value3 defines 3rd point of control
  67162. * @param value4 defines 4th point of control
  67163. * @param amount defines the interpolation factor
  67164. * @returns a new Vector2
  67165. */
  67166. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  67167. /**
  67168. * 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".
  67169. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  67170. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  67171. * @param value defines the value to clamp
  67172. * @param min defines the lower limit
  67173. * @param max defines the upper limit
  67174. * @returns a new Vector2
  67175. */
  67176. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  67177. /**
  67178. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  67179. * @param value1 defines the 1st control point
  67180. * @param tangent1 defines the outgoing tangent
  67181. * @param value2 defines the 2nd control point
  67182. * @param tangent2 defines the incoming tangent
  67183. * @param amount defines the interpolation factor
  67184. * @returns a new Vector2
  67185. */
  67186. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  67187. /**
  67188. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  67189. * @param start defines the start vector
  67190. * @param end defines the end vector
  67191. * @param amount defines the interpolation factor
  67192. * @returns a new Vector2
  67193. */
  67194. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  67195. /**
  67196. * Gets the dot product of the vector "left" and the vector "right"
  67197. * @param left defines first vector
  67198. * @param right defines second vector
  67199. * @returns the dot product (float)
  67200. */
  67201. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  67202. /**
  67203. * Returns a new Vector2 equal to the normalized given vector
  67204. * @param vector defines the vector to normalize
  67205. * @returns a new Vector2
  67206. */
  67207. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  67208. /**
  67209. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  67210. * @param left defines 1st vector
  67211. * @param right defines 2nd vector
  67212. * @returns a new Vector2
  67213. */
  67214. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  67215. /**
  67216. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  67217. * @param left defines 1st vector
  67218. * @param right defines 2nd vector
  67219. * @returns a new Vector2
  67220. */
  67221. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  67222. /**
  67223. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  67224. * @param vector defines the vector to transform
  67225. * @param transformation defines the matrix to apply
  67226. * @returns a new Vector2
  67227. */
  67228. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  67229. /**
  67230. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  67231. * @param vector defines the vector to transform
  67232. * @param transformation defines the matrix to apply
  67233. * @param result defines the target vector
  67234. */
  67235. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  67236. /**
  67237. * Determines if a given vector is included in a triangle
  67238. * @param p defines the vector to test
  67239. * @param p0 defines 1st triangle point
  67240. * @param p1 defines 2nd triangle point
  67241. * @param p2 defines 3rd triangle point
  67242. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  67243. */
  67244. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  67245. /**
  67246. * Gets the distance between the vectors "value1" and "value2"
  67247. * @param value1 defines first vector
  67248. * @param value2 defines second vector
  67249. * @returns the distance between vectors
  67250. */
  67251. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  67252. /**
  67253. * Returns the squared distance between the vectors "value1" and "value2"
  67254. * @param value1 defines first vector
  67255. * @param value2 defines second vector
  67256. * @returns the squared distance between vectors
  67257. */
  67258. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  67259. /**
  67260. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  67261. * @param value1 defines first vector
  67262. * @param value2 defines second vector
  67263. * @returns a new Vector2
  67264. */
  67265. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  67266. /**
  67267. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  67268. * @param p defines the middle point
  67269. * @param segA defines one point of the segment
  67270. * @param segB defines the other point of the segment
  67271. * @returns the shortest distance
  67272. */
  67273. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  67274. }
  67275. /**
  67276. * Classed used to store (x,y,z) vector representation
  67277. * A Vector3 is the main object used in 3D geometry
  67278. * It can represent etiher the coordinates of a point the space, either a direction
  67279. * Reminder: js uses a left handed forward facing system
  67280. */
  67281. export class Vector3 {
  67282. /**
  67283. * Defines the first coordinates (on X axis)
  67284. */
  67285. x: number;
  67286. /**
  67287. * Defines the second coordinates (on Y axis)
  67288. */
  67289. y: number;
  67290. /**
  67291. * Defines the third coordinates (on Z axis)
  67292. */
  67293. z: number;
  67294. private static _UpReadOnly;
  67295. private static _ZeroReadOnly;
  67296. /**
  67297. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  67298. * @param x defines the first coordinates (on X axis)
  67299. * @param y defines the second coordinates (on Y axis)
  67300. * @param z defines the third coordinates (on Z axis)
  67301. */
  67302. constructor(
  67303. /**
  67304. * Defines the first coordinates (on X axis)
  67305. */
  67306. x?: number,
  67307. /**
  67308. * Defines the second coordinates (on Y axis)
  67309. */
  67310. y?: number,
  67311. /**
  67312. * Defines the third coordinates (on Z axis)
  67313. */
  67314. z?: number);
  67315. /**
  67316. * Creates a string representation of the Vector3
  67317. * @returns a string with the Vector3 coordinates.
  67318. */
  67319. toString(): string;
  67320. /**
  67321. * Gets the class name
  67322. * @returns the string "Vector3"
  67323. */
  67324. getClassName(): string;
  67325. /**
  67326. * Creates the Vector3 hash code
  67327. * @returns a number which tends to be unique between Vector3 instances
  67328. */
  67329. getHashCode(): number;
  67330. /**
  67331. * Creates an array containing three elements : the coordinates of the Vector3
  67332. * @returns a new array of numbers
  67333. */
  67334. asArray(): number[];
  67335. /**
  67336. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  67337. * @param array defines the destination array
  67338. * @param index defines the offset in the destination array
  67339. * @returns the current Vector3
  67340. */
  67341. toArray(array: FloatArray, index?: number): Vector3;
  67342. /**
  67343. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  67344. * @returns a new Quaternion object, computed from the Vector3 coordinates
  67345. */
  67346. toQuaternion(): Quaternion;
  67347. /**
  67348. * Adds the given vector to the current Vector3
  67349. * @param otherVector defines the second operand
  67350. * @returns the current updated Vector3
  67351. */
  67352. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  67353. /**
  67354. * Adds the given coordinates to the current Vector3
  67355. * @param x defines the x coordinate of the operand
  67356. * @param y defines the y coordinate of the operand
  67357. * @param z defines the z coordinate of the operand
  67358. * @returns the current updated Vector3
  67359. */
  67360. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  67361. /**
  67362. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  67363. * @param otherVector defines the second operand
  67364. * @returns the resulting Vector3
  67365. */
  67366. add(otherVector: DeepImmutable<Vector3>): Vector3;
  67367. /**
  67368. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  67369. * @param otherVector defines the second operand
  67370. * @param result defines the Vector3 object where to store the result
  67371. * @returns the current Vector3
  67372. */
  67373. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  67374. /**
  67375. * Subtract the given vector from the current Vector3
  67376. * @param otherVector defines the second operand
  67377. * @returns the current updated Vector3
  67378. */
  67379. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  67380. /**
  67381. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  67382. * @param otherVector defines the second operand
  67383. * @returns the resulting Vector3
  67384. */
  67385. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  67386. /**
  67387. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  67388. * @param otherVector defines the second operand
  67389. * @param result defines the Vector3 object where to store the result
  67390. * @returns the current Vector3
  67391. */
  67392. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  67393. /**
  67394. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  67395. * @param x defines the x coordinate of the operand
  67396. * @param y defines the y coordinate of the operand
  67397. * @param z defines the z coordinate of the operand
  67398. * @returns the resulting Vector3
  67399. */
  67400. subtractFromFloats(x: number, y: number, z: number): Vector3;
  67401. /**
  67402. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  67403. * @param x defines the x coordinate of the operand
  67404. * @param y defines the y coordinate of the operand
  67405. * @param z defines the z coordinate of the operand
  67406. * @param result defines the Vector3 object where to store the result
  67407. * @returns the current Vector3
  67408. */
  67409. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  67410. /**
  67411. * Gets a new Vector3 set with the current Vector3 negated coordinates
  67412. * @returns a new Vector3
  67413. */
  67414. negate(): Vector3;
  67415. /**
  67416. * Multiplies the Vector3 coordinates by the float "scale"
  67417. * @param scale defines the multiplier factor
  67418. * @returns the current updated Vector3
  67419. */
  67420. scaleInPlace(scale: number): Vector3;
  67421. /**
  67422. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  67423. * @param scale defines the multiplier factor
  67424. * @returns a new Vector3
  67425. */
  67426. scale(scale: number): Vector3;
  67427. /**
  67428. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  67429. * @param scale defines the multiplier factor
  67430. * @param result defines the Vector3 object where to store the result
  67431. * @returns the current Vector3
  67432. */
  67433. scaleToRef(scale: number, result: Vector3): Vector3;
  67434. /**
  67435. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  67436. * @param scale defines the scale factor
  67437. * @param result defines the Vector3 object where to store the result
  67438. * @returns the unmodified current Vector3
  67439. */
  67440. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  67441. /**
  67442. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  67443. * @param otherVector defines the second operand
  67444. * @returns true if both vectors are equals
  67445. */
  67446. equals(otherVector: DeepImmutable<Vector3>): boolean;
  67447. /**
  67448. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  67449. * @param otherVector defines the second operand
  67450. * @param epsilon defines the minimal distance to define values as equals
  67451. * @returns true if both vectors are distant less than epsilon
  67452. */
  67453. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  67454. /**
  67455. * Returns true if the current Vector3 coordinates equals the given floats
  67456. * @param x defines the x coordinate of the operand
  67457. * @param y defines the y coordinate of the operand
  67458. * @param z defines the z coordinate of the operand
  67459. * @returns true if both vectors are equals
  67460. */
  67461. equalsToFloats(x: number, y: number, z: number): boolean;
  67462. /**
  67463. * Multiplies the current Vector3 coordinates by the given ones
  67464. * @param otherVector defines the second operand
  67465. * @returns the current updated Vector3
  67466. */
  67467. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  67468. /**
  67469. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  67470. * @param otherVector defines the second operand
  67471. * @returns the new Vector3
  67472. */
  67473. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  67474. /**
  67475. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  67476. * @param otherVector defines the second operand
  67477. * @param result defines the Vector3 object where to store the result
  67478. * @returns the current Vector3
  67479. */
  67480. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  67481. /**
  67482. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  67483. * @param x defines the x coordinate of the operand
  67484. * @param y defines the y coordinate of the operand
  67485. * @param z defines the z coordinate of the operand
  67486. * @returns the new Vector3
  67487. */
  67488. multiplyByFloats(x: number, y: number, z: number): Vector3;
  67489. /**
  67490. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  67491. * @param otherVector defines the second operand
  67492. * @returns the new Vector3
  67493. */
  67494. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  67495. /**
  67496. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  67497. * @param otherVector defines the second operand
  67498. * @param result defines the Vector3 object where to store the result
  67499. * @returns the current Vector3
  67500. */
  67501. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  67502. /**
  67503. * Divides the current Vector3 coordinates by the given ones.
  67504. * @param otherVector defines the second operand
  67505. * @returns the current updated Vector3
  67506. */
  67507. divideInPlace(otherVector: Vector3): Vector3;
  67508. /**
  67509. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  67510. * @param other defines the second operand
  67511. * @returns the current updated Vector3
  67512. */
  67513. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  67514. /**
  67515. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  67516. * @param other defines the second operand
  67517. * @returns the current updated Vector3
  67518. */
  67519. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  67520. /**
  67521. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  67522. * @param x defines the x coordinate of the operand
  67523. * @param y defines the y coordinate of the operand
  67524. * @param z defines the z coordinate of the operand
  67525. * @returns the current updated Vector3
  67526. */
  67527. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  67528. /**
  67529. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  67530. * @param x defines the x coordinate of the operand
  67531. * @param y defines the y coordinate of the operand
  67532. * @param z defines the z coordinate of the operand
  67533. * @returns the current updated Vector3
  67534. */
  67535. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  67536. /**
  67537. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  67538. * Check if is non uniform within a certain amount of decimal places to account for this
  67539. * @param epsilon the amount the values can differ
  67540. * @returns if the the vector is non uniform to a certain number of decimal places
  67541. */
  67542. isNonUniformWithinEpsilon(epsilon: number): boolean;
  67543. /**
  67544. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  67545. */
  67546. readonly isNonUniform: boolean;
  67547. /**
  67548. * Gets a new Vector3 from current Vector3 floored values
  67549. * @returns a new Vector3
  67550. */
  67551. floor(): Vector3;
  67552. /**
  67553. * Gets a new Vector3 from current Vector3 floored values
  67554. * @returns a new Vector3
  67555. */
  67556. fract(): Vector3;
  67557. /**
  67558. * Gets the length of the Vector3
  67559. * @returns the length of the Vector3
  67560. */
  67561. length(): number;
  67562. /**
  67563. * Gets the squared length of the Vector3
  67564. * @returns squared length of the Vector3
  67565. */
  67566. lengthSquared(): number;
  67567. /**
  67568. * Normalize the current Vector3.
  67569. * Please note that this is an in place operation.
  67570. * @returns the current updated Vector3
  67571. */
  67572. normalize(): Vector3;
  67573. /**
  67574. * Reorders the x y z properties of the vector in place
  67575. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  67576. * @returns the current updated vector
  67577. */
  67578. reorderInPlace(order: string): this;
  67579. /**
  67580. * Rotates the vector around 0,0,0 by a quaternion
  67581. * @param quaternion the rotation quaternion
  67582. * @param result vector to store the result
  67583. * @returns the resulting vector
  67584. */
  67585. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  67586. /**
  67587. * Rotates a vector around a given point
  67588. * @param quaternion the rotation quaternion
  67589. * @param point the point to rotate around
  67590. * @param result vector to store the result
  67591. * @returns the resulting vector
  67592. */
  67593. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  67594. /**
  67595. * Normalize the current Vector3 with the given input length.
  67596. * Please note that this is an in place operation.
  67597. * @param len the length of the vector
  67598. * @returns the current updated Vector3
  67599. */
  67600. normalizeFromLength(len: number): Vector3;
  67601. /**
  67602. * Normalize the current Vector3 to a new vector
  67603. * @returns the new Vector3
  67604. */
  67605. normalizeToNew(): Vector3;
  67606. /**
  67607. * Normalize the current Vector3 to the reference
  67608. * @param reference define the Vector3 to update
  67609. * @returns the updated Vector3
  67610. */
  67611. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  67612. /**
  67613. * Creates a new Vector3 copied from the current Vector3
  67614. * @returns the new Vector3
  67615. */
  67616. clone(): Vector3;
  67617. /**
  67618. * Copies the given vector coordinates to the current Vector3 ones
  67619. * @param source defines the source Vector3
  67620. * @returns the current updated Vector3
  67621. */
  67622. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  67623. /**
  67624. * Copies the given floats to the current Vector3 coordinates
  67625. * @param x defines the x coordinate of the operand
  67626. * @param y defines the y coordinate of the operand
  67627. * @param z defines the z coordinate of the operand
  67628. * @returns the current updated Vector3
  67629. */
  67630. copyFromFloats(x: number, y: number, z: number): Vector3;
  67631. /**
  67632. * Copies the given floats to the current Vector3 coordinates
  67633. * @param x defines the x coordinate of the operand
  67634. * @param y defines the y coordinate of the operand
  67635. * @param z defines the z coordinate of the operand
  67636. * @returns the current updated Vector3
  67637. */
  67638. set(x: number, y: number, z: number): Vector3;
  67639. /**
  67640. * Copies the given float to the current Vector3 coordinates
  67641. * @param v defines the x, y and z coordinates of the operand
  67642. * @returns the current updated Vector3
  67643. */
  67644. setAll(v: number): Vector3;
  67645. /**
  67646. * Get the clip factor between two vectors
  67647. * @param vector0 defines the first operand
  67648. * @param vector1 defines the second operand
  67649. * @param axis defines the axis to use
  67650. * @param size defines the size along the axis
  67651. * @returns the clip factor
  67652. */
  67653. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  67654. /**
  67655. * Get angle between two vectors
  67656. * @param vector0 angle between vector0 and vector1
  67657. * @param vector1 angle between vector0 and vector1
  67658. * @param normal direction of the normal
  67659. * @return the angle between vector0 and vector1
  67660. */
  67661. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  67662. /**
  67663. * Returns a new Vector3 set from the index "offset" of the given array
  67664. * @param array defines the source array
  67665. * @param offset defines the offset in the source array
  67666. * @returns the new Vector3
  67667. */
  67668. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  67669. /**
  67670. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  67671. * This function is deprecated. Use FromArray instead
  67672. * @param array defines the source array
  67673. * @param offset defines the offset in the source array
  67674. * @returns the new Vector3
  67675. */
  67676. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  67677. /**
  67678. * Sets the given vector "result" with the element values from the index "offset" of the given array
  67679. * @param array defines the source array
  67680. * @param offset defines the offset in the source array
  67681. * @param result defines the Vector3 where to store the result
  67682. */
  67683. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  67684. /**
  67685. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  67686. * This function is deprecated. Use FromArrayToRef instead.
  67687. * @param array defines the source array
  67688. * @param offset defines the offset in the source array
  67689. * @param result defines the Vector3 where to store the result
  67690. */
  67691. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  67692. /**
  67693. * Sets the given vector "result" with the given floats.
  67694. * @param x defines the x coordinate of the source
  67695. * @param y defines the y coordinate of the source
  67696. * @param z defines the z coordinate of the source
  67697. * @param result defines the Vector3 where to store the result
  67698. */
  67699. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  67700. /**
  67701. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  67702. * @returns a new empty Vector3
  67703. */
  67704. static Zero(): Vector3;
  67705. /**
  67706. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  67707. * @returns a new unit Vector3
  67708. */
  67709. static One(): Vector3;
  67710. /**
  67711. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  67712. * @returns a new up Vector3
  67713. */
  67714. static Up(): Vector3;
  67715. /**
  67716. * Gets a up Vector3 that must not be updated
  67717. */
  67718. static readonly UpReadOnly: DeepImmutable<Vector3>;
  67719. /**
  67720. * Gets a zero Vector3 that must not be updated
  67721. */
  67722. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  67723. /**
  67724. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  67725. * @returns a new down Vector3
  67726. */
  67727. static Down(): Vector3;
  67728. /**
  67729. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  67730. * @returns a new forward Vector3
  67731. */
  67732. static Forward(): Vector3;
  67733. /**
  67734. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  67735. * @returns a new forward Vector3
  67736. */
  67737. static Backward(): Vector3;
  67738. /**
  67739. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  67740. * @returns a new right Vector3
  67741. */
  67742. static Right(): Vector3;
  67743. /**
  67744. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  67745. * @returns a new left Vector3
  67746. */
  67747. static Left(): Vector3;
  67748. /**
  67749. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  67750. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  67751. * @param vector defines the Vector3 to transform
  67752. * @param transformation defines the transformation matrix
  67753. * @returns the transformed Vector3
  67754. */
  67755. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  67756. /**
  67757. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  67758. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  67759. * @param vector defines the Vector3 to transform
  67760. * @param transformation defines the transformation matrix
  67761. * @param result defines the Vector3 where to store the result
  67762. */
  67763. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  67764. /**
  67765. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  67766. * This method computes tranformed coordinates only, not transformed direction vectors
  67767. * @param x define the x coordinate of the source vector
  67768. * @param y define the y coordinate of the source vector
  67769. * @param z define the z coordinate of the source vector
  67770. * @param transformation defines the transformation matrix
  67771. * @param result defines the Vector3 where to store the result
  67772. */
  67773. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  67774. /**
  67775. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  67776. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  67777. * @param vector defines the Vector3 to transform
  67778. * @param transformation defines the transformation matrix
  67779. * @returns the new Vector3
  67780. */
  67781. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  67782. /**
  67783. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  67784. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  67785. * @param vector defines the Vector3 to transform
  67786. * @param transformation defines the transformation matrix
  67787. * @param result defines the Vector3 where to store the result
  67788. */
  67789. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  67790. /**
  67791. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  67792. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  67793. * @param x define the x coordinate of the source vector
  67794. * @param y define the y coordinate of the source vector
  67795. * @param z define the z coordinate of the source vector
  67796. * @param transformation defines the transformation matrix
  67797. * @param result defines the Vector3 where to store the result
  67798. */
  67799. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  67800. /**
  67801. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  67802. * @param value1 defines the first control point
  67803. * @param value2 defines the second control point
  67804. * @param value3 defines the third control point
  67805. * @param value4 defines the fourth control point
  67806. * @param amount defines the amount on the spline to use
  67807. * @returns the new Vector3
  67808. */
  67809. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  67810. /**
  67811. * 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"
  67812. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  67813. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  67814. * @param value defines the current value
  67815. * @param min defines the lower range value
  67816. * @param max defines the upper range value
  67817. * @returns the new Vector3
  67818. */
  67819. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  67820. /**
  67821. * 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"
  67822. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  67823. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  67824. * @param value defines the current value
  67825. * @param min defines the lower range value
  67826. * @param max defines the upper range value
  67827. * @param result defines the Vector3 where to store the result
  67828. */
  67829. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  67830. /**
  67831. * Checks if a given vector is inside a specific range
  67832. * @param v defines the vector to test
  67833. * @param min defines the minimum range
  67834. * @param max defines the maximum range
  67835. */
  67836. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  67837. /**
  67838. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  67839. * @param value1 defines the first control point
  67840. * @param tangent1 defines the first tangent vector
  67841. * @param value2 defines the second control point
  67842. * @param tangent2 defines the second tangent vector
  67843. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  67844. * @returns the new Vector3
  67845. */
  67846. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  67847. /**
  67848. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  67849. * @param start defines the start value
  67850. * @param end defines the end value
  67851. * @param amount max defines amount between both (between 0 and 1)
  67852. * @returns the new Vector3
  67853. */
  67854. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  67855. /**
  67856. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  67857. * @param start defines the start value
  67858. * @param end defines the end value
  67859. * @param amount max defines amount between both (between 0 and 1)
  67860. * @param result defines the Vector3 where to store the result
  67861. */
  67862. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  67863. /**
  67864. * Returns the dot product (float) between the vectors "left" and "right"
  67865. * @param left defines the left operand
  67866. * @param right defines the right operand
  67867. * @returns the dot product
  67868. */
  67869. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  67870. /**
  67871. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  67872. * The cross product is then orthogonal to both "left" and "right"
  67873. * @param left defines the left operand
  67874. * @param right defines the right operand
  67875. * @returns the cross product
  67876. */
  67877. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  67878. /**
  67879. * Sets the given vector "result" with the cross product of "left" and "right"
  67880. * The cross product is then orthogonal to both "left" and "right"
  67881. * @param left defines the left operand
  67882. * @param right defines the right operand
  67883. * @param result defines the Vector3 where to store the result
  67884. */
  67885. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  67886. /**
  67887. * Returns a new Vector3 as the normalization of the given vector
  67888. * @param vector defines the Vector3 to normalize
  67889. * @returns the new Vector3
  67890. */
  67891. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  67892. /**
  67893. * Sets the given vector "result" with the normalization of the given first vector
  67894. * @param vector defines the Vector3 to normalize
  67895. * @param result defines the Vector3 where to store the result
  67896. */
  67897. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  67898. /**
  67899. * Project a Vector3 onto screen space
  67900. * @param vector defines the Vector3 to project
  67901. * @param world defines the world matrix to use
  67902. * @param transform defines the transform (view x projection) matrix to use
  67903. * @param viewport defines the screen viewport to use
  67904. * @returns the new Vector3
  67905. */
  67906. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  67907. /** @hidden */
  67908. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  67909. /**
  67910. * Unproject from screen space to object space
  67911. * @param source defines the screen space Vector3 to use
  67912. * @param viewportWidth defines the current width of the viewport
  67913. * @param viewportHeight defines the current height of the viewport
  67914. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  67915. * @param transform defines the transform (view x projection) matrix to use
  67916. * @returns the new Vector3
  67917. */
  67918. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  67919. /**
  67920. * Unproject from screen space to object space
  67921. * @param source defines the screen space Vector3 to use
  67922. * @param viewportWidth defines the current width of the viewport
  67923. * @param viewportHeight defines the current height of the viewport
  67924. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  67925. * @param view defines the view matrix to use
  67926. * @param projection defines the projection matrix to use
  67927. * @returns the new Vector3
  67928. */
  67929. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  67930. /**
  67931. * Unproject from screen space to object space
  67932. * @param source defines the screen space Vector3 to use
  67933. * @param viewportWidth defines the current width of the viewport
  67934. * @param viewportHeight defines the current height of the viewport
  67935. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  67936. * @param view defines the view matrix to use
  67937. * @param projection defines the projection matrix to use
  67938. * @param result defines the Vector3 where to store the result
  67939. */
  67940. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  67941. /**
  67942. * Unproject from screen space to object space
  67943. * @param sourceX defines the screen space x coordinate to use
  67944. * @param sourceY defines the screen space y coordinate to use
  67945. * @param sourceZ defines the screen space z coordinate to use
  67946. * @param viewportWidth defines the current width of the viewport
  67947. * @param viewportHeight defines the current height of the viewport
  67948. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  67949. * @param view defines the view matrix to use
  67950. * @param projection defines the projection matrix to use
  67951. * @param result defines the Vector3 where to store the result
  67952. */
  67953. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  67954. /**
  67955. * Gets the minimal coordinate values between two Vector3
  67956. * @param left defines the first operand
  67957. * @param right defines the second operand
  67958. * @returns the new Vector3
  67959. */
  67960. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  67961. /**
  67962. * Gets the maximal coordinate values between two Vector3
  67963. * @param left defines the first operand
  67964. * @param right defines the second operand
  67965. * @returns the new Vector3
  67966. */
  67967. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  67968. /**
  67969. * Returns the distance between the vectors "value1" and "value2"
  67970. * @param value1 defines the first operand
  67971. * @param value2 defines the second operand
  67972. * @returns the distance
  67973. */
  67974. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  67975. /**
  67976. * Returns the squared distance between the vectors "value1" and "value2"
  67977. * @param value1 defines the first operand
  67978. * @param value2 defines the second operand
  67979. * @returns the squared distance
  67980. */
  67981. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  67982. /**
  67983. * Returns a new Vector3 located at the center between "value1" and "value2"
  67984. * @param value1 defines the first operand
  67985. * @param value2 defines the second operand
  67986. * @returns the new Vector3
  67987. */
  67988. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  67989. /**
  67990. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  67991. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  67992. * to something in order to rotate it from its local system to the given target system
  67993. * Note: axis1, axis2 and axis3 are normalized during this operation
  67994. * @param axis1 defines the first axis
  67995. * @param axis2 defines the second axis
  67996. * @param axis3 defines the third axis
  67997. * @returns a new Vector3
  67998. */
  67999. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  68000. /**
  68001. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  68002. * @param axis1 defines the first axis
  68003. * @param axis2 defines the second axis
  68004. * @param axis3 defines the third axis
  68005. * @param ref defines the Vector3 where to store the result
  68006. */
  68007. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  68008. }
  68009. /**
  68010. * Vector4 class created for EulerAngle class conversion to Quaternion
  68011. */
  68012. export class Vector4 {
  68013. /** x value of the vector */
  68014. x: number;
  68015. /** y value of the vector */
  68016. y: number;
  68017. /** z value of the vector */
  68018. z: number;
  68019. /** w value of the vector */
  68020. w: number;
  68021. /**
  68022. * Creates a Vector4 object from the given floats.
  68023. * @param x x value of the vector
  68024. * @param y y value of the vector
  68025. * @param z z value of the vector
  68026. * @param w w value of the vector
  68027. */
  68028. constructor(
  68029. /** x value of the vector */
  68030. x: number,
  68031. /** y value of the vector */
  68032. y: number,
  68033. /** z value of the vector */
  68034. z: number,
  68035. /** w value of the vector */
  68036. w: number);
  68037. /**
  68038. * Returns the string with the Vector4 coordinates.
  68039. * @returns a string containing all the vector values
  68040. */
  68041. toString(): string;
  68042. /**
  68043. * Returns the string "Vector4".
  68044. * @returns "Vector4"
  68045. */
  68046. getClassName(): string;
  68047. /**
  68048. * Returns the Vector4 hash code.
  68049. * @returns a unique hash code
  68050. */
  68051. getHashCode(): number;
  68052. /**
  68053. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  68054. * @returns the resulting array
  68055. */
  68056. asArray(): number[];
  68057. /**
  68058. * Populates the given array from the given index with the Vector4 coordinates.
  68059. * @param array array to populate
  68060. * @param index index of the array to start at (default: 0)
  68061. * @returns the Vector4.
  68062. */
  68063. toArray(array: FloatArray, index?: number): Vector4;
  68064. /**
  68065. * Adds the given vector to the current Vector4.
  68066. * @param otherVector the vector to add
  68067. * @returns the updated Vector4.
  68068. */
  68069. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  68070. /**
  68071. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  68072. * @param otherVector the vector to add
  68073. * @returns the resulting vector
  68074. */
  68075. add(otherVector: DeepImmutable<Vector4>): Vector4;
  68076. /**
  68077. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  68078. * @param otherVector the vector to add
  68079. * @param result the vector to store the result
  68080. * @returns the current Vector4.
  68081. */
  68082. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  68083. /**
  68084. * Subtract in place the given vector from the current Vector4.
  68085. * @param otherVector the vector to subtract
  68086. * @returns the updated Vector4.
  68087. */
  68088. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  68089. /**
  68090. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  68091. * @param otherVector the vector to add
  68092. * @returns the new vector with the result
  68093. */
  68094. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  68095. /**
  68096. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  68097. * @param otherVector the vector to subtract
  68098. * @param result the vector to store the result
  68099. * @returns the current Vector4.
  68100. */
  68101. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  68102. /**
  68103. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  68104. */
  68105. /**
  68106. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  68107. * @param x value to subtract
  68108. * @param y value to subtract
  68109. * @param z value to subtract
  68110. * @param w value to subtract
  68111. * @returns new vector containing the result
  68112. */
  68113. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  68114. /**
  68115. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  68116. * @param x value to subtract
  68117. * @param y value to subtract
  68118. * @param z value to subtract
  68119. * @param w value to subtract
  68120. * @param result the vector to store the result in
  68121. * @returns the current Vector4.
  68122. */
  68123. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  68124. /**
  68125. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  68126. * @returns a new vector with the negated values
  68127. */
  68128. negate(): Vector4;
  68129. /**
  68130. * Multiplies the current Vector4 coordinates by scale (float).
  68131. * @param scale the number to scale with
  68132. * @returns the updated Vector4.
  68133. */
  68134. scaleInPlace(scale: number): Vector4;
  68135. /**
  68136. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  68137. * @param scale the number to scale with
  68138. * @returns a new vector with the result
  68139. */
  68140. scale(scale: number): Vector4;
  68141. /**
  68142. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  68143. * @param scale the number to scale with
  68144. * @param result a vector to store the result in
  68145. * @returns the current Vector4.
  68146. */
  68147. scaleToRef(scale: number, result: Vector4): Vector4;
  68148. /**
  68149. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  68150. * @param scale defines the scale factor
  68151. * @param result defines the Vector4 object where to store the result
  68152. * @returns the unmodified current Vector4
  68153. */
  68154. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  68155. /**
  68156. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  68157. * @param otherVector the vector to compare against
  68158. * @returns true if they are equal
  68159. */
  68160. equals(otherVector: DeepImmutable<Vector4>): boolean;
  68161. /**
  68162. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  68163. * @param otherVector vector to compare against
  68164. * @param epsilon (Default: very small number)
  68165. * @returns true if they are equal
  68166. */
  68167. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  68168. /**
  68169. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  68170. * @param x x value to compare against
  68171. * @param y y value to compare against
  68172. * @param z z value to compare against
  68173. * @param w w value to compare against
  68174. * @returns true if equal
  68175. */
  68176. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  68177. /**
  68178. * Multiplies in place the current Vector4 by the given one.
  68179. * @param otherVector vector to multiple with
  68180. * @returns the updated Vector4.
  68181. */
  68182. multiplyInPlace(otherVector: Vector4): Vector4;
  68183. /**
  68184. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  68185. * @param otherVector vector to multiple with
  68186. * @returns resulting new vector
  68187. */
  68188. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  68189. /**
  68190. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  68191. * @param otherVector vector to multiple with
  68192. * @param result vector to store the result
  68193. * @returns the current Vector4.
  68194. */
  68195. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  68196. /**
  68197. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  68198. * @param x x value multiply with
  68199. * @param y y value multiply with
  68200. * @param z z value multiply with
  68201. * @param w w value multiply with
  68202. * @returns resulting new vector
  68203. */
  68204. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  68205. /**
  68206. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  68207. * @param otherVector vector to devide with
  68208. * @returns resulting new vector
  68209. */
  68210. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  68211. /**
  68212. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  68213. * @param otherVector vector to devide with
  68214. * @param result vector to store the result
  68215. * @returns the current Vector4.
  68216. */
  68217. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  68218. /**
  68219. * Divides the current Vector3 coordinates by the given ones.
  68220. * @param otherVector vector to devide with
  68221. * @returns the updated Vector3.
  68222. */
  68223. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  68224. /**
  68225. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  68226. * @param other defines the second operand
  68227. * @returns the current updated Vector4
  68228. */
  68229. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  68230. /**
  68231. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  68232. * @param other defines the second operand
  68233. * @returns the current updated Vector4
  68234. */
  68235. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  68236. /**
  68237. * Gets a new Vector4 from current Vector4 floored values
  68238. * @returns a new Vector4
  68239. */
  68240. floor(): Vector4;
  68241. /**
  68242. * Gets a new Vector4 from current Vector3 floored values
  68243. * @returns a new Vector4
  68244. */
  68245. fract(): Vector4;
  68246. /**
  68247. * Returns the Vector4 length (float).
  68248. * @returns the length
  68249. */
  68250. length(): number;
  68251. /**
  68252. * Returns the Vector4 squared length (float).
  68253. * @returns the length squared
  68254. */
  68255. lengthSquared(): number;
  68256. /**
  68257. * Normalizes in place the Vector4.
  68258. * @returns the updated Vector4.
  68259. */
  68260. normalize(): Vector4;
  68261. /**
  68262. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  68263. * @returns this converted to a new vector3
  68264. */
  68265. toVector3(): Vector3;
  68266. /**
  68267. * Returns a new Vector4 copied from the current one.
  68268. * @returns the new cloned vector
  68269. */
  68270. clone(): Vector4;
  68271. /**
  68272. * Updates the current Vector4 with the given one coordinates.
  68273. * @param source the source vector to copy from
  68274. * @returns the updated Vector4.
  68275. */
  68276. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  68277. /**
  68278. * Updates the current Vector4 coordinates with the given floats.
  68279. * @param x float to copy from
  68280. * @param y float to copy from
  68281. * @param z float to copy from
  68282. * @param w float to copy from
  68283. * @returns the updated Vector4.
  68284. */
  68285. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  68286. /**
  68287. * Updates the current Vector4 coordinates with the given floats.
  68288. * @param x float to set from
  68289. * @param y float to set from
  68290. * @param z float to set from
  68291. * @param w float to set from
  68292. * @returns the updated Vector4.
  68293. */
  68294. set(x: number, y: number, z: number, w: number): Vector4;
  68295. /**
  68296. * Copies the given float to the current Vector3 coordinates
  68297. * @param v defines the x, y, z and w coordinates of the operand
  68298. * @returns the current updated Vector3
  68299. */
  68300. setAll(v: number): Vector4;
  68301. /**
  68302. * Returns a new Vector4 set from the starting index of the given array.
  68303. * @param array the array to pull values from
  68304. * @param offset the offset into the array to start at
  68305. * @returns the new vector
  68306. */
  68307. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  68308. /**
  68309. * Updates the given vector "result" from the starting index of the given array.
  68310. * @param array the array to pull values from
  68311. * @param offset the offset into the array to start at
  68312. * @param result the vector to store the result in
  68313. */
  68314. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  68315. /**
  68316. * Updates the given vector "result" from the starting index of the given Float32Array.
  68317. * @param array the array to pull values from
  68318. * @param offset the offset into the array to start at
  68319. * @param result the vector to store the result in
  68320. */
  68321. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  68322. /**
  68323. * Updates the given vector "result" coordinates from the given floats.
  68324. * @param x float to set from
  68325. * @param y float to set from
  68326. * @param z float to set from
  68327. * @param w float to set from
  68328. * @param result the vector to the floats in
  68329. */
  68330. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  68331. /**
  68332. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  68333. * @returns the new vector
  68334. */
  68335. static Zero(): Vector4;
  68336. /**
  68337. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  68338. * @returns the new vector
  68339. */
  68340. static One(): Vector4;
  68341. /**
  68342. * Returns a new normalized Vector4 from the given one.
  68343. * @param vector the vector to normalize
  68344. * @returns the vector
  68345. */
  68346. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  68347. /**
  68348. * Updates the given vector "result" from the normalization of the given one.
  68349. * @param vector the vector to normalize
  68350. * @param result the vector to store the result in
  68351. */
  68352. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  68353. /**
  68354. * Returns a vector with the minimum values from the left and right vectors
  68355. * @param left left vector to minimize
  68356. * @param right right vector to minimize
  68357. * @returns a new vector with the minimum of the left and right vector values
  68358. */
  68359. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  68360. /**
  68361. * Returns a vector with the maximum values from the left and right vectors
  68362. * @param left left vector to maximize
  68363. * @param right right vector to maximize
  68364. * @returns a new vector with the maximum of the left and right vector values
  68365. */
  68366. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  68367. /**
  68368. * Returns the distance (float) between the vectors "value1" and "value2".
  68369. * @param value1 value to calulate the distance between
  68370. * @param value2 value to calulate the distance between
  68371. * @return the distance between the two vectors
  68372. */
  68373. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  68374. /**
  68375. * Returns the squared distance (float) between the vectors "value1" and "value2".
  68376. * @param value1 value to calulate the distance between
  68377. * @param value2 value to calulate the distance between
  68378. * @return the distance between the two vectors squared
  68379. */
  68380. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  68381. /**
  68382. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  68383. * @param value1 value to calulate the center between
  68384. * @param value2 value to calulate the center between
  68385. * @return the center between the two vectors
  68386. */
  68387. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  68388. /**
  68389. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  68390. * This methods computes transformed normalized direction vectors only.
  68391. * @param vector the vector to transform
  68392. * @param transformation the transformation matrix to apply
  68393. * @returns the new vector
  68394. */
  68395. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  68396. /**
  68397. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  68398. * This methods computes transformed normalized direction vectors only.
  68399. * @param vector the vector to transform
  68400. * @param transformation the transformation matrix to apply
  68401. * @param result the vector to store the result in
  68402. */
  68403. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  68404. /**
  68405. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  68406. * This methods computes transformed normalized direction vectors only.
  68407. * @param x value to transform
  68408. * @param y value to transform
  68409. * @param z value to transform
  68410. * @param w value to transform
  68411. * @param transformation the transformation matrix to apply
  68412. * @param result the vector to store the results in
  68413. */
  68414. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  68415. /**
  68416. * Creates a new Vector4 from a Vector3
  68417. * @param source defines the source data
  68418. * @param w defines the 4th component (default is 0)
  68419. * @returns a new Vector4
  68420. */
  68421. static FromVector3(source: Vector3, w?: number): Vector4;
  68422. }
  68423. /**
  68424. * Class used to store quaternion data
  68425. * @see https://en.wikipedia.org/wiki/Quaternion
  68426. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  68427. */
  68428. export class Quaternion {
  68429. /** defines the first component (0 by default) */
  68430. x: number;
  68431. /** defines the second component (0 by default) */
  68432. y: number;
  68433. /** defines the third component (0 by default) */
  68434. z: number;
  68435. /** defines the fourth component (1.0 by default) */
  68436. w: number;
  68437. /**
  68438. * Creates a new Quaternion from the given floats
  68439. * @param x defines the first component (0 by default)
  68440. * @param y defines the second component (0 by default)
  68441. * @param z defines the third component (0 by default)
  68442. * @param w defines the fourth component (1.0 by default)
  68443. */
  68444. constructor(
  68445. /** defines the first component (0 by default) */
  68446. x?: number,
  68447. /** defines the second component (0 by default) */
  68448. y?: number,
  68449. /** defines the third component (0 by default) */
  68450. z?: number,
  68451. /** defines the fourth component (1.0 by default) */
  68452. w?: number);
  68453. /**
  68454. * Gets a string representation for the current quaternion
  68455. * @returns a string with the Quaternion coordinates
  68456. */
  68457. toString(): string;
  68458. /**
  68459. * Gets the class name of the quaternion
  68460. * @returns the string "Quaternion"
  68461. */
  68462. getClassName(): string;
  68463. /**
  68464. * Gets a hash code for this quaternion
  68465. * @returns the quaternion hash code
  68466. */
  68467. getHashCode(): number;
  68468. /**
  68469. * Copy the quaternion to an array
  68470. * @returns a new array populated with 4 elements from the quaternion coordinates
  68471. */
  68472. asArray(): number[];
  68473. /**
  68474. * Check if two quaternions are equals
  68475. * @param otherQuaternion defines the second operand
  68476. * @return true if the current quaternion and the given one coordinates are strictly equals
  68477. */
  68478. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  68479. /**
  68480. * Clone the current quaternion
  68481. * @returns a new quaternion copied from the current one
  68482. */
  68483. clone(): Quaternion;
  68484. /**
  68485. * Copy a quaternion to the current one
  68486. * @param other defines the other quaternion
  68487. * @returns the updated current quaternion
  68488. */
  68489. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  68490. /**
  68491. * Updates the current quaternion with the given float coordinates
  68492. * @param x defines the x coordinate
  68493. * @param y defines the y coordinate
  68494. * @param z defines the z coordinate
  68495. * @param w defines the w coordinate
  68496. * @returns the updated current quaternion
  68497. */
  68498. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  68499. /**
  68500. * Updates the current quaternion from the given float coordinates
  68501. * @param x defines the x coordinate
  68502. * @param y defines the y coordinate
  68503. * @param z defines the z coordinate
  68504. * @param w defines the w coordinate
  68505. * @returns the updated current quaternion
  68506. */
  68507. set(x: number, y: number, z: number, w: number): Quaternion;
  68508. /**
  68509. * Adds two quaternions
  68510. * @param other defines the second operand
  68511. * @returns a new quaternion as the addition result of the given one and the current quaternion
  68512. */
  68513. add(other: DeepImmutable<Quaternion>): Quaternion;
  68514. /**
  68515. * Add a quaternion to the current one
  68516. * @param other defines the quaternion to add
  68517. * @returns the current quaternion
  68518. */
  68519. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  68520. /**
  68521. * Subtract two quaternions
  68522. * @param other defines the second operand
  68523. * @returns a new quaternion as the subtraction result of the given one from the current one
  68524. */
  68525. subtract(other: Quaternion): Quaternion;
  68526. /**
  68527. * Multiplies the current quaternion by a scale factor
  68528. * @param value defines the scale factor
  68529. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  68530. */
  68531. scale(value: number): Quaternion;
  68532. /**
  68533. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  68534. * @param scale defines the scale factor
  68535. * @param result defines the Quaternion object where to store the result
  68536. * @returns the unmodified current quaternion
  68537. */
  68538. scaleToRef(scale: number, result: Quaternion): Quaternion;
  68539. /**
  68540. * Multiplies in place the current quaternion by a scale factor
  68541. * @param value defines the scale factor
  68542. * @returns the current modified quaternion
  68543. */
  68544. scaleInPlace(value: number): Quaternion;
  68545. /**
  68546. * Scale the current quaternion values by a factor and add the result to a given quaternion
  68547. * @param scale defines the scale factor
  68548. * @param result defines the Quaternion object where to store the result
  68549. * @returns the unmodified current quaternion
  68550. */
  68551. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  68552. /**
  68553. * Multiplies two quaternions
  68554. * @param q1 defines the second operand
  68555. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  68556. */
  68557. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  68558. /**
  68559. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  68560. * @param q1 defines the second operand
  68561. * @param result defines the target quaternion
  68562. * @returns the current quaternion
  68563. */
  68564. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  68565. /**
  68566. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  68567. * @param q1 defines the second operand
  68568. * @returns the currentupdated quaternion
  68569. */
  68570. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  68571. /**
  68572. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  68573. * @param ref defines the target quaternion
  68574. * @returns the current quaternion
  68575. */
  68576. conjugateToRef(ref: Quaternion): Quaternion;
  68577. /**
  68578. * Conjugates in place (1-q) the current quaternion
  68579. * @returns the current updated quaternion
  68580. */
  68581. conjugateInPlace(): Quaternion;
  68582. /**
  68583. * Conjugates in place (1-q) the current quaternion
  68584. * @returns a new quaternion
  68585. */
  68586. conjugate(): Quaternion;
  68587. /**
  68588. * Gets length of current quaternion
  68589. * @returns the quaternion length (float)
  68590. */
  68591. length(): number;
  68592. /**
  68593. * Normalize in place the current quaternion
  68594. * @returns the current updated quaternion
  68595. */
  68596. normalize(): Quaternion;
  68597. /**
  68598. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  68599. * @param order is a reserved parameter and is ignore for now
  68600. * @returns a new Vector3 containing the Euler angles
  68601. */
  68602. toEulerAngles(order?: string): Vector3;
  68603. /**
  68604. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  68605. * @param result defines the vector which will be filled with the Euler angles
  68606. * @param order is a reserved parameter and is ignore for now
  68607. * @returns the current unchanged quaternion
  68608. */
  68609. toEulerAnglesToRef(result: Vector3): Quaternion;
  68610. /**
  68611. * Updates the given rotation matrix with the current quaternion values
  68612. * @param result defines the target matrix
  68613. * @returns the current unchanged quaternion
  68614. */
  68615. toRotationMatrix(result: Matrix): Quaternion;
  68616. /**
  68617. * Updates the current quaternion from the given rotation matrix values
  68618. * @param matrix defines the source matrix
  68619. * @returns the current updated quaternion
  68620. */
  68621. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  68622. /**
  68623. * Creates a new quaternion from a rotation matrix
  68624. * @param matrix defines the source matrix
  68625. * @returns a new quaternion created from the given rotation matrix values
  68626. */
  68627. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  68628. /**
  68629. * Updates the given quaternion with the given rotation matrix values
  68630. * @param matrix defines the source matrix
  68631. * @param result defines the target quaternion
  68632. */
  68633. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  68634. /**
  68635. * Returns the dot product (float) between the quaternions "left" and "right"
  68636. * @param left defines the left operand
  68637. * @param right defines the right operand
  68638. * @returns the dot product
  68639. */
  68640. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  68641. /**
  68642. * Checks if the two quaternions are close to each other
  68643. * @param quat0 defines the first quaternion to check
  68644. * @param quat1 defines the second quaternion to check
  68645. * @returns true if the two quaternions are close to each other
  68646. */
  68647. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  68648. /**
  68649. * Creates an empty quaternion
  68650. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  68651. */
  68652. static Zero(): Quaternion;
  68653. /**
  68654. * Inverse a given quaternion
  68655. * @param q defines the source quaternion
  68656. * @returns a new quaternion as the inverted current quaternion
  68657. */
  68658. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  68659. /**
  68660. * Inverse a given quaternion
  68661. * @param q defines the source quaternion
  68662. * @param result the quaternion the result will be stored in
  68663. * @returns the result quaternion
  68664. */
  68665. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  68666. /**
  68667. * Creates an identity quaternion
  68668. * @returns the identity quaternion
  68669. */
  68670. static Identity(): Quaternion;
  68671. /**
  68672. * Gets a boolean indicating if the given quaternion is identity
  68673. * @param quaternion defines the quaternion to check
  68674. * @returns true if the quaternion is identity
  68675. */
  68676. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  68677. /**
  68678. * Creates a quaternion from a rotation around an axis
  68679. * @param axis defines the axis to use
  68680. * @param angle defines the angle to use
  68681. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  68682. */
  68683. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  68684. /**
  68685. * Creates a rotation around an axis and stores it into the given quaternion
  68686. * @param axis defines the axis to use
  68687. * @param angle defines the angle to use
  68688. * @param result defines the target quaternion
  68689. * @returns the target quaternion
  68690. */
  68691. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  68692. /**
  68693. * Creates a new quaternion from data stored into an array
  68694. * @param array defines the data source
  68695. * @param offset defines the offset in the source array where the data starts
  68696. * @returns a new quaternion
  68697. */
  68698. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  68699. /**
  68700. * Create a quaternion from Euler rotation angles
  68701. * @param x Pitch
  68702. * @param y Yaw
  68703. * @param z Roll
  68704. * @returns the new Quaternion
  68705. */
  68706. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  68707. /**
  68708. * Updates a quaternion from Euler rotation angles
  68709. * @param x Pitch
  68710. * @param y Yaw
  68711. * @param z Roll
  68712. * @param result the quaternion to store the result
  68713. * @returns the updated quaternion
  68714. */
  68715. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  68716. /**
  68717. * Create a quaternion from Euler rotation vector
  68718. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  68719. * @returns the new Quaternion
  68720. */
  68721. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  68722. /**
  68723. * Updates a quaternion from Euler rotation vector
  68724. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  68725. * @param result the quaternion to store the result
  68726. * @returns the updated quaternion
  68727. */
  68728. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  68729. /**
  68730. * Creates a new quaternion from the given Euler float angles (y, x, z)
  68731. * @param yaw defines the rotation around Y axis
  68732. * @param pitch defines the rotation around X axis
  68733. * @param roll defines the rotation around Z axis
  68734. * @returns the new quaternion
  68735. */
  68736. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  68737. /**
  68738. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  68739. * @param yaw defines the rotation around Y axis
  68740. * @param pitch defines the rotation around X axis
  68741. * @param roll defines the rotation around Z axis
  68742. * @param result defines the target quaternion
  68743. */
  68744. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  68745. /**
  68746. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  68747. * @param alpha defines the rotation around first axis
  68748. * @param beta defines the rotation around second axis
  68749. * @param gamma defines the rotation around third axis
  68750. * @returns the new quaternion
  68751. */
  68752. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  68753. /**
  68754. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  68755. * @param alpha defines the rotation around first axis
  68756. * @param beta defines the rotation around second axis
  68757. * @param gamma defines the rotation around third axis
  68758. * @param result defines the target quaternion
  68759. */
  68760. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  68761. /**
  68762. * 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)
  68763. * @param axis1 defines the first axis
  68764. * @param axis2 defines the second axis
  68765. * @param axis3 defines the third axis
  68766. * @returns the new quaternion
  68767. */
  68768. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  68769. /**
  68770. * 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
  68771. * @param axis1 defines the first axis
  68772. * @param axis2 defines the second axis
  68773. * @param axis3 defines the third axis
  68774. * @param ref defines the target quaternion
  68775. */
  68776. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  68777. /**
  68778. * Interpolates between two quaternions
  68779. * @param left defines first quaternion
  68780. * @param right defines second quaternion
  68781. * @param amount defines the gradient to use
  68782. * @returns the new interpolated quaternion
  68783. */
  68784. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  68785. /**
  68786. * Interpolates between two quaternions and stores it into a target quaternion
  68787. * @param left defines first quaternion
  68788. * @param right defines second quaternion
  68789. * @param amount defines the gradient to use
  68790. * @param result defines the target quaternion
  68791. */
  68792. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  68793. /**
  68794. * Interpolate between two quaternions using Hermite interpolation
  68795. * @param value1 defines first quaternion
  68796. * @param tangent1 defines the incoming tangent
  68797. * @param value2 defines second quaternion
  68798. * @param tangent2 defines the outgoing tangent
  68799. * @param amount defines the target quaternion
  68800. * @returns the new interpolated quaternion
  68801. */
  68802. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  68803. }
  68804. /**
  68805. * Class used to store matrix data (4x4)
  68806. */
  68807. export class Matrix {
  68808. private static _updateFlagSeed;
  68809. private static _identityReadOnly;
  68810. private _isIdentity;
  68811. private _isIdentityDirty;
  68812. private _isIdentity3x2;
  68813. private _isIdentity3x2Dirty;
  68814. /**
  68815. * Gets the update flag of the matrix which is an unique number for the matrix.
  68816. * It will be incremented every time the matrix data change.
  68817. * You can use it to speed the comparison between two versions of the same matrix.
  68818. */
  68819. updateFlag: number;
  68820. private readonly _m;
  68821. /**
  68822. * Gets the internal data of the matrix
  68823. */
  68824. readonly m: DeepImmutable<Float32Array>;
  68825. /** @hidden */
  68826. _markAsUpdated(): void;
  68827. /** @hidden */
  68828. private _updateIdentityStatus;
  68829. /**
  68830. * Creates an empty matrix (filled with zeros)
  68831. */
  68832. constructor();
  68833. /**
  68834. * Check if the current matrix is identity
  68835. * @returns true is the matrix is the identity matrix
  68836. */
  68837. isIdentity(): boolean;
  68838. /**
  68839. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  68840. * @returns true is the matrix is the identity matrix
  68841. */
  68842. isIdentityAs3x2(): boolean;
  68843. /**
  68844. * Gets the determinant of the matrix
  68845. * @returns the matrix determinant
  68846. */
  68847. determinant(): number;
  68848. /**
  68849. * Returns the matrix as a Float32Array
  68850. * @returns the matrix underlying array
  68851. */
  68852. toArray(): DeepImmutable<Float32Array>;
  68853. /**
  68854. * Returns the matrix as a Float32Array
  68855. * @returns the matrix underlying array.
  68856. */
  68857. asArray(): DeepImmutable<Float32Array>;
  68858. /**
  68859. * Inverts the current matrix in place
  68860. * @returns the current inverted matrix
  68861. */
  68862. invert(): Matrix;
  68863. /**
  68864. * Sets all the matrix elements to zero
  68865. * @returns the current matrix
  68866. */
  68867. reset(): Matrix;
  68868. /**
  68869. * Adds the current matrix with a second one
  68870. * @param other defines the matrix to add
  68871. * @returns a new matrix as the addition of the current matrix and the given one
  68872. */
  68873. add(other: DeepImmutable<Matrix>): Matrix;
  68874. /**
  68875. * Sets the given matrix "result" to the addition of the current matrix and the given one
  68876. * @param other defines the matrix to add
  68877. * @param result defines the target matrix
  68878. * @returns the current matrix
  68879. */
  68880. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  68881. /**
  68882. * Adds in place the given matrix to the current matrix
  68883. * @param other defines the second operand
  68884. * @returns the current updated matrix
  68885. */
  68886. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  68887. /**
  68888. * Sets the given matrix to the current inverted Matrix
  68889. * @param other defines the target matrix
  68890. * @returns the unmodified current matrix
  68891. */
  68892. invertToRef(other: Matrix): Matrix;
  68893. /**
  68894. * add a value at the specified position in the current Matrix
  68895. * @param index the index of the value within the matrix. between 0 and 15.
  68896. * @param value the value to be added
  68897. * @returns the current updated matrix
  68898. */
  68899. addAtIndex(index: number, value: number): Matrix;
  68900. /**
  68901. * mutiply the specified position in the current Matrix by a value
  68902. * @param index the index of the value within the matrix. between 0 and 15.
  68903. * @param value the value to be added
  68904. * @returns the current updated matrix
  68905. */
  68906. multiplyAtIndex(index: number, value: number): Matrix;
  68907. /**
  68908. * Inserts the translation vector (using 3 floats) in the current matrix
  68909. * @param x defines the 1st component of the translation
  68910. * @param y defines the 2nd component of the translation
  68911. * @param z defines the 3rd component of the translation
  68912. * @returns the current updated matrix
  68913. */
  68914. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  68915. /**
  68916. * Adds the translation vector (using 3 floats) in the current matrix
  68917. * @param x defines the 1st component of the translation
  68918. * @param y defines the 2nd component of the translation
  68919. * @param z defines the 3rd component of the translation
  68920. * @returns the current updated matrix
  68921. */
  68922. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  68923. /**
  68924. * Inserts the translation vector in the current matrix
  68925. * @param vector3 defines the translation to insert
  68926. * @returns the current updated matrix
  68927. */
  68928. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  68929. /**
  68930. * Gets the translation value of the current matrix
  68931. * @returns a new Vector3 as the extracted translation from the matrix
  68932. */
  68933. getTranslation(): Vector3;
  68934. /**
  68935. * Fill a Vector3 with the extracted translation from the matrix
  68936. * @param result defines the Vector3 where to store the translation
  68937. * @returns the current matrix
  68938. */
  68939. getTranslationToRef(result: Vector3): Matrix;
  68940. /**
  68941. * Remove rotation and scaling part from the matrix
  68942. * @returns the updated matrix
  68943. */
  68944. removeRotationAndScaling(): Matrix;
  68945. /**
  68946. * Multiply two matrices
  68947. * @param other defines the second operand
  68948. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  68949. */
  68950. multiply(other: DeepImmutable<Matrix>): Matrix;
  68951. /**
  68952. * Copy the current matrix from the given one
  68953. * @param other defines the source matrix
  68954. * @returns the current updated matrix
  68955. */
  68956. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  68957. /**
  68958. * Populates the given array from the starting index with the current matrix values
  68959. * @param array defines the target array
  68960. * @param offset defines the offset in the target array where to start storing values
  68961. * @returns the current matrix
  68962. */
  68963. copyToArray(array: Float32Array, offset?: number): Matrix;
  68964. /**
  68965. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  68966. * @param other defines the second operand
  68967. * @param result defines the matrix where to store the multiplication
  68968. * @returns the current matrix
  68969. */
  68970. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  68971. /**
  68972. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  68973. * @param other defines the second operand
  68974. * @param result defines the array where to store the multiplication
  68975. * @param offset defines the offset in the target array where to start storing values
  68976. * @returns the current matrix
  68977. */
  68978. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  68979. /**
  68980. * Check equality between this matrix and a second one
  68981. * @param value defines the second matrix to compare
  68982. * @returns true is the current matrix and the given one values are strictly equal
  68983. */
  68984. equals(value: DeepImmutable<Matrix>): boolean;
  68985. /**
  68986. * Clone the current matrix
  68987. * @returns a new matrix from the current matrix
  68988. */
  68989. clone(): Matrix;
  68990. /**
  68991. * Returns the name of the current matrix class
  68992. * @returns the string "Matrix"
  68993. */
  68994. getClassName(): string;
  68995. /**
  68996. * Gets the hash code of the current matrix
  68997. * @returns the hash code
  68998. */
  68999. getHashCode(): number;
  69000. /**
  69001. * Decomposes the current Matrix into a translation, rotation and scaling components
  69002. * @param scale defines the scale vector3 given as a reference to update
  69003. * @param rotation defines the rotation quaternion given as a reference to update
  69004. * @param translation defines the translation vector3 given as a reference to update
  69005. * @returns true if operation was successful
  69006. */
  69007. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  69008. /**
  69009. * Gets specific row of the matrix
  69010. * @param index defines the number of the row to get
  69011. * @returns the index-th row of the current matrix as a new Vector4
  69012. */
  69013. getRow(index: number): Nullable<Vector4>;
  69014. /**
  69015. * Sets the index-th row of the current matrix to the vector4 values
  69016. * @param index defines the number of the row to set
  69017. * @param row defines the target vector4
  69018. * @returns the updated current matrix
  69019. */
  69020. setRow(index: number, row: Vector4): Matrix;
  69021. /**
  69022. * Compute the transpose of the matrix
  69023. * @returns the new transposed matrix
  69024. */
  69025. transpose(): Matrix;
  69026. /**
  69027. * Compute the transpose of the matrix and store it in a given matrix
  69028. * @param result defines the target matrix
  69029. * @returns the current matrix
  69030. */
  69031. transposeToRef(result: Matrix): Matrix;
  69032. /**
  69033. * Sets the index-th row of the current matrix with the given 4 x float values
  69034. * @param index defines the row index
  69035. * @param x defines the x component to set
  69036. * @param y defines the y component to set
  69037. * @param z defines the z component to set
  69038. * @param w defines the w component to set
  69039. * @returns the updated current matrix
  69040. */
  69041. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  69042. /**
  69043. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  69044. * @param scale defines the scale factor
  69045. * @returns a new matrix
  69046. */
  69047. scale(scale: number): Matrix;
  69048. /**
  69049. * Scale the current matrix values by a factor to a given result matrix
  69050. * @param scale defines the scale factor
  69051. * @param result defines the matrix to store the result
  69052. * @returns the current matrix
  69053. */
  69054. scaleToRef(scale: number, result: Matrix): Matrix;
  69055. /**
  69056. * Scale the current matrix values by a factor and add the result to a given matrix
  69057. * @param scale defines the scale factor
  69058. * @param result defines the Matrix to store the result
  69059. * @returns the current matrix
  69060. */
  69061. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  69062. /**
  69063. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  69064. * @param ref matrix to store the result
  69065. */
  69066. toNormalMatrix(ref: Matrix): void;
  69067. /**
  69068. * Gets only rotation part of the current matrix
  69069. * @returns a new matrix sets to the extracted rotation matrix from the current one
  69070. */
  69071. getRotationMatrix(): Matrix;
  69072. /**
  69073. * Extracts the rotation matrix from the current one and sets it as the given "result"
  69074. * @param result defines the target matrix to store data to
  69075. * @returns the current matrix
  69076. */
  69077. getRotationMatrixToRef(result: Matrix): Matrix;
  69078. /**
  69079. * Toggles model matrix from being right handed to left handed in place and vice versa
  69080. */
  69081. toggleModelMatrixHandInPlace(): void;
  69082. /**
  69083. * Toggles projection matrix from being right handed to left handed in place and vice versa
  69084. */
  69085. toggleProjectionMatrixHandInPlace(): void;
  69086. /**
  69087. * Creates a matrix from an array
  69088. * @param array defines the source array
  69089. * @param offset defines an offset in the source array
  69090. * @returns a new Matrix set from the starting index of the given array
  69091. */
  69092. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  69093. /**
  69094. * Copy the content of an array into a given matrix
  69095. * @param array defines the source array
  69096. * @param offset defines an offset in the source array
  69097. * @param result defines the target matrix
  69098. */
  69099. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  69100. /**
  69101. * Stores an array into a matrix after having multiplied each component by a given factor
  69102. * @param array defines the source array
  69103. * @param offset defines the offset in the source array
  69104. * @param scale defines the scaling factor
  69105. * @param result defines the target matrix
  69106. */
  69107. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  69108. /**
  69109. * Gets an identity matrix that must not be updated
  69110. */
  69111. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  69112. /**
  69113. * Stores a list of values (16) inside a given matrix
  69114. * @param initialM11 defines 1st value of 1st row
  69115. * @param initialM12 defines 2nd value of 1st row
  69116. * @param initialM13 defines 3rd value of 1st row
  69117. * @param initialM14 defines 4th value of 1st row
  69118. * @param initialM21 defines 1st value of 2nd row
  69119. * @param initialM22 defines 2nd value of 2nd row
  69120. * @param initialM23 defines 3rd value of 2nd row
  69121. * @param initialM24 defines 4th value of 2nd row
  69122. * @param initialM31 defines 1st value of 3rd row
  69123. * @param initialM32 defines 2nd value of 3rd row
  69124. * @param initialM33 defines 3rd value of 3rd row
  69125. * @param initialM34 defines 4th value of 3rd row
  69126. * @param initialM41 defines 1st value of 4th row
  69127. * @param initialM42 defines 2nd value of 4th row
  69128. * @param initialM43 defines 3rd value of 4th row
  69129. * @param initialM44 defines 4th value of 4th row
  69130. * @param result defines the target matrix
  69131. */
  69132. 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;
  69133. /**
  69134. * Creates new matrix from a list of values (16)
  69135. * @param initialM11 defines 1st value of 1st row
  69136. * @param initialM12 defines 2nd value of 1st row
  69137. * @param initialM13 defines 3rd value of 1st row
  69138. * @param initialM14 defines 4th value of 1st row
  69139. * @param initialM21 defines 1st value of 2nd row
  69140. * @param initialM22 defines 2nd value of 2nd row
  69141. * @param initialM23 defines 3rd value of 2nd row
  69142. * @param initialM24 defines 4th value of 2nd row
  69143. * @param initialM31 defines 1st value of 3rd row
  69144. * @param initialM32 defines 2nd value of 3rd row
  69145. * @param initialM33 defines 3rd value of 3rd row
  69146. * @param initialM34 defines 4th value of 3rd row
  69147. * @param initialM41 defines 1st value of 4th row
  69148. * @param initialM42 defines 2nd value of 4th row
  69149. * @param initialM43 defines 3rd value of 4th row
  69150. * @param initialM44 defines 4th value of 4th row
  69151. * @returns the new matrix
  69152. */
  69153. 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;
  69154. /**
  69155. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  69156. * @param scale defines the scale vector3
  69157. * @param rotation defines the rotation quaternion
  69158. * @param translation defines the translation vector3
  69159. * @returns a new matrix
  69160. */
  69161. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  69162. /**
  69163. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  69164. * @param scale defines the scale vector3
  69165. * @param rotation defines the rotation quaternion
  69166. * @param translation defines the translation vector3
  69167. * @param result defines the target matrix
  69168. */
  69169. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  69170. /**
  69171. * Creates a new identity matrix
  69172. * @returns a new identity matrix
  69173. */
  69174. static Identity(): Matrix;
  69175. /**
  69176. * Creates a new identity matrix and stores the result in a given matrix
  69177. * @param result defines the target matrix
  69178. */
  69179. static IdentityToRef(result: Matrix): void;
  69180. /**
  69181. * Creates a new zero matrix
  69182. * @returns a new zero matrix
  69183. */
  69184. static Zero(): Matrix;
  69185. /**
  69186. * Creates a new rotation matrix for "angle" radians around the X axis
  69187. * @param angle defines the angle (in radians) to use
  69188. * @return the new matrix
  69189. */
  69190. static RotationX(angle: number): Matrix;
  69191. /**
  69192. * Creates a new matrix as the invert of a given matrix
  69193. * @param source defines the source matrix
  69194. * @returns the new matrix
  69195. */
  69196. static Invert(source: DeepImmutable<Matrix>): Matrix;
  69197. /**
  69198. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  69199. * @param angle defines the angle (in radians) to use
  69200. * @param result defines the target matrix
  69201. */
  69202. static RotationXToRef(angle: number, result: Matrix): void;
  69203. /**
  69204. * Creates a new rotation matrix for "angle" radians around the Y axis
  69205. * @param angle defines the angle (in radians) to use
  69206. * @return the new matrix
  69207. */
  69208. static RotationY(angle: number): Matrix;
  69209. /**
  69210. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  69211. * @param angle defines the angle (in radians) to use
  69212. * @param result defines the target matrix
  69213. */
  69214. static RotationYToRef(angle: number, result: Matrix): void;
  69215. /**
  69216. * Creates a new rotation matrix for "angle" radians around the Z axis
  69217. * @param angle defines the angle (in radians) to use
  69218. * @return the new matrix
  69219. */
  69220. static RotationZ(angle: number): Matrix;
  69221. /**
  69222. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  69223. * @param angle defines the angle (in radians) to use
  69224. * @param result defines the target matrix
  69225. */
  69226. static RotationZToRef(angle: number, result: Matrix): void;
  69227. /**
  69228. * Creates a new rotation matrix for "angle" radians around the given axis
  69229. * @param axis defines the axis to use
  69230. * @param angle defines the angle (in radians) to use
  69231. * @return the new matrix
  69232. */
  69233. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  69234. /**
  69235. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  69236. * @param axis defines the axis to use
  69237. * @param angle defines the angle (in radians) to use
  69238. * @param result defines the target matrix
  69239. */
  69240. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  69241. /**
  69242. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  69243. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  69244. * @param from defines the vector to align
  69245. * @param to defines the vector to align to
  69246. * @param result defines the target matrix
  69247. */
  69248. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  69249. /**
  69250. * Creates a rotation matrix
  69251. * @param yaw defines the yaw angle in radians (Y axis)
  69252. * @param pitch defines the pitch angle in radians (X axis)
  69253. * @param roll defines the roll angle in radians (X axis)
  69254. * @returns the new rotation matrix
  69255. */
  69256. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  69257. /**
  69258. * Creates a rotation matrix and stores it in a given matrix
  69259. * @param yaw defines the yaw angle in radians (Y axis)
  69260. * @param pitch defines the pitch angle in radians (X axis)
  69261. * @param roll defines the roll angle in radians (X axis)
  69262. * @param result defines the target matrix
  69263. */
  69264. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  69265. /**
  69266. * Creates a scaling matrix
  69267. * @param x defines the scale factor on X axis
  69268. * @param y defines the scale factor on Y axis
  69269. * @param z defines the scale factor on Z axis
  69270. * @returns the new matrix
  69271. */
  69272. static Scaling(x: number, y: number, z: number): Matrix;
  69273. /**
  69274. * Creates a scaling matrix and stores it in a given matrix
  69275. * @param x defines the scale factor on X axis
  69276. * @param y defines the scale factor on Y axis
  69277. * @param z defines the scale factor on Z axis
  69278. * @param result defines the target matrix
  69279. */
  69280. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  69281. /**
  69282. * Creates a translation matrix
  69283. * @param x defines the translation on X axis
  69284. * @param y defines the translation on Y axis
  69285. * @param z defines the translationon Z axis
  69286. * @returns the new matrix
  69287. */
  69288. static Translation(x: number, y: number, z: number): Matrix;
  69289. /**
  69290. * Creates a translation matrix and stores it in a given matrix
  69291. * @param x defines the translation on X axis
  69292. * @param y defines the translation on Y axis
  69293. * @param z defines the translationon Z axis
  69294. * @param result defines the target matrix
  69295. */
  69296. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  69297. /**
  69298. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  69299. * @param startValue defines the start value
  69300. * @param endValue defines the end value
  69301. * @param gradient defines the gradient factor
  69302. * @returns the new matrix
  69303. */
  69304. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  69305. /**
  69306. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  69307. * @param startValue defines the start value
  69308. * @param endValue defines the end value
  69309. * @param gradient defines the gradient factor
  69310. * @param result defines the Matrix object where to store data
  69311. */
  69312. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  69313. /**
  69314. * Builds a new matrix whose values are computed by:
  69315. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  69316. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  69317. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  69318. * @param startValue defines the first matrix
  69319. * @param endValue defines the second matrix
  69320. * @param gradient defines the gradient between the two matrices
  69321. * @returns the new matrix
  69322. */
  69323. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  69324. /**
  69325. * Update a matrix to values which are computed by:
  69326. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  69327. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  69328. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  69329. * @param startValue defines the first matrix
  69330. * @param endValue defines the second matrix
  69331. * @param gradient defines the gradient between the two matrices
  69332. * @param result defines the target matrix
  69333. */
  69334. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  69335. /**
  69336. * 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"
  69337. * This function works in left handed mode
  69338. * @param eye defines the final position of the entity
  69339. * @param target defines where the entity should look at
  69340. * @param up defines the up vector for the entity
  69341. * @returns the new matrix
  69342. */
  69343. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  69344. /**
  69345. * 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".
  69346. * This function works in left handed mode
  69347. * @param eye defines the final position of the entity
  69348. * @param target defines where the entity should look at
  69349. * @param up defines the up vector for the entity
  69350. * @param result defines the target matrix
  69351. */
  69352. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  69353. /**
  69354. * 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"
  69355. * This function works in right handed mode
  69356. * @param eye defines the final position of the entity
  69357. * @param target defines where the entity should look at
  69358. * @param up defines the up vector for the entity
  69359. * @returns the new matrix
  69360. */
  69361. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  69362. /**
  69363. * 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".
  69364. * This function works in right handed mode
  69365. * @param eye defines the final position of the entity
  69366. * @param target defines where the entity should look at
  69367. * @param up defines the up vector for the entity
  69368. * @param result defines the target matrix
  69369. */
  69370. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  69371. /**
  69372. * Create a left-handed orthographic projection matrix
  69373. * @param width defines the viewport width
  69374. * @param height defines the viewport height
  69375. * @param znear defines the near clip plane
  69376. * @param zfar defines the far clip plane
  69377. * @returns a new matrix as a left-handed orthographic projection matrix
  69378. */
  69379. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  69380. /**
  69381. * Store a left-handed orthographic projection to a given matrix
  69382. * @param width defines the viewport width
  69383. * @param height defines the viewport height
  69384. * @param znear defines the near clip plane
  69385. * @param zfar defines the far clip plane
  69386. * @param result defines the target matrix
  69387. */
  69388. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  69389. /**
  69390. * Create a left-handed orthographic projection matrix
  69391. * @param left defines the viewport left coordinate
  69392. * @param right defines the viewport right coordinate
  69393. * @param bottom defines the viewport bottom coordinate
  69394. * @param top defines the viewport top coordinate
  69395. * @param znear defines the near clip plane
  69396. * @param zfar defines the far clip plane
  69397. * @returns a new matrix as a left-handed orthographic projection matrix
  69398. */
  69399. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  69400. /**
  69401. * Stores a left-handed orthographic projection into a given matrix
  69402. * @param left defines the viewport left coordinate
  69403. * @param right defines the viewport right coordinate
  69404. * @param bottom defines the viewport bottom coordinate
  69405. * @param top defines the viewport top coordinate
  69406. * @param znear defines the near clip plane
  69407. * @param zfar defines the far clip plane
  69408. * @param result defines the target matrix
  69409. */
  69410. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  69411. /**
  69412. * Creates a right-handed orthographic projection matrix
  69413. * @param left defines the viewport left coordinate
  69414. * @param right defines the viewport right coordinate
  69415. * @param bottom defines the viewport bottom coordinate
  69416. * @param top defines the viewport top coordinate
  69417. * @param znear defines the near clip plane
  69418. * @param zfar defines the far clip plane
  69419. * @returns a new matrix as a right-handed orthographic projection matrix
  69420. */
  69421. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  69422. /**
  69423. * Stores a right-handed orthographic projection into a given matrix
  69424. * @param left defines the viewport left coordinate
  69425. * @param right defines the viewport right coordinate
  69426. * @param bottom defines the viewport bottom coordinate
  69427. * @param top defines the viewport top coordinate
  69428. * @param znear defines the near clip plane
  69429. * @param zfar defines the far clip plane
  69430. * @param result defines the target matrix
  69431. */
  69432. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  69433. /**
  69434. * Creates a left-handed perspective projection matrix
  69435. * @param width defines the viewport width
  69436. * @param height defines the viewport height
  69437. * @param znear defines the near clip plane
  69438. * @param zfar defines the far clip plane
  69439. * @returns a new matrix as a left-handed perspective projection matrix
  69440. */
  69441. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  69442. /**
  69443. * Creates a left-handed perspective projection matrix
  69444. * @param fov defines the horizontal field of view
  69445. * @param aspect defines the aspect ratio
  69446. * @param znear defines the near clip plane
  69447. * @param zfar defines the far clip plane
  69448. * @returns a new matrix as a left-handed perspective projection matrix
  69449. */
  69450. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  69451. /**
  69452. * Stores a left-handed perspective projection into a given matrix
  69453. * @param fov defines the horizontal field of view
  69454. * @param aspect defines the aspect ratio
  69455. * @param znear defines the near clip plane
  69456. * @param zfar defines the far clip plane
  69457. * @param result defines the target matrix
  69458. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  69459. */
  69460. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  69461. /**
  69462. * Creates a right-handed perspective projection matrix
  69463. * @param fov defines the horizontal field of view
  69464. * @param aspect defines the aspect ratio
  69465. * @param znear defines the near clip plane
  69466. * @param zfar defines the far clip plane
  69467. * @returns a new matrix as a right-handed perspective projection matrix
  69468. */
  69469. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  69470. /**
  69471. * Stores a right-handed perspective projection into a given matrix
  69472. * @param fov defines the horizontal field of view
  69473. * @param aspect defines the aspect ratio
  69474. * @param znear defines the near clip plane
  69475. * @param zfar defines the far clip plane
  69476. * @param result defines the target matrix
  69477. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  69478. */
  69479. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  69480. /**
  69481. * Stores a perspective projection for WebVR info a given matrix
  69482. * @param fov defines the field of view
  69483. * @param znear defines the near clip plane
  69484. * @param zfar defines the far clip plane
  69485. * @param result defines the target matrix
  69486. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  69487. */
  69488. static PerspectiveFovWebVRToRef(fov: {
  69489. upDegrees: number;
  69490. downDegrees: number;
  69491. leftDegrees: number;
  69492. rightDegrees: number;
  69493. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  69494. /**
  69495. * Computes a complete transformation matrix
  69496. * @param viewport defines the viewport to use
  69497. * @param world defines the world matrix
  69498. * @param view defines the view matrix
  69499. * @param projection defines the projection matrix
  69500. * @param zmin defines the near clip plane
  69501. * @param zmax defines the far clip plane
  69502. * @returns the transformation matrix
  69503. */
  69504. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  69505. /**
  69506. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  69507. * @param matrix defines the matrix to use
  69508. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  69509. */
  69510. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  69511. /**
  69512. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  69513. * @param matrix defines the matrix to use
  69514. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  69515. */
  69516. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  69517. /**
  69518. * Compute the transpose of a given matrix
  69519. * @param matrix defines the matrix to transpose
  69520. * @returns the new matrix
  69521. */
  69522. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  69523. /**
  69524. * Compute the transpose of a matrix and store it in a target matrix
  69525. * @param matrix defines the matrix to transpose
  69526. * @param result defines the target matrix
  69527. */
  69528. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  69529. /**
  69530. * Computes a reflection matrix from a plane
  69531. * @param plane defines the reflection plane
  69532. * @returns a new matrix
  69533. */
  69534. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  69535. /**
  69536. * Computes a reflection matrix from a plane
  69537. * @param plane defines the reflection plane
  69538. * @param result defines the target matrix
  69539. */
  69540. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  69541. /**
  69542. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  69543. * @param xaxis defines the value of the 1st axis
  69544. * @param yaxis defines the value of the 2nd axis
  69545. * @param zaxis defines the value of the 3rd axis
  69546. * @param result defines the target matrix
  69547. */
  69548. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  69549. /**
  69550. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  69551. * @param quat defines the quaternion to use
  69552. * @param result defines the target matrix
  69553. */
  69554. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  69555. }
  69556. /**
  69557. * @hidden
  69558. */
  69559. export class TmpVectors {
  69560. static Vector2: Vector2[];
  69561. static Vector3: Vector3[];
  69562. static Vector4: Vector4[];
  69563. static Quaternion: Quaternion[];
  69564. static Matrix: Matrix[];
  69565. }
  69566. }
  69567. declare module BABYLON {
  69568. /** Defines the cross module used constants to avoid circular dependncies */
  69569. export class Constants {
  69570. /** Defines that alpha blending is disabled */
  69571. static readonly ALPHA_DISABLE: number;
  69572. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  69573. static readonly ALPHA_ADD: number;
  69574. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  69575. static readonly ALPHA_COMBINE: number;
  69576. /** Defines that alpha blending to DEST - SRC * DEST */
  69577. static readonly ALPHA_SUBTRACT: number;
  69578. /** Defines that alpha blending to SRC * DEST */
  69579. static readonly ALPHA_MULTIPLY: number;
  69580. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  69581. static readonly ALPHA_MAXIMIZED: number;
  69582. /** Defines that alpha blending to SRC + DEST */
  69583. static readonly ALPHA_ONEONE: number;
  69584. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  69585. static readonly ALPHA_PREMULTIPLIED: number;
  69586. /**
  69587. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  69588. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  69589. */
  69590. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  69591. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  69592. static readonly ALPHA_INTERPOLATE: number;
  69593. /**
  69594. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  69595. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  69596. */
  69597. static readonly ALPHA_SCREENMODE: number;
  69598. /** Defines that the ressource is not delayed*/
  69599. static readonly DELAYLOADSTATE_NONE: number;
  69600. /** Defines that the ressource was successfully delay loaded */
  69601. static readonly DELAYLOADSTATE_LOADED: number;
  69602. /** Defines that the ressource is currently delay loading */
  69603. static readonly DELAYLOADSTATE_LOADING: number;
  69604. /** Defines that the ressource is delayed and has not started loading */
  69605. static readonly DELAYLOADSTATE_NOTLOADED: number;
  69606. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  69607. static readonly NEVER: number;
  69608. /** 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 */
  69609. static readonly ALWAYS: number;
  69610. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  69611. static readonly LESS: number;
  69612. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  69613. static readonly EQUAL: number;
  69614. /** 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 */
  69615. static readonly LEQUAL: number;
  69616. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  69617. static readonly GREATER: number;
  69618. /** 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 */
  69619. static readonly GEQUAL: number;
  69620. /** 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 */
  69621. static readonly NOTEQUAL: number;
  69622. /** Passed to stencilOperation to specify that stencil value must be kept */
  69623. static readonly KEEP: number;
  69624. /** Passed to stencilOperation to specify that stencil value must be replaced */
  69625. static readonly REPLACE: number;
  69626. /** Passed to stencilOperation to specify that stencil value must be incremented */
  69627. static readonly INCR: number;
  69628. /** Passed to stencilOperation to specify that stencil value must be decremented */
  69629. static readonly DECR: number;
  69630. /** Passed to stencilOperation to specify that stencil value must be inverted */
  69631. static readonly INVERT: number;
  69632. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  69633. static readonly INCR_WRAP: number;
  69634. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  69635. static readonly DECR_WRAP: number;
  69636. /** Texture is not repeating outside of 0..1 UVs */
  69637. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  69638. /** Texture is repeating outside of 0..1 UVs */
  69639. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  69640. /** Texture is repeating and mirrored */
  69641. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  69642. /** ALPHA */
  69643. static readonly TEXTUREFORMAT_ALPHA: number;
  69644. /** LUMINANCE */
  69645. static readonly TEXTUREFORMAT_LUMINANCE: number;
  69646. /** LUMINANCE_ALPHA */
  69647. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  69648. /** RGB */
  69649. static readonly TEXTUREFORMAT_RGB: number;
  69650. /** RGBA */
  69651. static readonly TEXTUREFORMAT_RGBA: number;
  69652. /** RED */
  69653. static readonly TEXTUREFORMAT_RED: number;
  69654. /** RED (2nd reference) */
  69655. static readonly TEXTUREFORMAT_R: number;
  69656. /** RG */
  69657. static readonly TEXTUREFORMAT_RG: number;
  69658. /** RED_INTEGER */
  69659. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  69660. /** RED_INTEGER (2nd reference) */
  69661. static readonly TEXTUREFORMAT_R_INTEGER: number;
  69662. /** RG_INTEGER */
  69663. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  69664. /** RGB_INTEGER */
  69665. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  69666. /** RGBA_INTEGER */
  69667. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  69668. /** UNSIGNED_BYTE */
  69669. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  69670. /** UNSIGNED_BYTE (2nd reference) */
  69671. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  69672. /** FLOAT */
  69673. static readonly TEXTURETYPE_FLOAT: number;
  69674. /** HALF_FLOAT */
  69675. static readonly TEXTURETYPE_HALF_FLOAT: number;
  69676. /** BYTE */
  69677. static readonly TEXTURETYPE_BYTE: number;
  69678. /** SHORT */
  69679. static readonly TEXTURETYPE_SHORT: number;
  69680. /** UNSIGNED_SHORT */
  69681. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  69682. /** INT */
  69683. static readonly TEXTURETYPE_INT: number;
  69684. /** UNSIGNED_INT */
  69685. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  69686. /** UNSIGNED_SHORT_4_4_4_4 */
  69687. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  69688. /** UNSIGNED_SHORT_5_5_5_1 */
  69689. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  69690. /** UNSIGNED_SHORT_5_6_5 */
  69691. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  69692. /** UNSIGNED_INT_2_10_10_10_REV */
  69693. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  69694. /** UNSIGNED_INT_24_8 */
  69695. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  69696. /** UNSIGNED_INT_10F_11F_11F_REV */
  69697. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  69698. /** UNSIGNED_INT_5_9_9_9_REV */
  69699. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  69700. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  69701. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  69702. /** nearest is mag = nearest and min = nearest and mip = linear */
  69703. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  69704. /** Bilinear is mag = linear and min = linear and mip = nearest */
  69705. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  69706. /** Trilinear is mag = linear and min = linear and mip = linear */
  69707. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  69708. /** nearest is mag = nearest and min = nearest and mip = linear */
  69709. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  69710. /** Bilinear is mag = linear and min = linear and mip = nearest */
  69711. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  69712. /** Trilinear is mag = linear and min = linear and mip = linear */
  69713. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  69714. /** mag = nearest and min = nearest and mip = nearest */
  69715. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  69716. /** mag = nearest and min = linear and mip = nearest */
  69717. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  69718. /** mag = nearest and min = linear and mip = linear */
  69719. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  69720. /** mag = nearest and min = linear and mip = none */
  69721. static readonly TEXTURE_NEAREST_LINEAR: number;
  69722. /** mag = nearest and min = nearest and mip = none */
  69723. static readonly TEXTURE_NEAREST_NEAREST: number;
  69724. /** mag = linear and min = nearest and mip = nearest */
  69725. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  69726. /** mag = linear and min = nearest and mip = linear */
  69727. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  69728. /** mag = linear and min = linear and mip = none */
  69729. static readonly TEXTURE_LINEAR_LINEAR: number;
  69730. /** mag = linear and min = nearest and mip = none */
  69731. static readonly TEXTURE_LINEAR_NEAREST: number;
  69732. /** Explicit coordinates mode */
  69733. static readonly TEXTURE_EXPLICIT_MODE: number;
  69734. /** Spherical coordinates mode */
  69735. static readonly TEXTURE_SPHERICAL_MODE: number;
  69736. /** Planar coordinates mode */
  69737. static readonly TEXTURE_PLANAR_MODE: number;
  69738. /** Cubic coordinates mode */
  69739. static readonly TEXTURE_CUBIC_MODE: number;
  69740. /** Projection coordinates mode */
  69741. static readonly TEXTURE_PROJECTION_MODE: number;
  69742. /** Skybox coordinates mode */
  69743. static readonly TEXTURE_SKYBOX_MODE: number;
  69744. /** Inverse Cubic coordinates mode */
  69745. static readonly TEXTURE_INVCUBIC_MODE: number;
  69746. /** Equirectangular coordinates mode */
  69747. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  69748. /** Equirectangular Fixed coordinates mode */
  69749. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  69750. /** Equirectangular Fixed Mirrored coordinates mode */
  69751. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  69752. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  69753. static readonly SCALEMODE_FLOOR: number;
  69754. /** Defines that texture rescaling will look for the nearest power of 2 size */
  69755. static readonly SCALEMODE_NEAREST: number;
  69756. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  69757. static readonly SCALEMODE_CEILING: number;
  69758. /**
  69759. * The dirty texture flag value
  69760. */
  69761. static readonly MATERIAL_TextureDirtyFlag: number;
  69762. /**
  69763. * The dirty light flag value
  69764. */
  69765. static readonly MATERIAL_LightDirtyFlag: number;
  69766. /**
  69767. * The dirty fresnel flag value
  69768. */
  69769. static readonly MATERIAL_FresnelDirtyFlag: number;
  69770. /**
  69771. * The dirty attribute flag value
  69772. */
  69773. static readonly MATERIAL_AttributesDirtyFlag: number;
  69774. /**
  69775. * The dirty misc flag value
  69776. */
  69777. static readonly MATERIAL_MiscDirtyFlag: number;
  69778. /**
  69779. * The all dirty flag value
  69780. */
  69781. static readonly MATERIAL_AllDirtyFlag: number;
  69782. /**
  69783. * Returns the triangle fill mode
  69784. */
  69785. static readonly MATERIAL_TriangleFillMode: number;
  69786. /**
  69787. * Returns the wireframe mode
  69788. */
  69789. static readonly MATERIAL_WireFrameFillMode: number;
  69790. /**
  69791. * Returns the point fill mode
  69792. */
  69793. static readonly MATERIAL_PointFillMode: number;
  69794. /**
  69795. * Returns the point list draw mode
  69796. */
  69797. static readonly MATERIAL_PointListDrawMode: number;
  69798. /**
  69799. * Returns the line list draw mode
  69800. */
  69801. static readonly MATERIAL_LineListDrawMode: number;
  69802. /**
  69803. * Returns the line loop draw mode
  69804. */
  69805. static readonly MATERIAL_LineLoopDrawMode: number;
  69806. /**
  69807. * Returns the line strip draw mode
  69808. */
  69809. static readonly MATERIAL_LineStripDrawMode: number;
  69810. /**
  69811. * Returns the triangle strip draw mode
  69812. */
  69813. static readonly MATERIAL_TriangleStripDrawMode: number;
  69814. /**
  69815. * Returns the triangle fan draw mode
  69816. */
  69817. static readonly MATERIAL_TriangleFanDrawMode: number;
  69818. /**
  69819. * Stores the clock-wise side orientation
  69820. */
  69821. static readonly MATERIAL_ClockWiseSideOrientation: number;
  69822. /**
  69823. * Stores the counter clock-wise side orientation
  69824. */
  69825. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  69826. /**
  69827. * Nothing
  69828. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69829. */
  69830. static readonly ACTION_NothingTrigger: number;
  69831. /**
  69832. * On pick
  69833. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69834. */
  69835. static readonly ACTION_OnPickTrigger: number;
  69836. /**
  69837. * On left pick
  69838. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69839. */
  69840. static readonly ACTION_OnLeftPickTrigger: number;
  69841. /**
  69842. * On right pick
  69843. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69844. */
  69845. static readonly ACTION_OnRightPickTrigger: number;
  69846. /**
  69847. * On center pick
  69848. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69849. */
  69850. static readonly ACTION_OnCenterPickTrigger: number;
  69851. /**
  69852. * On pick down
  69853. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69854. */
  69855. static readonly ACTION_OnPickDownTrigger: number;
  69856. /**
  69857. * On double pick
  69858. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69859. */
  69860. static readonly ACTION_OnDoublePickTrigger: number;
  69861. /**
  69862. * On pick up
  69863. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69864. */
  69865. static readonly ACTION_OnPickUpTrigger: number;
  69866. /**
  69867. * On pick out.
  69868. * This trigger will only be raised if you also declared a OnPickDown
  69869. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69870. */
  69871. static readonly ACTION_OnPickOutTrigger: number;
  69872. /**
  69873. * On long press
  69874. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69875. */
  69876. static readonly ACTION_OnLongPressTrigger: number;
  69877. /**
  69878. * On pointer over
  69879. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69880. */
  69881. static readonly ACTION_OnPointerOverTrigger: number;
  69882. /**
  69883. * On pointer out
  69884. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69885. */
  69886. static readonly ACTION_OnPointerOutTrigger: number;
  69887. /**
  69888. * On every frame
  69889. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69890. */
  69891. static readonly ACTION_OnEveryFrameTrigger: number;
  69892. /**
  69893. * On intersection enter
  69894. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69895. */
  69896. static readonly ACTION_OnIntersectionEnterTrigger: number;
  69897. /**
  69898. * On intersection exit
  69899. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69900. */
  69901. static readonly ACTION_OnIntersectionExitTrigger: number;
  69902. /**
  69903. * On key down
  69904. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69905. */
  69906. static readonly ACTION_OnKeyDownTrigger: number;
  69907. /**
  69908. * On key up
  69909. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69910. */
  69911. static readonly ACTION_OnKeyUpTrigger: number;
  69912. /**
  69913. * Billboard mode will only apply to Y axis
  69914. */
  69915. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  69916. /**
  69917. * Billboard mode will apply to all axes
  69918. */
  69919. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  69920. /**
  69921. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  69922. */
  69923. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  69924. /**
  69925. * Gets or sets base Assets URL
  69926. */
  69927. static PARTICLES_BaseAssetsUrl: string;
  69928. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  69929. * Test order :
  69930. * Is the bounding sphere outside the frustum ?
  69931. * If not, are the bounding box vertices outside the frustum ?
  69932. * It not, then the cullable object is in the frustum.
  69933. */
  69934. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  69935. /** Culling strategy : Bounding Sphere Only.
  69936. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  69937. * It's also less accurate than the standard because some not visible objects can still be selected.
  69938. * Test : is the bounding sphere outside the frustum ?
  69939. * If not, then the cullable object is in the frustum.
  69940. */
  69941. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  69942. /** Culling strategy : Optimistic Inclusion.
  69943. * This in an inclusion test first, then the standard exclusion test.
  69944. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  69945. * 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.
  69946. * Anyway, it's as accurate as the standard strategy.
  69947. * Test :
  69948. * Is the cullable object bounding sphere center in the frustum ?
  69949. * If not, apply the default culling strategy.
  69950. */
  69951. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  69952. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  69953. * This in an inclusion test first, then the bounding sphere only exclusion test.
  69954. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  69955. * 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.
  69956. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  69957. * Test :
  69958. * Is the cullable object bounding sphere center in the frustum ?
  69959. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  69960. */
  69961. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  69962. /**
  69963. * No logging while loading
  69964. */
  69965. static readonly SCENELOADER_NO_LOGGING: number;
  69966. /**
  69967. * Minimal logging while loading
  69968. */
  69969. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  69970. /**
  69971. * Summary logging while loading
  69972. */
  69973. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  69974. /**
  69975. * Detailled logging while loading
  69976. */
  69977. static readonly SCENELOADER_DETAILED_LOGGING: number;
  69978. }
  69979. }
  69980. declare module BABYLON {
  69981. /**
  69982. * Class used to store and describe the pipeline context associated with an effect
  69983. */
  69984. export interface IPipelineContext {
  69985. /**
  69986. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  69987. */
  69988. isAsync: boolean;
  69989. /**
  69990. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  69991. */
  69992. isReady: boolean;
  69993. /** @hidden */
  69994. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  69995. }
  69996. }
  69997. declare module BABYLON {
  69998. /** @hidden */
  69999. export interface IShaderProcessor {
  70000. attributeProcessor?: (attribute: string) => string;
  70001. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  70002. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  70003. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  70004. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  70005. lineProcessor?: (line: string, isFragment: boolean) => string;
  70006. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  70007. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  70008. }
  70009. }
  70010. declare module BABYLON {
  70011. /** @hidden */
  70012. export interface ProcessingOptions {
  70013. defines: string[];
  70014. indexParameters: any;
  70015. isFragment: boolean;
  70016. shouldUseHighPrecisionShader: boolean;
  70017. supportsUniformBuffers: boolean;
  70018. shadersRepository: string;
  70019. includesShadersStore: {
  70020. [key: string]: string;
  70021. };
  70022. processor?: IShaderProcessor;
  70023. version: string;
  70024. platformName: string;
  70025. lookForClosingBracketForUniformBuffer?: boolean;
  70026. }
  70027. }
  70028. declare module BABYLON {
  70029. /**
  70030. * Helper to manipulate strings
  70031. */
  70032. export class StringTools {
  70033. /**
  70034. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  70035. * @param str Source string
  70036. * @param suffix Suffix to search for in the source string
  70037. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  70038. */
  70039. static EndsWith(str: string, suffix: string): boolean;
  70040. /**
  70041. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  70042. * @param str Source string
  70043. * @param suffix Suffix to search for in the source string
  70044. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  70045. */
  70046. static StartsWith(str: string, suffix: string): boolean;
  70047. }
  70048. }
  70049. declare module BABYLON {
  70050. /** @hidden */
  70051. export class ShaderCodeNode {
  70052. line: string;
  70053. children: ShaderCodeNode[];
  70054. additionalDefineKey?: string;
  70055. additionalDefineValue?: string;
  70056. isValid(preprocessors: {
  70057. [key: string]: string;
  70058. }): boolean;
  70059. process(preprocessors: {
  70060. [key: string]: string;
  70061. }, options: ProcessingOptions): string;
  70062. }
  70063. }
  70064. declare module BABYLON {
  70065. /** @hidden */
  70066. export class ShaderCodeCursor {
  70067. private _lines;
  70068. lineIndex: number;
  70069. readonly currentLine: string;
  70070. readonly canRead: boolean;
  70071. lines: string[];
  70072. }
  70073. }
  70074. declare module BABYLON {
  70075. /** @hidden */
  70076. export class ShaderCodeConditionNode extends ShaderCodeNode {
  70077. process(preprocessors: {
  70078. [key: string]: string;
  70079. }, options: ProcessingOptions): string;
  70080. }
  70081. }
  70082. declare module BABYLON {
  70083. /** @hidden */
  70084. export class ShaderDefineExpression {
  70085. isTrue(preprocessors: {
  70086. [key: string]: string;
  70087. }): boolean;
  70088. }
  70089. }
  70090. declare module BABYLON {
  70091. /** @hidden */
  70092. export class ShaderCodeTestNode extends ShaderCodeNode {
  70093. testExpression: ShaderDefineExpression;
  70094. isValid(preprocessors: {
  70095. [key: string]: string;
  70096. }): boolean;
  70097. }
  70098. }
  70099. declare module BABYLON {
  70100. /** @hidden */
  70101. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  70102. define: string;
  70103. not: boolean;
  70104. constructor(define: string, not?: boolean);
  70105. isTrue(preprocessors: {
  70106. [key: string]: string;
  70107. }): boolean;
  70108. }
  70109. }
  70110. declare module BABYLON {
  70111. /** @hidden */
  70112. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  70113. leftOperand: ShaderDefineExpression;
  70114. rightOperand: ShaderDefineExpression;
  70115. isTrue(preprocessors: {
  70116. [key: string]: string;
  70117. }): boolean;
  70118. }
  70119. }
  70120. declare module BABYLON {
  70121. /** @hidden */
  70122. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  70123. leftOperand: ShaderDefineExpression;
  70124. rightOperand: ShaderDefineExpression;
  70125. isTrue(preprocessors: {
  70126. [key: string]: string;
  70127. }): boolean;
  70128. }
  70129. }
  70130. declare module BABYLON {
  70131. /** @hidden */
  70132. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  70133. define: string;
  70134. operand: string;
  70135. testValue: string;
  70136. constructor(define: string, operand: string, testValue: string);
  70137. isTrue(preprocessors: {
  70138. [key: string]: string;
  70139. }): boolean;
  70140. }
  70141. }
  70142. declare module BABYLON {
  70143. /**
  70144. * @ignore
  70145. * Application error to support additional information when loading a file
  70146. */
  70147. export class LoadFileError extends Error {
  70148. /** defines the optional web request */
  70149. request?: WebRequest | undefined;
  70150. private static _setPrototypeOf;
  70151. /**
  70152. * Creates a new LoadFileError
  70153. * @param message defines the message of the error
  70154. * @param request defines the optional web request
  70155. */
  70156. constructor(message: string,
  70157. /** defines the optional web request */
  70158. request?: WebRequest | undefined);
  70159. }
  70160. }
  70161. declare module BABYLON {
  70162. /**
  70163. * Class used to enable access to offline support
  70164. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  70165. */
  70166. export interface IOfflineProvider {
  70167. /**
  70168. * Gets a boolean indicating if scene must be saved in the database
  70169. */
  70170. enableSceneOffline: boolean;
  70171. /**
  70172. * Gets a boolean indicating if textures must be saved in the database
  70173. */
  70174. enableTexturesOffline: boolean;
  70175. /**
  70176. * Open the offline support and make it available
  70177. * @param successCallback defines the callback to call on success
  70178. * @param errorCallback defines the callback to call on error
  70179. */
  70180. open(successCallback: () => void, errorCallback: () => void): void;
  70181. /**
  70182. * Loads an image from the offline support
  70183. * @param url defines the url to load from
  70184. * @param image defines the target DOM image
  70185. */
  70186. loadImage(url: string, image: HTMLImageElement): void;
  70187. /**
  70188. * Loads a file from offline support
  70189. * @param url defines the URL to load from
  70190. * @param sceneLoaded defines a callback to call on success
  70191. * @param progressCallBack defines a callback to call when progress changed
  70192. * @param errorCallback defines a callback to call on error
  70193. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  70194. */
  70195. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  70196. }
  70197. }
  70198. declare module BABYLON {
  70199. /**
  70200. * Class used to help managing file picking and drag'n'drop
  70201. * File Storage
  70202. */
  70203. export class FilesInputStore {
  70204. /**
  70205. * List of files ready to be loaded
  70206. */
  70207. static FilesToLoad: {
  70208. [key: string]: File;
  70209. };
  70210. }
  70211. }
  70212. declare module BABYLON {
  70213. /**
  70214. * Class used to define a retry strategy when error happens while loading assets
  70215. */
  70216. export class RetryStrategy {
  70217. /**
  70218. * Function used to defines an exponential back off strategy
  70219. * @param maxRetries defines the maximum number of retries (3 by default)
  70220. * @param baseInterval defines the interval between retries
  70221. * @returns the strategy function to use
  70222. */
  70223. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  70224. }
  70225. }
  70226. declare module BABYLON {
  70227. /**
  70228. * @hidden
  70229. */
  70230. export class FileTools {
  70231. /**
  70232. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  70233. */
  70234. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  70235. /**
  70236. * Gets or sets the base URL to use to load assets
  70237. */
  70238. static BaseUrl: string;
  70239. /**
  70240. * Default behaviour for cors in the application.
  70241. * It can be a string if the expected behavior is identical in the entire app.
  70242. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  70243. */
  70244. static CorsBehavior: string | ((url: string | string[]) => string);
  70245. /**
  70246. * Gets or sets a function used to pre-process url before using them to load assets
  70247. */
  70248. static PreprocessUrl: (url: string) => string;
  70249. /**
  70250. * Removes unwanted characters from an url
  70251. * @param url defines the url to clean
  70252. * @returns the cleaned url
  70253. */
  70254. private static _CleanUrl;
  70255. /**
  70256. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  70257. * @param url define the url we are trying
  70258. * @param element define the dom element where to configure the cors policy
  70259. */
  70260. static SetCorsBehavior(url: string | string[], element: {
  70261. crossOrigin: string | null;
  70262. }): void;
  70263. /**
  70264. * Loads an image as an HTMLImageElement.
  70265. * @param input url string, ArrayBuffer, or Blob to load
  70266. * @param onLoad callback called when the image successfully loads
  70267. * @param onError callback called when the image fails to load
  70268. * @param offlineProvider offline provider for caching
  70269. * @returns the HTMLImageElement of the loaded image
  70270. */
  70271. static LoadImage(input: string | ArrayBuffer | ArrayBufferView | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  70272. /**
  70273. * Loads a file
  70274. * @param fileToLoad defines the file to load
  70275. * @param callback defines the callback to call when data is loaded
  70276. * @param progressCallBack defines the callback to call during loading process
  70277. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  70278. * @returns a file request object
  70279. */
  70280. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  70281. /**
  70282. * Loads a file
  70283. * @param url url string, ArrayBuffer, or Blob to load
  70284. * @param onSuccess callback called when the file successfully loads
  70285. * @param onProgress callback called while file is loading (if the server supports this mode)
  70286. * @param offlineProvider defines the offline provider for caching
  70287. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  70288. * @param onError callback called when the file fails to load
  70289. * @returns a file request object
  70290. */
  70291. 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;
  70292. /**
  70293. * Checks if the loaded document was accessed via `file:`-Protocol.
  70294. * @returns boolean
  70295. */
  70296. static IsFileURL(): boolean;
  70297. }
  70298. }
  70299. declare module BABYLON {
  70300. /** @hidden */
  70301. export class ShaderProcessor {
  70302. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  70303. private static _ProcessPrecision;
  70304. private static _ExtractOperation;
  70305. private static _BuildSubExpression;
  70306. private static _BuildExpression;
  70307. private static _MoveCursorWithinIf;
  70308. private static _MoveCursor;
  70309. private static _EvaluatePreProcessors;
  70310. private static _PreparePreProcessors;
  70311. private static _ProcessShaderConversion;
  70312. private static _ProcessIncludes;
  70313. }
  70314. }
  70315. declare module BABYLON {
  70316. /**
  70317. * Class used to hold a RBG color
  70318. */
  70319. export class Color3 {
  70320. /**
  70321. * Defines the red component (between 0 and 1, default is 0)
  70322. */
  70323. r: number;
  70324. /**
  70325. * Defines the green component (between 0 and 1, default is 0)
  70326. */
  70327. g: number;
  70328. /**
  70329. * Defines the blue component (between 0 and 1, default is 0)
  70330. */
  70331. b: number;
  70332. /**
  70333. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  70334. * @param r defines the red component (between 0 and 1, default is 0)
  70335. * @param g defines the green component (between 0 and 1, default is 0)
  70336. * @param b defines the blue component (between 0 and 1, default is 0)
  70337. */
  70338. constructor(
  70339. /**
  70340. * Defines the red component (between 0 and 1, default is 0)
  70341. */
  70342. r?: number,
  70343. /**
  70344. * Defines the green component (between 0 and 1, default is 0)
  70345. */
  70346. g?: number,
  70347. /**
  70348. * Defines the blue component (between 0 and 1, default is 0)
  70349. */
  70350. b?: number);
  70351. /**
  70352. * Creates a string with the Color3 current values
  70353. * @returns the string representation of the Color3 object
  70354. */
  70355. toString(): string;
  70356. /**
  70357. * Returns the string "Color3"
  70358. * @returns "Color3"
  70359. */
  70360. getClassName(): string;
  70361. /**
  70362. * Compute the Color3 hash code
  70363. * @returns an unique number that can be used to hash Color3 objects
  70364. */
  70365. getHashCode(): number;
  70366. /**
  70367. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  70368. * @param array defines the array where to store the r,g,b components
  70369. * @param index defines an optional index in the target array to define where to start storing values
  70370. * @returns the current Color3 object
  70371. */
  70372. toArray(array: FloatArray, index?: number): Color3;
  70373. /**
  70374. * Returns a new Color4 object from the current Color3 and the given alpha
  70375. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  70376. * @returns a new Color4 object
  70377. */
  70378. toColor4(alpha?: number): Color4;
  70379. /**
  70380. * Returns a new array populated with 3 numeric elements : red, green and blue values
  70381. * @returns the new array
  70382. */
  70383. asArray(): number[];
  70384. /**
  70385. * Returns the luminance value
  70386. * @returns a float value
  70387. */
  70388. toLuminance(): number;
  70389. /**
  70390. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  70391. * @param otherColor defines the second operand
  70392. * @returns the new Color3 object
  70393. */
  70394. multiply(otherColor: DeepImmutable<Color3>): Color3;
  70395. /**
  70396. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  70397. * @param otherColor defines the second operand
  70398. * @param result defines the Color3 object where to store the result
  70399. * @returns the current Color3
  70400. */
  70401. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  70402. /**
  70403. * Determines equality between Color3 objects
  70404. * @param otherColor defines the second operand
  70405. * @returns true if the rgb values are equal to the given ones
  70406. */
  70407. equals(otherColor: DeepImmutable<Color3>): boolean;
  70408. /**
  70409. * Determines equality between the current Color3 object and a set of r,b,g values
  70410. * @param r defines the red component to check
  70411. * @param g defines the green component to check
  70412. * @param b defines the blue component to check
  70413. * @returns true if the rgb values are equal to the given ones
  70414. */
  70415. equalsFloats(r: number, g: number, b: number): boolean;
  70416. /**
  70417. * Multiplies in place each rgb value by scale
  70418. * @param scale defines the scaling factor
  70419. * @returns the updated Color3
  70420. */
  70421. scale(scale: number): Color3;
  70422. /**
  70423. * Multiplies the rgb values by scale and stores the result into "result"
  70424. * @param scale defines the scaling factor
  70425. * @param result defines the Color3 object where to store the result
  70426. * @returns the unmodified current Color3
  70427. */
  70428. scaleToRef(scale: number, result: Color3): Color3;
  70429. /**
  70430. * Scale the current Color3 values by a factor and add the result to a given Color3
  70431. * @param scale defines the scale factor
  70432. * @param result defines color to store the result into
  70433. * @returns the unmodified current Color3
  70434. */
  70435. scaleAndAddToRef(scale: number, result: Color3): Color3;
  70436. /**
  70437. * Clamps the rgb values by the min and max values and stores the result into "result"
  70438. * @param min defines minimum clamping value (default is 0)
  70439. * @param max defines maximum clamping value (default is 1)
  70440. * @param result defines color to store the result into
  70441. * @returns the original Color3
  70442. */
  70443. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  70444. /**
  70445. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  70446. * @param otherColor defines the second operand
  70447. * @returns the new Color3
  70448. */
  70449. add(otherColor: DeepImmutable<Color3>): Color3;
  70450. /**
  70451. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  70452. * @param otherColor defines the second operand
  70453. * @param result defines Color3 object to store the result into
  70454. * @returns the unmodified current Color3
  70455. */
  70456. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  70457. /**
  70458. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  70459. * @param otherColor defines the second operand
  70460. * @returns the new Color3
  70461. */
  70462. subtract(otherColor: DeepImmutable<Color3>): Color3;
  70463. /**
  70464. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  70465. * @param otherColor defines the second operand
  70466. * @param result defines Color3 object to store the result into
  70467. * @returns the unmodified current Color3
  70468. */
  70469. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  70470. /**
  70471. * Copy the current object
  70472. * @returns a new Color3 copied the current one
  70473. */
  70474. clone(): Color3;
  70475. /**
  70476. * Copies the rgb values from the source in the current Color3
  70477. * @param source defines the source Color3 object
  70478. * @returns the updated Color3 object
  70479. */
  70480. copyFrom(source: DeepImmutable<Color3>): Color3;
  70481. /**
  70482. * Updates the Color3 rgb values from the given floats
  70483. * @param r defines the red component to read from
  70484. * @param g defines the green component to read from
  70485. * @param b defines the blue component to read from
  70486. * @returns the current Color3 object
  70487. */
  70488. copyFromFloats(r: number, g: number, b: number): Color3;
  70489. /**
  70490. * Updates the Color3 rgb values from the given floats
  70491. * @param r defines the red component to read from
  70492. * @param g defines the green component to read from
  70493. * @param b defines the blue component to read from
  70494. * @returns the current Color3 object
  70495. */
  70496. set(r: number, g: number, b: number): Color3;
  70497. /**
  70498. * Compute the Color3 hexadecimal code as a string
  70499. * @returns a string containing the hexadecimal representation of the Color3 object
  70500. */
  70501. toHexString(): string;
  70502. /**
  70503. * Computes a new Color3 converted from the current one to linear space
  70504. * @returns a new Color3 object
  70505. */
  70506. toLinearSpace(): Color3;
  70507. /**
  70508. * Converts current color in rgb space to HSV values
  70509. * @returns a new color3 representing the HSV values
  70510. */
  70511. toHSV(): Color3;
  70512. /**
  70513. * Converts current color in rgb space to HSV values
  70514. * @param result defines the Color3 where to store the HSV values
  70515. */
  70516. toHSVToRef(result: Color3): void;
  70517. /**
  70518. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  70519. * @param convertedColor defines the Color3 object where to store the linear space version
  70520. * @returns the unmodified Color3
  70521. */
  70522. toLinearSpaceToRef(convertedColor: Color3): Color3;
  70523. /**
  70524. * Computes a new Color3 converted from the current one to gamma space
  70525. * @returns a new Color3 object
  70526. */
  70527. toGammaSpace(): Color3;
  70528. /**
  70529. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  70530. * @param convertedColor defines the Color3 object where to store the gamma space version
  70531. * @returns the unmodified Color3
  70532. */
  70533. toGammaSpaceToRef(convertedColor: Color3): Color3;
  70534. private static _BlackReadOnly;
  70535. /**
  70536. * Convert Hue, saturation and value to a Color3 (RGB)
  70537. * @param hue defines the hue
  70538. * @param saturation defines the saturation
  70539. * @param value defines the value
  70540. * @param result defines the Color3 where to store the RGB values
  70541. */
  70542. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  70543. /**
  70544. * Creates a new Color3 from the string containing valid hexadecimal values
  70545. * @param hex defines a string containing valid hexadecimal values
  70546. * @returns a new Color3 object
  70547. */
  70548. static FromHexString(hex: string): Color3;
  70549. /**
  70550. * Creates a new Color3 from the starting index of the given array
  70551. * @param array defines the source array
  70552. * @param offset defines an offset in the source array
  70553. * @returns a new Color3 object
  70554. */
  70555. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  70556. /**
  70557. * Creates a new Color3 from integer values (< 256)
  70558. * @param r defines the red component to read from (value between 0 and 255)
  70559. * @param g defines the green component to read from (value between 0 and 255)
  70560. * @param b defines the blue component to read from (value between 0 and 255)
  70561. * @returns a new Color3 object
  70562. */
  70563. static FromInts(r: number, g: number, b: number): Color3;
  70564. /**
  70565. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  70566. * @param start defines the start Color3 value
  70567. * @param end defines the end Color3 value
  70568. * @param amount defines the gradient value between start and end
  70569. * @returns a new Color3 object
  70570. */
  70571. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  70572. /**
  70573. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  70574. * @param left defines the start value
  70575. * @param right defines the end value
  70576. * @param amount defines the gradient factor
  70577. * @param result defines the Color3 object where to store the result
  70578. */
  70579. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  70580. /**
  70581. * Returns a Color3 value containing a red color
  70582. * @returns a new Color3 object
  70583. */
  70584. static Red(): Color3;
  70585. /**
  70586. * Returns a Color3 value containing a green color
  70587. * @returns a new Color3 object
  70588. */
  70589. static Green(): Color3;
  70590. /**
  70591. * Returns a Color3 value containing a blue color
  70592. * @returns a new Color3 object
  70593. */
  70594. static Blue(): Color3;
  70595. /**
  70596. * Returns a Color3 value containing a black color
  70597. * @returns a new Color3 object
  70598. */
  70599. static Black(): Color3;
  70600. /**
  70601. * Gets a Color3 value containing a black color that must not be updated
  70602. */
  70603. static readonly BlackReadOnly: DeepImmutable<Color3>;
  70604. /**
  70605. * Returns a Color3 value containing a white color
  70606. * @returns a new Color3 object
  70607. */
  70608. static White(): Color3;
  70609. /**
  70610. * Returns a Color3 value containing a purple color
  70611. * @returns a new Color3 object
  70612. */
  70613. static Purple(): Color3;
  70614. /**
  70615. * Returns a Color3 value containing a magenta color
  70616. * @returns a new Color3 object
  70617. */
  70618. static Magenta(): Color3;
  70619. /**
  70620. * Returns a Color3 value containing a yellow color
  70621. * @returns a new Color3 object
  70622. */
  70623. static Yellow(): Color3;
  70624. /**
  70625. * Returns a Color3 value containing a gray color
  70626. * @returns a new Color3 object
  70627. */
  70628. static Gray(): Color3;
  70629. /**
  70630. * Returns a Color3 value containing a teal color
  70631. * @returns a new Color3 object
  70632. */
  70633. static Teal(): Color3;
  70634. /**
  70635. * Returns a Color3 value containing a random color
  70636. * @returns a new Color3 object
  70637. */
  70638. static Random(): Color3;
  70639. }
  70640. /**
  70641. * Class used to hold a RBGA color
  70642. */
  70643. export class Color4 {
  70644. /**
  70645. * Defines the red component (between 0 and 1, default is 0)
  70646. */
  70647. r: number;
  70648. /**
  70649. * Defines the green component (between 0 and 1, default is 0)
  70650. */
  70651. g: number;
  70652. /**
  70653. * Defines the blue component (between 0 and 1, default is 0)
  70654. */
  70655. b: number;
  70656. /**
  70657. * Defines the alpha component (between 0 and 1, default is 1)
  70658. */
  70659. a: number;
  70660. /**
  70661. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  70662. * @param r defines the red component (between 0 and 1, default is 0)
  70663. * @param g defines the green component (between 0 and 1, default is 0)
  70664. * @param b defines the blue component (between 0 and 1, default is 0)
  70665. * @param a defines the alpha component (between 0 and 1, default is 1)
  70666. */
  70667. constructor(
  70668. /**
  70669. * Defines the red component (between 0 and 1, default is 0)
  70670. */
  70671. r?: number,
  70672. /**
  70673. * Defines the green component (between 0 and 1, default is 0)
  70674. */
  70675. g?: number,
  70676. /**
  70677. * Defines the blue component (between 0 and 1, default is 0)
  70678. */
  70679. b?: number,
  70680. /**
  70681. * Defines the alpha component (between 0 and 1, default is 1)
  70682. */
  70683. a?: number);
  70684. /**
  70685. * Adds in place the given Color4 values to the current Color4 object
  70686. * @param right defines the second operand
  70687. * @returns the current updated Color4 object
  70688. */
  70689. addInPlace(right: DeepImmutable<Color4>): Color4;
  70690. /**
  70691. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  70692. * @returns the new array
  70693. */
  70694. asArray(): number[];
  70695. /**
  70696. * Stores from the starting index in the given array the Color4 successive values
  70697. * @param array defines the array where to store the r,g,b components
  70698. * @param index defines an optional index in the target array to define where to start storing values
  70699. * @returns the current Color4 object
  70700. */
  70701. toArray(array: number[], index?: number): Color4;
  70702. /**
  70703. * Determines equality between Color4 objects
  70704. * @param otherColor defines the second operand
  70705. * @returns true if the rgba values are equal to the given ones
  70706. */
  70707. equals(otherColor: DeepImmutable<Color4>): boolean;
  70708. /**
  70709. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  70710. * @param right defines the second operand
  70711. * @returns a new Color4 object
  70712. */
  70713. add(right: DeepImmutable<Color4>): Color4;
  70714. /**
  70715. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  70716. * @param right defines the second operand
  70717. * @returns a new Color4 object
  70718. */
  70719. subtract(right: DeepImmutable<Color4>): Color4;
  70720. /**
  70721. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  70722. * @param right defines the second operand
  70723. * @param result defines the Color4 object where to store the result
  70724. * @returns the current Color4 object
  70725. */
  70726. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  70727. /**
  70728. * Creates a new Color4 with the current Color4 values multiplied by scale
  70729. * @param scale defines the scaling factor to apply
  70730. * @returns a new Color4 object
  70731. */
  70732. scale(scale: number): Color4;
  70733. /**
  70734. * Multiplies the current Color4 values by scale and stores the result in "result"
  70735. * @param scale defines the scaling factor to apply
  70736. * @param result defines the Color4 object where to store the result
  70737. * @returns the current unmodified Color4
  70738. */
  70739. scaleToRef(scale: number, result: Color4): Color4;
  70740. /**
  70741. * Scale the current Color4 values by a factor and add the result to a given Color4
  70742. * @param scale defines the scale factor
  70743. * @param result defines the Color4 object where to store the result
  70744. * @returns the unmodified current Color4
  70745. */
  70746. scaleAndAddToRef(scale: number, result: Color4): Color4;
  70747. /**
  70748. * Clamps the rgb values by the min and max values and stores the result into "result"
  70749. * @param min defines minimum clamping value (default is 0)
  70750. * @param max defines maximum clamping value (default is 1)
  70751. * @param result defines color to store the result into.
  70752. * @returns the cuurent Color4
  70753. */
  70754. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  70755. /**
  70756. * Multipy an Color4 value by another and return a new Color4 object
  70757. * @param color defines the Color4 value to multiply by
  70758. * @returns a new Color4 object
  70759. */
  70760. multiply(color: Color4): Color4;
  70761. /**
  70762. * Multipy a Color4 value by another and push the result in a reference value
  70763. * @param color defines the Color4 value to multiply by
  70764. * @param result defines the Color4 to fill the result in
  70765. * @returns the result Color4
  70766. */
  70767. multiplyToRef(color: Color4, result: Color4): Color4;
  70768. /**
  70769. * Creates a string with the Color4 current values
  70770. * @returns the string representation of the Color4 object
  70771. */
  70772. toString(): string;
  70773. /**
  70774. * Returns the string "Color4"
  70775. * @returns "Color4"
  70776. */
  70777. getClassName(): string;
  70778. /**
  70779. * Compute the Color4 hash code
  70780. * @returns an unique number that can be used to hash Color4 objects
  70781. */
  70782. getHashCode(): number;
  70783. /**
  70784. * Creates a new Color4 copied from the current one
  70785. * @returns a new Color4 object
  70786. */
  70787. clone(): Color4;
  70788. /**
  70789. * Copies the given Color4 values into the current one
  70790. * @param source defines the source Color4 object
  70791. * @returns the current updated Color4 object
  70792. */
  70793. copyFrom(source: Color4): Color4;
  70794. /**
  70795. * Copies the given float values into the current one
  70796. * @param r defines the red component to read from
  70797. * @param g defines the green component to read from
  70798. * @param b defines the blue component to read from
  70799. * @param a defines the alpha component to read from
  70800. * @returns the current updated Color4 object
  70801. */
  70802. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  70803. /**
  70804. * Copies the given float values into the current one
  70805. * @param r defines the red component to read from
  70806. * @param g defines the green component to read from
  70807. * @param b defines the blue component to read from
  70808. * @param a defines the alpha component to read from
  70809. * @returns the current updated Color4 object
  70810. */
  70811. set(r: number, g: number, b: number, a: number): Color4;
  70812. /**
  70813. * Compute the Color4 hexadecimal code as a string
  70814. * @returns a string containing the hexadecimal representation of the Color4 object
  70815. */
  70816. toHexString(): string;
  70817. /**
  70818. * Computes a new Color4 converted from the current one to linear space
  70819. * @returns a new Color4 object
  70820. */
  70821. toLinearSpace(): Color4;
  70822. /**
  70823. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  70824. * @param convertedColor defines the Color4 object where to store the linear space version
  70825. * @returns the unmodified Color4
  70826. */
  70827. toLinearSpaceToRef(convertedColor: Color4): Color4;
  70828. /**
  70829. * Computes a new Color4 converted from the current one to gamma space
  70830. * @returns a new Color4 object
  70831. */
  70832. toGammaSpace(): Color4;
  70833. /**
  70834. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  70835. * @param convertedColor defines the Color4 object where to store the gamma space version
  70836. * @returns the unmodified Color4
  70837. */
  70838. toGammaSpaceToRef(convertedColor: Color4): Color4;
  70839. /**
  70840. * Creates a new Color4 from the string containing valid hexadecimal values
  70841. * @param hex defines a string containing valid hexadecimal values
  70842. * @returns a new Color4 object
  70843. */
  70844. static FromHexString(hex: string): Color4;
  70845. /**
  70846. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  70847. * @param left defines the start value
  70848. * @param right defines the end value
  70849. * @param amount defines the gradient factor
  70850. * @returns a new Color4 object
  70851. */
  70852. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  70853. /**
  70854. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  70855. * @param left defines the start value
  70856. * @param right defines the end value
  70857. * @param amount defines the gradient factor
  70858. * @param result defines the Color4 object where to store data
  70859. */
  70860. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  70861. /**
  70862. * Creates a new Color4 from a Color3 and an alpha value
  70863. * @param color3 defines the source Color3 to read from
  70864. * @param alpha defines the alpha component (1.0 by default)
  70865. * @returns a new Color4 object
  70866. */
  70867. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  70868. /**
  70869. * Creates a new Color4 from the starting index element of the given array
  70870. * @param array defines the source array to read from
  70871. * @param offset defines the offset in the source array
  70872. * @returns a new Color4 object
  70873. */
  70874. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  70875. /**
  70876. * Creates a new Color3 from integer values (< 256)
  70877. * @param r defines the red component to read from (value between 0 and 255)
  70878. * @param g defines the green component to read from (value between 0 and 255)
  70879. * @param b defines the blue component to read from (value between 0 and 255)
  70880. * @param a defines the alpha component to read from (value between 0 and 255)
  70881. * @returns a new Color3 object
  70882. */
  70883. static FromInts(r: number, g: number, b: number, a: number): Color4;
  70884. /**
  70885. * Check the content of a given array and convert it to an array containing RGBA data
  70886. * If the original array was already containing count * 4 values then it is returned directly
  70887. * @param colors defines the array to check
  70888. * @param count defines the number of RGBA data to expect
  70889. * @returns an array containing count * 4 values (RGBA)
  70890. */
  70891. static CheckColors4(colors: number[], count: number): number[];
  70892. }
  70893. /**
  70894. * @hidden
  70895. */
  70896. export class TmpColors {
  70897. static Color3: Color3[];
  70898. static Color4: Color4[];
  70899. }
  70900. }
  70901. declare module BABYLON {
  70902. /**
  70903. * Class representing spherical harmonics coefficients to the 3rd degree
  70904. */
  70905. export class SphericalHarmonics {
  70906. /**
  70907. * Defines whether or not the harmonics have been prescaled for rendering.
  70908. */
  70909. preScaled: boolean;
  70910. /**
  70911. * The l0,0 coefficients of the spherical harmonics
  70912. */
  70913. l00: Vector3;
  70914. /**
  70915. * The l1,-1 coefficients of the spherical harmonics
  70916. */
  70917. l1_1: Vector3;
  70918. /**
  70919. * The l1,0 coefficients of the spherical harmonics
  70920. */
  70921. l10: Vector3;
  70922. /**
  70923. * The l1,1 coefficients of the spherical harmonics
  70924. */
  70925. l11: Vector3;
  70926. /**
  70927. * The l2,-2 coefficients of the spherical harmonics
  70928. */
  70929. l2_2: Vector3;
  70930. /**
  70931. * The l2,-1 coefficients of the spherical harmonics
  70932. */
  70933. l2_1: Vector3;
  70934. /**
  70935. * The l2,0 coefficients of the spherical harmonics
  70936. */
  70937. l20: Vector3;
  70938. /**
  70939. * The l2,1 coefficients of the spherical harmonics
  70940. */
  70941. l21: Vector3;
  70942. /**
  70943. * The l2,2 coefficients of the spherical harmonics
  70944. */
  70945. l22: Vector3;
  70946. /**
  70947. * Adds a light to the spherical harmonics
  70948. * @param direction the direction of the light
  70949. * @param color the color of the light
  70950. * @param deltaSolidAngle the delta solid angle of the light
  70951. */
  70952. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  70953. /**
  70954. * Scales the spherical harmonics by the given amount
  70955. * @param scale the amount to scale
  70956. */
  70957. scaleInPlace(scale: number): void;
  70958. /**
  70959. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  70960. *
  70961. * ```
  70962. * E_lm = A_l * L_lm
  70963. * ```
  70964. *
  70965. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  70966. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  70967. * the scaling factors are given in equation 9.
  70968. */
  70969. convertIncidentRadianceToIrradiance(): void;
  70970. /**
  70971. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  70972. *
  70973. * ```
  70974. * L = (1/pi) * E * rho
  70975. * ```
  70976. *
  70977. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  70978. */
  70979. convertIrradianceToLambertianRadiance(): void;
  70980. /**
  70981. * Integrates the reconstruction coefficients directly in to the SH preventing further
  70982. * required operations at run time.
  70983. *
  70984. * This is simply done by scaling back the SH with Ylm constants parameter.
  70985. * The trigonometric part being applied by the shader at run time.
  70986. */
  70987. preScaleForRendering(): void;
  70988. /**
  70989. * Constructs a spherical harmonics from an array.
  70990. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  70991. * @returns the spherical harmonics
  70992. */
  70993. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  70994. /**
  70995. * Gets the spherical harmonics from polynomial
  70996. * @param polynomial the spherical polynomial
  70997. * @returns the spherical harmonics
  70998. */
  70999. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  71000. }
  71001. /**
  71002. * Class representing spherical polynomial coefficients to the 3rd degree
  71003. */
  71004. export class SphericalPolynomial {
  71005. private _harmonics;
  71006. /**
  71007. * The spherical harmonics used to create the polynomials.
  71008. */
  71009. readonly preScaledHarmonics: SphericalHarmonics;
  71010. /**
  71011. * The x coefficients of the spherical polynomial
  71012. */
  71013. x: Vector3;
  71014. /**
  71015. * The y coefficients of the spherical polynomial
  71016. */
  71017. y: Vector3;
  71018. /**
  71019. * The z coefficients of the spherical polynomial
  71020. */
  71021. z: Vector3;
  71022. /**
  71023. * The xx coefficients of the spherical polynomial
  71024. */
  71025. xx: Vector3;
  71026. /**
  71027. * The yy coefficients of the spherical polynomial
  71028. */
  71029. yy: Vector3;
  71030. /**
  71031. * The zz coefficients of the spherical polynomial
  71032. */
  71033. zz: Vector3;
  71034. /**
  71035. * The xy coefficients of the spherical polynomial
  71036. */
  71037. xy: Vector3;
  71038. /**
  71039. * The yz coefficients of the spherical polynomial
  71040. */
  71041. yz: Vector3;
  71042. /**
  71043. * The zx coefficients of the spherical polynomial
  71044. */
  71045. zx: Vector3;
  71046. /**
  71047. * Adds an ambient color to the spherical polynomial
  71048. * @param color the color to add
  71049. */
  71050. addAmbient(color: Color3): void;
  71051. /**
  71052. * Scales the spherical polynomial by the given amount
  71053. * @param scale the amount to scale
  71054. */
  71055. scaleInPlace(scale: number): void;
  71056. /**
  71057. * Gets the spherical polynomial from harmonics
  71058. * @param harmonics the spherical harmonics
  71059. * @returns the spherical polynomial
  71060. */
  71061. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  71062. /**
  71063. * Constructs a spherical polynomial from an array.
  71064. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  71065. * @returns the spherical polynomial
  71066. */
  71067. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  71068. }
  71069. }
  71070. declare module BABYLON {
  71071. /**
  71072. * Define options used to create a render target texture
  71073. */
  71074. export class RenderTargetCreationOptions {
  71075. /**
  71076. * Specifies is mipmaps must be generated
  71077. */
  71078. generateMipMaps?: boolean;
  71079. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  71080. generateDepthBuffer?: boolean;
  71081. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  71082. generateStencilBuffer?: boolean;
  71083. /** Defines texture type (int by default) */
  71084. type?: number;
  71085. /** Defines sampling mode (trilinear by default) */
  71086. samplingMode?: number;
  71087. /** Defines format (RGBA by default) */
  71088. format?: number;
  71089. }
  71090. }
  71091. declare module BABYLON {
  71092. /**
  71093. * @hidden
  71094. **/
  71095. export class _AlphaState {
  71096. private _isAlphaBlendDirty;
  71097. private _isBlendFunctionParametersDirty;
  71098. private _isBlendEquationParametersDirty;
  71099. private _isBlendConstantsDirty;
  71100. private _alphaBlend;
  71101. private _blendFunctionParameters;
  71102. private _blendEquationParameters;
  71103. private _blendConstants;
  71104. /**
  71105. * Initializes the state.
  71106. */
  71107. constructor();
  71108. readonly isDirty: boolean;
  71109. alphaBlend: boolean;
  71110. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  71111. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  71112. setAlphaEquationParameters(rgb: number, alpha: number): void;
  71113. reset(): void;
  71114. apply(gl: WebGLRenderingContext): void;
  71115. }
  71116. }
  71117. declare module BABYLON {
  71118. /**
  71119. * @hidden
  71120. **/
  71121. export class _DepthCullingState {
  71122. private _isDepthTestDirty;
  71123. private _isDepthMaskDirty;
  71124. private _isDepthFuncDirty;
  71125. private _isCullFaceDirty;
  71126. private _isCullDirty;
  71127. private _isZOffsetDirty;
  71128. private _isFrontFaceDirty;
  71129. private _depthTest;
  71130. private _depthMask;
  71131. private _depthFunc;
  71132. private _cull;
  71133. private _cullFace;
  71134. private _zOffset;
  71135. private _frontFace;
  71136. /**
  71137. * Initializes the state.
  71138. */
  71139. constructor();
  71140. readonly isDirty: boolean;
  71141. zOffset: number;
  71142. cullFace: Nullable<number>;
  71143. cull: Nullable<boolean>;
  71144. depthFunc: Nullable<number>;
  71145. depthMask: boolean;
  71146. depthTest: boolean;
  71147. frontFace: Nullable<number>;
  71148. reset(): void;
  71149. apply(gl: WebGLRenderingContext): void;
  71150. }
  71151. }
  71152. declare module BABYLON {
  71153. /**
  71154. * @hidden
  71155. **/
  71156. export class _StencilState {
  71157. /** 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 */
  71158. static readonly ALWAYS: number;
  71159. /** Passed to stencilOperation to specify that stencil value must be kept */
  71160. static readonly KEEP: number;
  71161. /** Passed to stencilOperation to specify that stencil value must be replaced */
  71162. static readonly REPLACE: number;
  71163. private _isStencilTestDirty;
  71164. private _isStencilMaskDirty;
  71165. private _isStencilFuncDirty;
  71166. private _isStencilOpDirty;
  71167. private _stencilTest;
  71168. private _stencilMask;
  71169. private _stencilFunc;
  71170. private _stencilFuncRef;
  71171. private _stencilFuncMask;
  71172. private _stencilOpStencilFail;
  71173. private _stencilOpDepthFail;
  71174. private _stencilOpStencilDepthPass;
  71175. readonly isDirty: boolean;
  71176. stencilFunc: number;
  71177. stencilFuncRef: number;
  71178. stencilFuncMask: number;
  71179. stencilOpStencilFail: number;
  71180. stencilOpDepthFail: number;
  71181. stencilOpStencilDepthPass: number;
  71182. stencilMask: number;
  71183. stencilTest: boolean;
  71184. constructor();
  71185. reset(): void;
  71186. apply(gl: WebGLRenderingContext): void;
  71187. }
  71188. }
  71189. declare module BABYLON {
  71190. /**
  71191. * @hidden
  71192. **/
  71193. export class _TimeToken {
  71194. _startTimeQuery: Nullable<WebGLQuery>;
  71195. _endTimeQuery: Nullable<WebGLQuery>;
  71196. _timeElapsedQuery: Nullable<WebGLQuery>;
  71197. _timeElapsedQueryEnded: boolean;
  71198. }
  71199. }
  71200. declare module BABYLON {
  71201. /**
  71202. * Class used to evalaute queries containing `and` and `or` operators
  71203. */
  71204. export class AndOrNotEvaluator {
  71205. /**
  71206. * Evaluate a query
  71207. * @param query defines the query to evaluate
  71208. * @param evaluateCallback defines the callback used to filter result
  71209. * @returns true if the query matches
  71210. */
  71211. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  71212. private static _HandleParenthesisContent;
  71213. private static _SimplifyNegation;
  71214. }
  71215. }
  71216. declare module BABYLON {
  71217. /**
  71218. * Class used to store custom tags
  71219. */
  71220. export class Tags {
  71221. /**
  71222. * Adds support for tags on the given object
  71223. * @param obj defines the object to use
  71224. */
  71225. static EnableFor(obj: any): void;
  71226. /**
  71227. * Removes tags support
  71228. * @param obj defines the object to use
  71229. */
  71230. static DisableFor(obj: any): void;
  71231. /**
  71232. * Gets a boolean indicating if the given object has tags
  71233. * @param obj defines the object to use
  71234. * @returns a boolean
  71235. */
  71236. static HasTags(obj: any): boolean;
  71237. /**
  71238. * Gets the tags available on a given object
  71239. * @param obj defines the object to use
  71240. * @param asString defines if the tags must be returned as a string instead of an array of strings
  71241. * @returns the tags
  71242. */
  71243. static GetTags(obj: any, asString?: boolean): any;
  71244. /**
  71245. * Adds tags to an object
  71246. * @param obj defines the object to use
  71247. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  71248. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  71249. */
  71250. static AddTagsTo(obj: any, tagsString: string): void;
  71251. /**
  71252. * @hidden
  71253. */
  71254. static _AddTagTo(obj: any, tag: string): void;
  71255. /**
  71256. * Removes specific tags from a specific object
  71257. * @param obj defines the object to use
  71258. * @param tagsString defines the tags to remove
  71259. */
  71260. static RemoveTagsFrom(obj: any, tagsString: string): void;
  71261. /**
  71262. * @hidden
  71263. */
  71264. static _RemoveTagFrom(obj: any, tag: string): void;
  71265. /**
  71266. * Defines if tags hosted on an object match a given query
  71267. * @param obj defines the object to use
  71268. * @param tagsQuery defines the tag query
  71269. * @returns a boolean
  71270. */
  71271. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  71272. }
  71273. }
  71274. declare module BABYLON {
  71275. /**
  71276. * Defines potential orientation for back face culling
  71277. */
  71278. export enum Orientation {
  71279. /**
  71280. * Clockwise
  71281. */
  71282. CW = 0,
  71283. /** Counter clockwise */
  71284. CCW = 1
  71285. }
  71286. /** Class used to represent a Bezier curve */
  71287. export class BezierCurve {
  71288. /**
  71289. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  71290. * @param t defines the time
  71291. * @param x1 defines the left coordinate on X axis
  71292. * @param y1 defines the left coordinate on Y axis
  71293. * @param x2 defines the right coordinate on X axis
  71294. * @param y2 defines the right coordinate on Y axis
  71295. * @returns the interpolated value
  71296. */
  71297. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  71298. }
  71299. /**
  71300. * Defines angle representation
  71301. */
  71302. export class Angle {
  71303. private _radians;
  71304. /**
  71305. * Creates an Angle object of "radians" radians (float).
  71306. * @param radians the angle in radians
  71307. */
  71308. constructor(radians: number);
  71309. /**
  71310. * Get value in degrees
  71311. * @returns the Angle value in degrees (float)
  71312. */
  71313. degrees(): number;
  71314. /**
  71315. * Get value in radians
  71316. * @returns the Angle value in radians (float)
  71317. */
  71318. radians(): number;
  71319. /**
  71320. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  71321. * @param a defines first vector
  71322. * @param b defines second vector
  71323. * @returns a new Angle
  71324. */
  71325. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  71326. /**
  71327. * Gets a new Angle object from the given float in radians
  71328. * @param radians defines the angle value in radians
  71329. * @returns a new Angle
  71330. */
  71331. static FromRadians(radians: number): Angle;
  71332. /**
  71333. * Gets a new Angle object from the given float in degrees
  71334. * @param degrees defines the angle value in degrees
  71335. * @returns a new Angle
  71336. */
  71337. static FromDegrees(degrees: number): Angle;
  71338. }
  71339. /**
  71340. * This represents an arc in a 2d space.
  71341. */
  71342. export class Arc2 {
  71343. /** Defines the start point of the arc */
  71344. startPoint: Vector2;
  71345. /** Defines the mid point of the arc */
  71346. midPoint: Vector2;
  71347. /** Defines the end point of the arc */
  71348. endPoint: Vector2;
  71349. /**
  71350. * Defines the center point of the arc.
  71351. */
  71352. centerPoint: Vector2;
  71353. /**
  71354. * Defines the radius of the arc.
  71355. */
  71356. radius: number;
  71357. /**
  71358. * Defines the angle of the arc (from mid point to end point).
  71359. */
  71360. angle: Angle;
  71361. /**
  71362. * Defines the start angle of the arc (from start point to middle point).
  71363. */
  71364. startAngle: Angle;
  71365. /**
  71366. * Defines the orientation of the arc (clock wise/counter clock wise).
  71367. */
  71368. orientation: Orientation;
  71369. /**
  71370. * Creates an Arc object from the three given points : start, middle and end.
  71371. * @param startPoint Defines the start point of the arc
  71372. * @param midPoint Defines the midlle point of the arc
  71373. * @param endPoint Defines the end point of the arc
  71374. */
  71375. constructor(
  71376. /** Defines the start point of the arc */
  71377. startPoint: Vector2,
  71378. /** Defines the mid point of the arc */
  71379. midPoint: Vector2,
  71380. /** Defines the end point of the arc */
  71381. endPoint: Vector2);
  71382. }
  71383. /**
  71384. * Represents a 2D path made up of multiple 2D points
  71385. */
  71386. export class Path2 {
  71387. private _points;
  71388. private _length;
  71389. /**
  71390. * If the path start and end point are the same
  71391. */
  71392. closed: boolean;
  71393. /**
  71394. * Creates a Path2 object from the starting 2D coordinates x and y.
  71395. * @param x the starting points x value
  71396. * @param y the starting points y value
  71397. */
  71398. constructor(x: number, y: number);
  71399. /**
  71400. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  71401. * @param x the added points x value
  71402. * @param y the added points y value
  71403. * @returns the updated Path2.
  71404. */
  71405. addLineTo(x: number, y: number): Path2;
  71406. /**
  71407. * 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.
  71408. * @param midX middle point x value
  71409. * @param midY middle point y value
  71410. * @param endX end point x value
  71411. * @param endY end point y value
  71412. * @param numberOfSegments (default: 36)
  71413. * @returns the updated Path2.
  71414. */
  71415. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  71416. /**
  71417. * Closes the Path2.
  71418. * @returns the Path2.
  71419. */
  71420. close(): Path2;
  71421. /**
  71422. * Gets the sum of the distance between each sequential point in the path
  71423. * @returns the Path2 total length (float).
  71424. */
  71425. length(): number;
  71426. /**
  71427. * Gets the points which construct the path
  71428. * @returns the Path2 internal array of points.
  71429. */
  71430. getPoints(): Vector2[];
  71431. /**
  71432. * Retreives the point at the distance aways from the starting point
  71433. * @param normalizedLengthPosition the length along the path to retreive the point from
  71434. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  71435. */
  71436. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  71437. /**
  71438. * Creates a new path starting from an x and y position
  71439. * @param x starting x value
  71440. * @param y starting y value
  71441. * @returns a new Path2 starting at the coordinates (x, y).
  71442. */
  71443. static StartingAt(x: number, y: number): Path2;
  71444. }
  71445. /**
  71446. * Represents a 3D path made up of multiple 3D points
  71447. */
  71448. export class Path3D {
  71449. /**
  71450. * an array of Vector3, the curve axis of the Path3D
  71451. */
  71452. path: Vector3[];
  71453. private _curve;
  71454. private _distances;
  71455. private _tangents;
  71456. private _normals;
  71457. private _binormals;
  71458. private _raw;
  71459. /**
  71460. * new Path3D(path, normal, raw)
  71461. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  71462. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  71463. * @param path an array of Vector3, the curve axis of the Path3D
  71464. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  71465. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  71466. */
  71467. constructor(
  71468. /**
  71469. * an array of Vector3, the curve axis of the Path3D
  71470. */
  71471. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean);
  71472. /**
  71473. * Returns the Path3D array of successive Vector3 designing its curve.
  71474. * @returns the Path3D array of successive Vector3 designing its curve.
  71475. */
  71476. getCurve(): Vector3[];
  71477. /**
  71478. * Returns an array populated with tangent vectors on each Path3D curve point.
  71479. * @returns an array populated with tangent vectors on each Path3D curve point.
  71480. */
  71481. getTangents(): Vector3[];
  71482. /**
  71483. * Returns an array populated with normal vectors on each Path3D curve point.
  71484. * @returns an array populated with normal vectors on each Path3D curve point.
  71485. */
  71486. getNormals(): Vector3[];
  71487. /**
  71488. * Returns an array populated with binormal vectors on each Path3D curve point.
  71489. * @returns an array populated with binormal vectors on each Path3D curve point.
  71490. */
  71491. getBinormals(): Vector3[];
  71492. /**
  71493. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  71494. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  71495. */
  71496. getDistances(): number[];
  71497. /**
  71498. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  71499. * @param path path which all values are copied into the curves points
  71500. * @param firstNormal which should be projected onto the curve
  71501. * @returns the same object updated.
  71502. */
  71503. update(path: Vector3[], firstNormal?: Nullable<Vector3>): Path3D;
  71504. private _compute;
  71505. private _getFirstNonNullVector;
  71506. private _getLastNonNullVector;
  71507. private _normalVector;
  71508. }
  71509. /**
  71510. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  71511. * A Curve3 is designed from a series of successive Vector3.
  71512. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  71513. */
  71514. export class Curve3 {
  71515. private _points;
  71516. private _length;
  71517. /**
  71518. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  71519. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  71520. * @param v1 (Vector3) the control point
  71521. * @param v2 (Vector3) the end point of the Quadratic Bezier
  71522. * @param nbPoints (integer) the wanted number of points in the curve
  71523. * @returns the created Curve3
  71524. */
  71525. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  71526. /**
  71527. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  71528. * @param v0 (Vector3) the origin point of the Cubic Bezier
  71529. * @param v1 (Vector3) the first control point
  71530. * @param v2 (Vector3) the second control point
  71531. * @param v3 (Vector3) the end point of the Cubic Bezier
  71532. * @param nbPoints (integer) the wanted number of points in the curve
  71533. * @returns the created Curve3
  71534. */
  71535. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  71536. /**
  71537. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  71538. * @param p1 (Vector3) the origin point of the Hermite Spline
  71539. * @param t1 (Vector3) the tangent vector at the origin point
  71540. * @param p2 (Vector3) the end point of the Hermite Spline
  71541. * @param t2 (Vector3) the tangent vector at the end point
  71542. * @param nbPoints (integer) the wanted number of points in the curve
  71543. * @returns the created Curve3
  71544. */
  71545. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  71546. /**
  71547. * Returns a Curve3 object along a CatmullRom Spline curve :
  71548. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  71549. * @param nbPoints (integer) the wanted number of points between each curve control points
  71550. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  71551. * @returns the created Curve3
  71552. */
  71553. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  71554. /**
  71555. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  71556. * A Curve3 is designed from a series of successive Vector3.
  71557. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  71558. * @param points points which make up the curve
  71559. */
  71560. constructor(points: Vector3[]);
  71561. /**
  71562. * @returns the Curve3 stored array of successive Vector3
  71563. */
  71564. getPoints(): Vector3[];
  71565. /**
  71566. * @returns the computed length (float) of the curve.
  71567. */
  71568. length(): number;
  71569. /**
  71570. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  71571. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  71572. * curveA and curveB keep unchanged.
  71573. * @param curve the curve to continue from this curve
  71574. * @returns the newly constructed curve
  71575. */
  71576. continue(curve: DeepImmutable<Curve3>): Curve3;
  71577. private _computeLength;
  71578. }
  71579. }
  71580. declare module BABYLON {
  71581. /**
  71582. * This represents the main contract an easing function should follow.
  71583. * Easing functions are used throughout the animation system.
  71584. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71585. */
  71586. export interface IEasingFunction {
  71587. /**
  71588. * Given an input gradient between 0 and 1, this returns the corrseponding value
  71589. * of the easing function.
  71590. * The link below provides some of the most common examples of easing functions.
  71591. * @see https://easings.net/
  71592. * @param gradient Defines the value between 0 and 1 we want the easing value for
  71593. * @returns the corresponding value on the curve defined by the easing function
  71594. */
  71595. ease(gradient: number): number;
  71596. }
  71597. /**
  71598. * Base class used for every default easing function.
  71599. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71600. */
  71601. export class EasingFunction implements IEasingFunction {
  71602. /**
  71603. * Interpolation follows the mathematical formula associated with the easing function.
  71604. */
  71605. static readonly EASINGMODE_EASEIN: number;
  71606. /**
  71607. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  71608. */
  71609. static readonly EASINGMODE_EASEOUT: number;
  71610. /**
  71611. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  71612. */
  71613. static readonly EASINGMODE_EASEINOUT: number;
  71614. private _easingMode;
  71615. /**
  71616. * Sets the easing mode of the current function.
  71617. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  71618. */
  71619. setEasingMode(easingMode: number): void;
  71620. /**
  71621. * Gets the current easing mode.
  71622. * @returns the easing mode
  71623. */
  71624. getEasingMode(): number;
  71625. /**
  71626. * @hidden
  71627. */
  71628. easeInCore(gradient: number): number;
  71629. /**
  71630. * Given an input gradient between 0 and 1, this returns the corresponding value
  71631. * of the easing function.
  71632. * @param gradient Defines the value between 0 and 1 we want the easing value for
  71633. * @returns the corresponding value on the curve defined by the easing function
  71634. */
  71635. ease(gradient: number): number;
  71636. }
  71637. /**
  71638. * Easing function with a circle shape (see link below).
  71639. * @see https://easings.net/#easeInCirc
  71640. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71641. */
  71642. export class CircleEase extends EasingFunction implements IEasingFunction {
  71643. /** @hidden */
  71644. easeInCore(gradient: number): number;
  71645. }
  71646. /**
  71647. * Easing function with a ease back shape (see link below).
  71648. * @see https://easings.net/#easeInBack
  71649. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71650. */
  71651. export class BackEase extends EasingFunction implements IEasingFunction {
  71652. /** Defines the amplitude of the function */
  71653. amplitude: number;
  71654. /**
  71655. * Instantiates a back ease easing
  71656. * @see https://easings.net/#easeInBack
  71657. * @param amplitude Defines the amplitude of the function
  71658. */
  71659. constructor(
  71660. /** Defines the amplitude of the function */
  71661. amplitude?: number);
  71662. /** @hidden */
  71663. easeInCore(gradient: number): number;
  71664. }
  71665. /**
  71666. * Easing function with a bouncing shape (see link below).
  71667. * @see https://easings.net/#easeInBounce
  71668. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71669. */
  71670. export class BounceEase extends EasingFunction implements IEasingFunction {
  71671. /** Defines the number of bounces */
  71672. bounces: number;
  71673. /** Defines the amplitude of the bounce */
  71674. bounciness: number;
  71675. /**
  71676. * Instantiates a bounce easing
  71677. * @see https://easings.net/#easeInBounce
  71678. * @param bounces Defines the number of bounces
  71679. * @param bounciness Defines the amplitude of the bounce
  71680. */
  71681. constructor(
  71682. /** Defines the number of bounces */
  71683. bounces?: number,
  71684. /** Defines the amplitude of the bounce */
  71685. bounciness?: number);
  71686. /** @hidden */
  71687. easeInCore(gradient: number): number;
  71688. }
  71689. /**
  71690. * Easing function with a power of 3 shape (see link below).
  71691. * @see https://easings.net/#easeInCubic
  71692. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71693. */
  71694. export class CubicEase extends EasingFunction implements IEasingFunction {
  71695. /** @hidden */
  71696. easeInCore(gradient: number): number;
  71697. }
  71698. /**
  71699. * Easing function with an elastic shape (see link below).
  71700. * @see https://easings.net/#easeInElastic
  71701. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71702. */
  71703. export class ElasticEase extends EasingFunction implements IEasingFunction {
  71704. /** Defines the number of oscillations*/
  71705. oscillations: number;
  71706. /** Defines the amplitude of the oscillations*/
  71707. springiness: number;
  71708. /**
  71709. * Instantiates an elastic easing function
  71710. * @see https://easings.net/#easeInElastic
  71711. * @param oscillations Defines the number of oscillations
  71712. * @param springiness Defines the amplitude of the oscillations
  71713. */
  71714. constructor(
  71715. /** Defines the number of oscillations*/
  71716. oscillations?: number,
  71717. /** Defines the amplitude of the oscillations*/
  71718. springiness?: number);
  71719. /** @hidden */
  71720. easeInCore(gradient: number): number;
  71721. }
  71722. /**
  71723. * Easing function with an exponential shape (see link below).
  71724. * @see https://easings.net/#easeInExpo
  71725. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71726. */
  71727. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  71728. /** Defines the exponent of the function */
  71729. exponent: number;
  71730. /**
  71731. * Instantiates an exponential easing function
  71732. * @see https://easings.net/#easeInExpo
  71733. * @param exponent Defines the exponent of the function
  71734. */
  71735. constructor(
  71736. /** Defines the exponent of the function */
  71737. exponent?: number);
  71738. /** @hidden */
  71739. easeInCore(gradient: number): number;
  71740. }
  71741. /**
  71742. * Easing function with a power shape (see link below).
  71743. * @see https://easings.net/#easeInQuad
  71744. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71745. */
  71746. export class PowerEase extends EasingFunction implements IEasingFunction {
  71747. /** Defines the power of the function */
  71748. power: number;
  71749. /**
  71750. * Instantiates an power base easing function
  71751. * @see https://easings.net/#easeInQuad
  71752. * @param power Defines the power of the function
  71753. */
  71754. constructor(
  71755. /** Defines the power of the function */
  71756. power?: number);
  71757. /** @hidden */
  71758. easeInCore(gradient: number): number;
  71759. }
  71760. /**
  71761. * Easing function with a power of 2 shape (see link below).
  71762. * @see https://easings.net/#easeInQuad
  71763. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71764. */
  71765. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  71766. /** @hidden */
  71767. easeInCore(gradient: number): number;
  71768. }
  71769. /**
  71770. * Easing function with a power of 4 shape (see link below).
  71771. * @see https://easings.net/#easeInQuart
  71772. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71773. */
  71774. export class QuarticEase extends EasingFunction implements IEasingFunction {
  71775. /** @hidden */
  71776. easeInCore(gradient: number): number;
  71777. }
  71778. /**
  71779. * Easing function with a power of 5 shape (see link below).
  71780. * @see https://easings.net/#easeInQuint
  71781. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71782. */
  71783. export class QuinticEase extends EasingFunction implements IEasingFunction {
  71784. /** @hidden */
  71785. easeInCore(gradient: number): number;
  71786. }
  71787. /**
  71788. * Easing function with a sin shape (see link below).
  71789. * @see https://easings.net/#easeInSine
  71790. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71791. */
  71792. export class SineEase extends EasingFunction implements IEasingFunction {
  71793. /** @hidden */
  71794. easeInCore(gradient: number): number;
  71795. }
  71796. /**
  71797. * Easing function with a bezier shape (see link below).
  71798. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  71799. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  71800. */
  71801. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  71802. /** Defines the x component of the start tangent in the bezier curve */
  71803. x1: number;
  71804. /** Defines the y component of the start tangent in the bezier curve */
  71805. y1: number;
  71806. /** Defines the x component of the end tangent in the bezier curve */
  71807. x2: number;
  71808. /** Defines the y component of the end tangent in the bezier curve */
  71809. y2: number;
  71810. /**
  71811. * Instantiates a bezier function
  71812. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  71813. * @param x1 Defines the x component of the start tangent in the bezier curve
  71814. * @param y1 Defines the y component of the start tangent in the bezier curve
  71815. * @param x2 Defines the x component of the end tangent in the bezier curve
  71816. * @param y2 Defines the y component of the end tangent in the bezier curve
  71817. */
  71818. constructor(
  71819. /** Defines the x component of the start tangent in the bezier curve */
  71820. x1?: number,
  71821. /** Defines the y component of the start tangent in the bezier curve */
  71822. y1?: number,
  71823. /** Defines the x component of the end tangent in the bezier curve */
  71824. x2?: number,
  71825. /** Defines the y component of the end tangent in the bezier curve */
  71826. y2?: number);
  71827. /** @hidden */
  71828. easeInCore(gradient: number): number;
  71829. }
  71830. }
  71831. declare module BABYLON {
  71832. /**
  71833. * Defines an interface which represents an animation key frame
  71834. */
  71835. export interface IAnimationKey {
  71836. /**
  71837. * Frame of the key frame
  71838. */
  71839. frame: number;
  71840. /**
  71841. * Value at the specifies key frame
  71842. */
  71843. value: any;
  71844. /**
  71845. * The input tangent for the cubic hermite spline
  71846. */
  71847. inTangent?: any;
  71848. /**
  71849. * The output tangent for the cubic hermite spline
  71850. */
  71851. outTangent?: any;
  71852. /**
  71853. * The animation interpolation type
  71854. */
  71855. interpolation?: AnimationKeyInterpolation;
  71856. }
  71857. /**
  71858. * Enum for the animation key frame interpolation type
  71859. */
  71860. export enum AnimationKeyInterpolation {
  71861. /**
  71862. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  71863. */
  71864. STEP = 1
  71865. }
  71866. }
  71867. declare module BABYLON {
  71868. /**
  71869. * Represents the range of an animation
  71870. */
  71871. export class AnimationRange {
  71872. /**The name of the animation range**/
  71873. name: string;
  71874. /**The starting frame of the animation */
  71875. from: number;
  71876. /**The ending frame of the animation*/
  71877. to: number;
  71878. /**
  71879. * Initializes the range of an animation
  71880. * @param name The name of the animation range
  71881. * @param from The starting frame of the animation
  71882. * @param to The ending frame of the animation
  71883. */
  71884. constructor(
  71885. /**The name of the animation range**/
  71886. name: string,
  71887. /**The starting frame of the animation */
  71888. from: number,
  71889. /**The ending frame of the animation*/
  71890. to: number);
  71891. /**
  71892. * Makes a copy of the animation range
  71893. * @returns A copy of the animation range
  71894. */
  71895. clone(): AnimationRange;
  71896. }
  71897. }
  71898. declare module BABYLON {
  71899. /**
  71900. * Composed of a frame, and an action function
  71901. */
  71902. export class AnimationEvent {
  71903. /** The frame for which the event is triggered **/
  71904. frame: number;
  71905. /** The event to perform when triggered **/
  71906. action: (currentFrame: number) => void;
  71907. /** Specifies if the event should be triggered only once**/
  71908. onlyOnce?: boolean | undefined;
  71909. /**
  71910. * Specifies if the animation event is done
  71911. */
  71912. isDone: boolean;
  71913. /**
  71914. * Initializes the animation event
  71915. * @param frame The frame for which the event is triggered
  71916. * @param action The event to perform when triggered
  71917. * @param onlyOnce Specifies if the event should be triggered only once
  71918. */
  71919. constructor(
  71920. /** The frame for which the event is triggered **/
  71921. frame: number,
  71922. /** The event to perform when triggered **/
  71923. action: (currentFrame: number) => void,
  71924. /** Specifies if the event should be triggered only once**/
  71925. onlyOnce?: boolean | undefined);
  71926. /** @hidden */
  71927. _clone(): AnimationEvent;
  71928. }
  71929. }
  71930. declare module BABYLON {
  71931. /**
  71932. * Interface used to define a behavior
  71933. */
  71934. export interface Behavior<T> {
  71935. /** gets or sets behavior's name */
  71936. name: string;
  71937. /**
  71938. * Function called when the behavior needs to be initialized (after attaching it to a target)
  71939. */
  71940. init(): void;
  71941. /**
  71942. * Called when the behavior is attached to a target
  71943. * @param target defines the target where the behavior is attached to
  71944. */
  71945. attach(target: T): void;
  71946. /**
  71947. * Called when the behavior is detached from its target
  71948. */
  71949. detach(): void;
  71950. }
  71951. /**
  71952. * Interface implemented by classes supporting behaviors
  71953. */
  71954. export interface IBehaviorAware<T> {
  71955. /**
  71956. * Attach a behavior
  71957. * @param behavior defines the behavior to attach
  71958. * @returns the current host
  71959. */
  71960. addBehavior(behavior: Behavior<T>): T;
  71961. /**
  71962. * Remove a behavior from the current object
  71963. * @param behavior defines the behavior to detach
  71964. * @returns the current host
  71965. */
  71966. removeBehavior(behavior: Behavior<T>): T;
  71967. /**
  71968. * Gets a behavior using its name to search
  71969. * @param name defines the name to search
  71970. * @returns the behavior or null if not found
  71971. */
  71972. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  71973. }
  71974. }
  71975. declare module BABYLON {
  71976. /**
  71977. * Defines an array and its length.
  71978. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  71979. */
  71980. export interface ISmartArrayLike<T> {
  71981. /**
  71982. * The data of the array.
  71983. */
  71984. data: Array<T>;
  71985. /**
  71986. * The active length of the array.
  71987. */
  71988. length: number;
  71989. }
  71990. /**
  71991. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  71992. */
  71993. export class SmartArray<T> implements ISmartArrayLike<T> {
  71994. /**
  71995. * The full set of data from the array.
  71996. */
  71997. data: Array<T>;
  71998. /**
  71999. * The active length of the array.
  72000. */
  72001. length: number;
  72002. protected _id: number;
  72003. /**
  72004. * Instantiates a Smart Array.
  72005. * @param capacity defines the default capacity of the array.
  72006. */
  72007. constructor(capacity: number);
  72008. /**
  72009. * Pushes a value at the end of the active data.
  72010. * @param value defines the object to push in the array.
  72011. */
  72012. push(value: T): void;
  72013. /**
  72014. * Iterates over the active data and apply the lambda to them.
  72015. * @param func defines the action to apply on each value.
  72016. */
  72017. forEach(func: (content: T) => void): void;
  72018. /**
  72019. * Sorts the full sets of data.
  72020. * @param compareFn defines the comparison function to apply.
  72021. */
  72022. sort(compareFn: (a: T, b: T) => number): void;
  72023. /**
  72024. * Resets the active data to an empty array.
  72025. */
  72026. reset(): void;
  72027. /**
  72028. * Releases all the data from the array as well as the array.
  72029. */
  72030. dispose(): void;
  72031. /**
  72032. * Concats the active data with a given array.
  72033. * @param array defines the data to concatenate with.
  72034. */
  72035. concat(array: any): void;
  72036. /**
  72037. * Returns the position of a value in the active data.
  72038. * @param value defines the value to find the index for
  72039. * @returns the index if found in the active data otherwise -1
  72040. */
  72041. indexOf(value: T): number;
  72042. /**
  72043. * Returns whether an element is part of the active data.
  72044. * @param value defines the value to look for
  72045. * @returns true if found in the active data otherwise false
  72046. */
  72047. contains(value: T): boolean;
  72048. private static _GlobalId;
  72049. }
  72050. /**
  72051. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  72052. * The data in this array can only be present once
  72053. */
  72054. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  72055. private _duplicateId;
  72056. /**
  72057. * Pushes a value at the end of the active data.
  72058. * THIS DOES NOT PREVENT DUPPLICATE DATA
  72059. * @param value defines the object to push in the array.
  72060. */
  72061. push(value: T): void;
  72062. /**
  72063. * Pushes a value at the end of the active data.
  72064. * If the data is already present, it won t be added again
  72065. * @param value defines the object to push in the array.
  72066. * @returns true if added false if it was already present
  72067. */
  72068. pushNoDuplicate(value: T): boolean;
  72069. /**
  72070. * Resets the active data to an empty array.
  72071. */
  72072. reset(): void;
  72073. /**
  72074. * Concats the active data with a given array.
  72075. * This ensures no dupplicate will be present in the result.
  72076. * @param array defines the data to concatenate with.
  72077. */
  72078. concatWithNoDuplicate(array: any): void;
  72079. }
  72080. }
  72081. declare module BABYLON {
  72082. /**
  72083. * @ignore
  72084. * This is a list of all the different input types that are available in the application.
  72085. * Fo instance: ArcRotateCameraGamepadInput...
  72086. */
  72087. export var CameraInputTypes: {};
  72088. /**
  72089. * This is the contract to implement in order to create a new input class.
  72090. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  72091. */
  72092. export interface ICameraInput<TCamera extends Camera> {
  72093. /**
  72094. * Defines the camera the input is attached to.
  72095. */
  72096. camera: Nullable<TCamera>;
  72097. /**
  72098. * Gets the class name of the current intput.
  72099. * @returns the class name
  72100. */
  72101. getClassName(): string;
  72102. /**
  72103. * Get the friendly name associated with the input class.
  72104. * @returns the input friendly name
  72105. */
  72106. getSimpleName(): string;
  72107. /**
  72108. * Attach the input controls to a specific dom element to get the input from.
  72109. * @param element Defines the element the controls should be listened from
  72110. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  72111. */
  72112. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  72113. /**
  72114. * Detach the current controls from the specified dom element.
  72115. * @param element Defines the element to stop listening the inputs from
  72116. */
  72117. detachControl(element: Nullable<HTMLElement>): void;
  72118. /**
  72119. * Update the current camera state depending on the inputs that have been used this frame.
  72120. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  72121. */
  72122. checkInputs?: () => void;
  72123. }
  72124. /**
  72125. * Represents a map of input types to input instance or input index to input instance.
  72126. */
  72127. export interface CameraInputsMap<TCamera extends Camera> {
  72128. /**
  72129. * Accessor to the input by input type.
  72130. */
  72131. [name: string]: ICameraInput<TCamera>;
  72132. /**
  72133. * Accessor to the input by input index.
  72134. */
  72135. [idx: number]: ICameraInput<TCamera>;
  72136. }
  72137. /**
  72138. * This represents the input manager used within a camera.
  72139. * It helps dealing with all the different kind of input attached to a camera.
  72140. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  72141. */
  72142. export class CameraInputsManager<TCamera extends Camera> {
  72143. /**
  72144. * Defines the list of inputs attahed to the camera.
  72145. */
  72146. attached: CameraInputsMap<TCamera>;
  72147. /**
  72148. * Defines the dom element the camera is collecting inputs from.
  72149. * This is null if the controls have not been attached.
  72150. */
  72151. attachedElement: Nullable<HTMLElement>;
  72152. /**
  72153. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  72154. */
  72155. noPreventDefault: boolean;
  72156. /**
  72157. * Defined the camera the input manager belongs to.
  72158. */
  72159. camera: TCamera;
  72160. /**
  72161. * Update the current camera state depending on the inputs that have been used this frame.
  72162. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  72163. */
  72164. checkInputs: () => void;
  72165. /**
  72166. * Instantiate a new Camera Input Manager.
  72167. * @param camera Defines the camera the input manager blongs to
  72168. */
  72169. constructor(camera: TCamera);
  72170. /**
  72171. * Add an input method to a camera
  72172. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  72173. * @param input camera input method
  72174. */
  72175. add(input: ICameraInput<TCamera>): void;
  72176. /**
  72177. * Remove a specific input method from a camera
  72178. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  72179. * @param inputToRemove camera input method
  72180. */
  72181. remove(inputToRemove: ICameraInput<TCamera>): void;
  72182. /**
  72183. * Remove a specific input type from a camera
  72184. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  72185. * @param inputType the type of the input to remove
  72186. */
  72187. removeByType(inputType: string): void;
  72188. private _addCheckInputs;
  72189. /**
  72190. * Attach the input controls to the currently attached dom element to listen the events from.
  72191. * @param input Defines the input to attach
  72192. */
  72193. attachInput(input: ICameraInput<TCamera>): void;
  72194. /**
  72195. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  72196. * @param element Defines the dom element to collect the events from
  72197. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  72198. */
  72199. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  72200. /**
  72201. * Detach the current manager inputs controls from a specific dom element.
  72202. * @param element Defines the dom element to collect the events from
  72203. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  72204. */
  72205. detachElement(element: HTMLElement, disconnect?: boolean): void;
  72206. /**
  72207. * Rebuild the dynamic inputCheck function from the current list of
  72208. * defined inputs in the manager.
  72209. */
  72210. rebuildInputCheck(): void;
  72211. /**
  72212. * Remove all attached input methods from a camera
  72213. */
  72214. clear(): void;
  72215. /**
  72216. * Serialize the current input manager attached to a camera.
  72217. * This ensures than once parsed,
  72218. * the input associated to the camera will be identical to the current ones
  72219. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  72220. */
  72221. serialize(serializedCamera: any): void;
  72222. /**
  72223. * Parses an input manager serialized JSON to restore the previous list of inputs
  72224. * and states associated to a camera.
  72225. * @param parsedCamera Defines the JSON to parse
  72226. */
  72227. parse(parsedCamera: any): void;
  72228. }
  72229. }
  72230. declare module BABYLON {
  72231. /**
  72232. * @hidden
  72233. */
  72234. export class IntersectionInfo {
  72235. bu: Nullable<number>;
  72236. bv: Nullable<number>;
  72237. distance: number;
  72238. faceId: number;
  72239. subMeshId: number;
  72240. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  72241. }
  72242. }
  72243. declare module BABYLON {
  72244. /**
  72245. * Represens a plane by the equation ax + by + cz + d = 0
  72246. */
  72247. export class Plane {
  72248. private static _TmpMatrix;
  72249. /**
  72250. * Normal of the plane (a,b,c)
  72251. */
  72252. normal: Vector3;
  72253. /**
  72254. * d component of the plane
  72255. */
  72256. d: number;
  72257. /**
  72258. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  72259. * @param a a component of the plane
  72260. * @param b b component of the plane
  72261. * @param c c component of the plane
  72262. * @param d d component of the plane
  72263. */
  72264. constructor(a: number, b: number, c: number, d: number);
  72265. /**
  72266. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  72267. */
  72268. asArray(): number[];
  72269. /**
  72270. * @returns a new plane copied from the current Plane.
  72271. */
  72272. clone(): Plane;
  72273. /**
  72274. * @returns the string "Plane".
  72275. */
  72276. getClassName(): string;
  72277. /**
  72278. * @returns the Plane hash code.
  72279. */
  72280. getHashCode(): number;
  72281. /**
  72282. * Normalize the current Plane in place.
  72283. * @returns the updated Plane.
  72284. */
  72285. normalize(): Plane;
  72286. /**
  72287. * Applies a transformation the plane and returns the result
  72288. * @param transformation the transformation matrix to be applied to the plane
  72289. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  72290. */
  72291. transform(transformation: DeepImmutable<Matrix>): Plane;
  72292. /**
  72293. * Calcualtte the dot product between the point and the plane normal
  72294. * @param point point to calculate the dot product with
  72295. * @returns the dot product (float) of the point coordinates and the plane normal.
  72296. */
  72297. dotCoordinate(point: DeepImmutable<Vector3>): number;
  72298. /**
  72299. * Updates the current Plane from the plane defined by the three given points.
  72300. * @param point1 one of the points used to contruct the plane
  72301. * @param point2 one of the points used to contruct the plane
  72302. * @param point3 one of the points used to contruct the plane
  72303. * @returns the updated Plane.
  72304. */
  72305. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  72306. /**
  72307. * Checks if the plane is facing a given direction
  72308. * @param direction the direction to check if the plane is facing
  72309. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  72310. * @returns True is the vector "direction" is the same side than the plane normal.
  72311. */
  72312. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  72313. /**
  72314. * Calculates the distance to a point
  72315. * @param point point to calculate distance to
  72316. * @returns the signed distance (float) from the given point to the Plane.
  72317. */
  72318. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  72319. /**
  72320. * Creates a plane from an array
  72321. * @param array the array to create a plane from
  72322. * @returns a new Plane from the given array.
  72323. */
  72324. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  72325. /**
  72326. * Creates a plane from three points
  72327. * @param point1 point used to create the plane
  72328. * @param point2 point used to create the plane
  72329. * @param point3 point used to create the plane
  72330. * @returns a new Plane defined by the three given points.
  72331. */
  72332. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  72333. /**
  72334. * Creates a plane from an origin point and a normal
  72335. * @param origin origin of the plane to be constructed
  72336. * @param normal normal of the plane to be constructed
  72337. * @returns a new Plane the normal vector to this plane at the given origin point.
  72338. * Note : the vector "normal" is updated because normalized.
  72339. */
  72340. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  72341. /**
  72342. * Calculates the distance from a plane and a point
  72343. * @param origin origin of the plane to be constructed
  72344. * @param normal normal of the plane to be constructed
  72345. * @param point point to calculate distance to
  72346. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  72347. */
  72348. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  72349. }
  72350. }
  72351. declare module BABYLON {
  72352. /**
  72353. * Class used to store bounding sphere information
  72354. */
  72355. export class BoundingSphere {
  72356. /**
  72357. * Gets the center of the bounding sphere in local space
  72358. */
  72359. readonly center: Vector3;
  72360. /**
  72361. * Radius of the bounding sphere in local space
  72362. */
  72363. radius: number;
  72364. /**
  72365. * Gets the center of the bounding sphere in world space
  72366. */
  72367. readonly centerWorld: Vector3;
  72368. /**
  72369. * Radius of the bounding sphere in world space
  72370. */
  72371. radiusWorld: number;
  72372. /**
  72373. * Gets the minimum vector in local space
  72374. */
  72375. readonly minimum: Vector3;
  72376. /**
  72377. * Gets the maximum vector in local space
  72378. */
  72379. readonly maximum: Vector3;
  72380. private _worldMatrix;
  72381. private static readonly TmpVector3;
  72382. /**
  72383. * Creates a new bounding sphere
  72384. * @param min defines the minimum vector (in local space)
  72385. * @param max defines the maximum vector (in local space)
  72386. * @param worldMatrix defines the new world matrix
  72387. */
  72388. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  72389. /**
  72390. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  72391. * @param min defines the new minimum vector (in local space)
  72392. * @param max defines the new maximum vector (in local space)
  72393. * @param worldMatrix defines the new world matrix
  72394. */
  72395. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  72396. /**
  72397. * Scale the current bounding sphere by applying a scale factor
  72398. * @param factor defines the scale factor to apply
  72399. * @returns the current bounding box
  72400. */
  72401. scale(factor: number): BoundingSphere;
  72402. /**
  72403. * Gets the world matrix of the bounding box
  72404. * @returns a matrix
  72405. */
  72406. getWorldMatrix(): DeepImmutable<Matrix>;
  72407. /** @hidden */
  72408. _update(worldMatrix: DeepImmutable<Matrix>): void;
  72409. /**
  72410. * Tests if the bounding sphere is intersecting the frustum planes
  72411. * @param frustumPlanes defines the frustum planes to test
  72412. * @returns true if there is an intersection
  72413. */
  72414. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  72415. /**
  72416. * Tests if the bounding sphere center is in between the frustum planes.
  72417. * Used for optimistic fast inclusion.
  72418. * @param frustumPlanes defines the frustum planes to test
  72419. * @returns true if the sphere center is in between the frustum planes
  72420. */
  72421. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  72422. /**
  72423. * Tests if a point is inside the bounding sphere
  72424. * @param point defines the point to test
  72425. * @returns true if the point is inside the bounding sphere
  72426. */
  72427. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  72428. /**
  72429. * Checks if two sphere intersct
  72430. * @param sphere0 sphere 0
  72431. * @param sphere1 sphere 1
  72432. * @returns true if the speres intersect
  72433. */
  72434. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  72435. }
  72436. }
  72437. declare module BABYLON {
  72438. /**
  72439. * Class used to store bounding box information
  72440. */
  72441. export class BoundingBox implements ICullable {
  72442. /**
  72443. * Gets the 8 vectors representing the bounding box in local space
  72444. */
  72445. readonly vectors: Vector3[];
  72446. /**
  72447. * Gets the center of the bounding box in local space
  72448. */
  72449. readonly center: Vector3;
  72450. /**
  72451. * Gets the center of the bounding box in world space
  72452. */
  72453. readonly centerWorld: Vector3;
  72454. /**
  72455. * Gets the extend size in local space
  72456. */
  72457. readonly extendSize: Vector3;
  72458. /**
  72459. * Gets the extend size in world space
  72460. */
  72461. readonly extendSizeWorld: Vector3;
  72462. /**
  72463. * Gets the OBB (object bounding box) directions
  72464. */
  72465. readonly directions: Vector3[];
  72466. /**
  72467. * Gets the 8 vectors representing the bounding box in world space
  72468. */
  72469. readonly vectorsWorld: Vector3[];
  72470. /**
  72471. * Gets the minimum vector in world space
  72472. */
  72473. readonly minimumWorld: Vector3;
  72474. /**
  72475. * Gets the maximum vector in world space
  72476. */
  72477. readonly maximumWorld: Vector3;
  72478. /**
  72479. * Gets the minimum vector in local space
  72480. */
  72481. readonly minimum: Vector3;
  72482. /**
  72483. * Gets the maximum vector in local space
  72484. */
  72485. readonly maximum: Vector3;
  72486. private _worldMatrix;
  72487. private static readonly TmpVector3;
  72488. /**
  72489. * @hidden
  72490. */
  72491. _tag: number;
  72492. /**
  72493. * Creates a new bounding box
  72494. * @param min defines the minimum vector (in local space)
  72495. * @param max defines the maximum vector (in local space)
  72496. * @param worldMatrix defines the new world matrix
  72497. */
  72498. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  72499. /**
  72500. * Recreates the entire bounding box from scratch as if we call the constructor in place
  72501. * @param min defines the new minimum vector (in local space)
  72502. * @param max defines the new maximum vector (in local space)
  72503. * @param worldMatrix defines the new world matrix
  72504. */
  72505. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  72506. /**
  72507. * Scale the current bounding box by applying a scale factor
  72508. * @param factor defines the scale factor to apply
  72509. * @returns the current bounding box
  72510. */
  72511. scale(factor: number): BoundingBox;
  72512. /**
  72513. * Gets the world matrix of the bounding box
  72514. * @returns a matrix
  72515. */
  72516. getWorldMatrix(): DeepImmutable<Matrix>;
  72517. /** @hidden */
  72518. _update(world: DeepImmutable<Matrix>): void;
  72519. /**
  72520. * Tests if the bounding box is intersecting the frustum planes
  72521. * @param frustumPlanes defines the frustum planes to test
  72522. * @returns true if there is an intersection
  72523. */
  72524. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  72525. /**
  72526. * Tests if the bounding box is entirely inside the frustum planes
  72527. * @param frustumPlanes defines the frustum planes to test
  72528. * @returns true if there is an inclusion
  72529. */
  72530. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  72531. /**
  72532. * Tests if a point is inside the bounding box
  72533. * @param point defines the point to test
  72534. * @returns true if the point is inside the bounding box
  72535. */
  72536. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  72537. /**
  72538. * Tests if the bounding box intersects with a bounding sphere
  72539. * @param sphere defines the sphere to test
  72540. * @returns true if there is an intersection
  72541. */
  72542. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  72543. /**
  72544. * Tests if the bounding box intersects with a box defined by a min and max vectors
  72545. * @param min defines the min vector to use
  72546. * @param max defines the max vector to use
  72547. * @returns true if there is an intersection
  72548. */
  72549. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  72550. /**
  72551. * Tests if two bounding boxes are intersections
  72552. * @param box0 defines the first box to test
  72553. * @param box1 defines the second box to test
  72554. * @returns true if there is an intersection
  72555. */
  72556. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  72557. /**
  72558. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  72559. * @param minPoint defines the minimum vector of the bounding box
  72560. * @param maxPoint defines the maximum vector of the bounding box
  72561. * @param sphereCenter defines the sphere center
  72562. * @param sphereRadius defines the sphere radius
  72563. * @returns true if there is an intersection
  72564. */
  72565. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  72566. /**
  72567. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  72568. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  72569. * @param frustumPlanes defines the frustum planes to test
  72570. * @return true if there is an inclusion
  72571. */
  72572. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  72573. /**
  72574. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  72575. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  72576. * @param frustumPlanes defines the frustum planes to test
  72577. * @return true if there is an intersection
  72578. */
  72579. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  72580. }
  72581. }
  72582. declare module BABYLON {
  72583. /** @hidden */
  72584. export class Collider {
  72585. /** Define if a collision was found */
  72586. collisionFound: boolean;
  72587. /**
  72588. * Define last intersection point in local space
  72589. */
  72590. intersectionPoint: Vector3;
  72591. /**
  72592. * Define last collided mesh
  72593. */
  72594. collidedMesh: Nullable<AbstractMesh>;
  72595. private _collisionPoint;
  72596. private _planeIntersectionPoint;
  72597. private _tempVector;
  72598. private _tempVector2;
  72599. private _tempVector3;
  72600. private _tempVector4;
  72601. private _edge;
  72602. private _baseToVertex;
  72603. private _destinationPoint;
  72604. private _slidePlaneNormal;
  72605. private _displacementVector;
  72606. /** @hidden */
  72607. _radius: Vector3;
  72608. /** @hidden */
  72609. _retry: number;
  72610. private _velocity;
  72611. private _basePoint;
  72612. private _epsilon;
  72613. /** @hidden */
  72614. _velocityWorldLength: number;
  72615. /** @hidden */
  72616. _basePointWorld: Vector3;
  72617. private _velocityWorld;
  72618. private _normalizedVelocity;
  72619. /** @hidden */
  72620. _initialVelocity: Vector3;
  72621. /** @hidden */
  72622. _initialPosition: Vector3;
  72623. private _nearestDistance;
  72624. private _collisionMask;
  72625. collisionMask: number;
  72626. /**
  72627. * Gets the plane normal used to compute the sliding response (in local space)
  72628. */
  72629. readonly slidePlaneNormal: Vector3;
  72630. /** @hidden */
  72631. _initialize(source: Vector3, dir: Vector3, e: number): void;
  72632. /** @hidden */
  72633. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  72634. /** @hidden */
  72635. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  72636. /** @hidden */
  72637. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  72638. /** @hidden */
  72639. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  72640. /** @hidden */
  72641. _getResponse(pos: Vector3, vel: Vector3): void;
  72642. }
  72643. }
  72644. declare module BABYLON {
  72645. /**
  72646. * Interface for cullable objects
  72647. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  72648. */
  72649. export interface ICullable {
  72650. /**
  72651. * Checks if the object or part of the object is in the frustum
  72652. * @param frustumPlanes Camera near/planes
  72653. * @returns true if the object is in frustum otherwise false
  72654. */
  72655. isInFrustum(frustumPlanes: Plane[]): boolean;
  72656. /**
  72657. * Checks if a cullable object (mesh...) is in the camera frustum
  72658. * Unlike isInFrustum this cheks the full bounding box
  72659. * @param frustumPlanes Camera near/planes
  72660. * @returns true if the object is in frustum otherwise false
  72661. */
  72662. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  72663. }
  72664. /**
  72665. * Info for a bounding data of a mesh
  72666. */
  72667. export class BoundingInfo implements ICullable {
  72668. /**
  72669. * Bounding box for the mesh
  72670. */
  72671. readonly boundingBox: BoundingBox;
  72672. /**
  72673. * Bounding sphere for the mesh
  72674. */
  72675. readonly boundingSphere: BoundingSphere;
  72676. private _isLocked;
  72677. private static readonly TmpVector3;
  72678. /**
  72679. * Constructs bounding info
  72680. * @param minimum min vector of the bounding box/sphere
  72681. * @param maximum max vector of the bounding box/sphere
  72682. * @param worldMatrix defines the new world matrix
  72683. */
  72684. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  72685. /**
  72686. * Recreates the entire bounding info from scratch as if we call the constructor in place
  72687. * @param min defines the new minimum vector (in local space)
  72688. * @param max defines the new maximum vector (in local space)
  72689. * @param worldMatrix defines the new world matrix
  72690. */
  72691. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  72692. /**
  72693. * min vector of the bounding box/sphere
  72694. */
  72695. readonly minimum: Vector3;
  72696. /**
  72697. * max vector of the bounding box/sphere
  72698. */
  72699. readonly maximum: Vector3;
  72700. /**
  72701. * If the info is locked and won't be updated to avoid perf overhead
  72702. */
  72703. isLocked: boolean;
  72704. /**
  72705. * Updates the bounding sphere and box
  72706. * @param world world matrix to be used to update
  72707. */
  72708. update(world: DeepImmutable<Matrix>): void;
  72709. /**
  72710. * Recreate the bounding info to be centered around a specific point given a specific extend.
  72711. * @param center New center of the bounding info
  72712. * @param extend New extend of the bounding info
  72713. * @returns the current bounding info
  72714. */
  72715. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  72716. /**
  72717. * Scale the current bounding info by applying a scale factor
  72718. * @param factor defines the scale factor to apply
  72719. * @returns the current bounding info
  72720. */
  72721. scale(factor: number): BoundingInfo;
  72722. /**
  72723. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  72724. * @param frustumPlanes defines the frustum to test
  72725. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  72726. * @returns true if the bounding info is in the frustum planes
  72727. */
  72728. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  72729. /**
  72730. * Gets the world distance between the min and max points of the bounding box
  72731. */
  72732. readonly diagonalLength: number;
  72733. /**
  72734. * Checks if a cullable object (mesh...) is in the camera frustum
  72735. * Unlike isInFrustum this cheks the full bounding box
  72736. * @param frustumPlanes Camera near/planes
  72737. * @returns true if the object is in frustum otherwise false
  72738. */
  72739. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  72740. /** @hidden */
  72741. _checkCollision(collider: Collider): boolean;
  72742. /**
  72743. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  72744. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  72745. * @param point the point to check intersection with
  72746. * @returns if the point intersects
  72747. */
  72748. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  72749. /**
  72750. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  72751. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  72752. * @param boundingInfo the bounding info to check intersection with
  72753. * @param precise if the intersection should be done using OBB
  72754. * @returns if the bounding info intersects
  72755. */
  72756. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  72757. }
  72758. }
  72759. declare module BABYLON {
  72760. /**
  72761. * Extracts minimum and maximum values from a list of indexed positions
  72762. * @param positions defines the positions to use
  72763. * @param indices defines the indices to the positions
  72764. * @param indexStart defines the start index
  72765. * @param indexCount defines the end index
  72766. * @param bias defines bias value to add to the result
  72767. * @return minimum and maximum values
  72768. */
  72769. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  72770. minimum: Vector3;
  72771. maximum: Vector3;
  72772. };
  72773. /**
  72774. * Extracts minimum and maximum values from a list of positions
  72775. * @param positions defines the positions to use
  72776. * @param start defines the start index in the positions array
  72777. * @param count defines the number of positions to handle
  72778. * @param bias defines bias value to add to the result
  72779. * @param stride defines the stride size to use (distance between two positions in the positions array)
  72780. * @return minimum and maximum values
  72781. */
  72782. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  72783. minimum: Vector3;
  72784. maximum: Vector3;
  72785. };
  72786. }
  72787. declare module BABYLON {
  72788. /**
  72789. * Enum that determines the text-wrapping mode to use.
  72790. */
  72791. export enum InspectableType {
  72792. /**
  72793. * Checkbox for booleans
  72794. */
  72795. Checkbox = 0,
  72796. /**
  72797. * Sliders for numbers
  72798. */
  72799. Slider = 1,
  72800. /**
  72801. * Vector3
  72802. */
  72803. Vector3 = 2,
  72804. /**
  72805. * Quaternions
  72806. */
  72807. Quaternion = 3,
  72808. /**
  72809. * Color3
  72810. */
  72811. Color3 = 4,
  72812. /**
  72813. * String
  72814. */
  72815. String = 5
  72816. }
  72817. /**
  72818. * Interface used to define custom inspectable properties.
  72819. * This interface is used by the inspector to display custom property grids
  72820. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  72821. */
  72822. export interface IInspectable {
  72823. /**
  72824. * Gets the label to display
  72825. */
  72826. label: string;
  72827. /**
  72828. * Gets the name of the property to edit
  72829. */
  72830. propertyName: string;
  72831. /**
  72832. * Gets the type of the editor to use
  72833. */
  72834. type: InspectableType;
  72835. /**
  72836. * Gets the minimum value of the property when using in "slider" mode
  72837. */
  72838. min?: number;
  72839. /**
  72840. * Gets the maximum value of the property when using in "slider" mode
  72841. */
  72842. max?: number;
  72843. /**
  72844. * Gets the setp to use when using in "slider" mode
  72845. */
  72846. step?: number;
  72847. }
  72848. }
  72849. declare module BABYLON {
  72850. /**
  72851. * Class used to provide helper for timing
  72852. */
  72853. export class TimingTools {
  72854. /**
  72855. * Polyfill for setImmediate
  72856. * @param action defines the action to execute after the current execution block
  72857. */
  72858. static SetImmediate(action: () => void): void;
  72859. }
  72860. }
  72861. declare module BABYLON {
  72862. /**
  72863. * Class used to enable instatition of objects by class name
  72864. */
  72865. export class InstantiationTools {
  72866. /**
  72867. * Use this object to register external classes like custom textures or material
  72868. * to allow the laoders to instantiate them
  72869. */
  72870. static RegisteredExternalClasses: {
  72871. [key: string]: Object;
  72872. };
  72873. /**
  72874. * Tries to instantiate a new object from a given class name
  72875. * @param className defines the class name to instantiate
  72876. * @returns the new object or null if the system was not able to do the instantiation
  72877. */
  72878. static Instantiate(className: string): any;
  72879. }
  72880. }
  72881. declare module BABYLON {
  72882. /**
  72883. * This represents the required contract to create a new type of texture loader.
  72884. */
  72885. export interface IInternalTextureLoader {
  72886. /**
  72887. * Defines wether the loader supports cascade loading the different faces.
  72888. */
  72889. supportCascades: boolean;
  72890. /**
  72891. * This returns if the loader support the current file information.
  72892. * @param extension defines the file extension of the file being loaded
  72893. * @param textureFormatInUse defines the current compressed format in use iun the engine
  72894. * @param fallback defines the fallback internal texture if any
  72895. * @param isBase64 defines whether the texture is encoded as a base64
  72896. * @param isBuffer defines whether the texture data are stored as a buffer
  72897. * @returns true if the loader can load the specified file
  72898. */
  72899. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  72900. /**
  72901. * Transform the url before loading if required.
  72902. * @param rootUrl the url of the texture
  72903. * @param textureFormatInUse defines the current compressed format in use iun the engine
  72904. * @returns the transformed texture
  72905. */
  72906. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  72907. /**
  72908. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  72909. * @param rootUrl the url of the texture
  72910. * @param textureFormatInUse defines the current compressed format in use iun the engine
  72911. * @returns the fallback texture
  72912. */
  72913. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  72914. /**
  72915. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  72916. * @param data contains the texture data
  72917. * @param texture defines the BabylonJS internal texture
  72918. * @param createPolynomials will be true if polynomials have been requested
  72919. * @param onLoad defines the callback to trigger once the texture is ready
  72920. * @param onError defines the callback to trigger in case of error
  72921. */
  72922. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  72923. /**
  72924. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  72925. * @param data contains the texture data
  72926. * @param texture defines the BabylonJS internal texture
  72927. * @param callback defines the method to call once ready to upload
  72928. */
  72929. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  72930. }
  72931. }
  72932. declare module BABYLON {
  72933. interface Engine {
  72934. /**
  72935. * Creates a depth stencil cube texture.
  72936. * This is only available in WebGL 2.
  72937. * @param size The size of face edge in the cube texture.
  72938. * @param options The options defining the cube texture.
  72939. * @returns The cube texture
  72940. */
  72941. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  72942. /**
  72943. * Creates a cube texture
  72944. * @param rootUrl defines the url where the files to load is located
  72945. * @param scene defines the current scene
  72946. * @param files defines the list of files to load (1 per face)
  72947. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  72948. * @param onLoad defines an optional callback raised when the texture is loaded
  72949. * @param onError defines an optional callback raised if there is an issue to load the texture
  72950. * @param format defines the format of the data
  72951. * @param forcedExtension defines the extension to use to pick the right loader
  72952. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  72953. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  72954. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  72955. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  72956. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  72957. * @returns the cube texture as an InternalTexture
  72958. */
  72959. 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;
  72960. /**
  72961. * Creates a cube texture
  72962. * @param rootUrl defines the url where the files to load is located
  72963. * @param scene defines the current scene
  72964. * @param files defines the list of files to load (1 per face)
  72965. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  72966. * @param onLoad defines an optional callback raised when the texture is loaded
  72967. * @param onError defines an optional callback raised if there is an issue to load the texture
  72968. * @param format defines the format of the data
  72969. * @param forcedExtension defines the extension to use to pick the right loader
  72970. * @returns the cube texture as an InternalTexture
  72971. */
  72972. 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;
  72973. /**
  72974. * Creates a cube texture
  72975. * @param rootUrl defines the url where the files to load is located
  72976. * @param scene defines the current scene
  72977. * @param files defines the list of files to load (1 per face)
  72978. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  72979. * @param onLoad defines an optional callback raised when the texture is loaded
  72980. * @param onError defines an optional callback raised if there is an issue to load the texture
  72981. * @param format defines the format of the data
  72982. * @param forcedExtension defines the extension to use to pick the right loader
  72983. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  72984. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  72985. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  72986. * @returns the cube texture as an InternalTexture
  72987. */
  72988. 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;
  72989. /** @hidden */
  72990. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  72991. /** @hidden */
  72992. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  72993. /** @hidden */
  72994. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  72995. /** @hidden */
  72996. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  72997. }
  72998. }
  72999. declare module BABYLON {
  73000. /**
  73001. * Class for creating a cube texture
  73002. */
  73003. export class CubeTexture extends BaseTexture {
  73004. private _delayedOnLoad;
  73005. /**
  73006. * The url of the texture
  73007. */
  73008. url: string;
  73009. /**
  73010. * Gets or sets the center of the bounding box associated with the cube texture.
  73011. * It must define where the camera used to render the texture was set
  73012. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  73013. */
  73014. boundingBoxPosition: Vector3;
  73015. private _boundingBoxSize;
  73016. /**
  73017. * Gets or sets the size of the bounding box associated with the cube texture
  73018. * When defined, the cubemap will switch to local mode
  73019. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  73020. * @example https://www.babylonjs-playground.com/#RNASML
  73021. */
  73022. /**
  73023. * Returns the bounding box size
  73024. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  73025. */
  73026. boundingBoxSize: Vector3;
  73027. protected _rotationY: number;
  73028. /**
  73029. * Sets texture matrix rotation angle around Y axis in radians.
  73030. */
  73031. /**
  73032. * Gets texture matrix rotation angle around Y axis radians.
  73033. */
  73034. rotationY: number;
  73035. /**
  73036. * Are mip maps generated for this texture or not.
  73037. */
  73038. readonly noMipmap: boolean;
  73039. private _noMipmap;
  73040. private _files;
  73041. private _extensions;
  73042. private _textureMatrix;
  73043. private _format;
  73044. private _createPolynomials;
  73045. /** @hidden */
  73046. _prefiltered: boolean;
  73047. /**
  73048. * Creates a cube texture from an array of image urls
  73049. * @param files defines an array of image urls
  73050. * @param scene defines the hosting scene
  73051. * @param noMipmap specifies if mip maps are not used
  73052. * @returns a cube texture
  73053. */
  73054. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  73055. /**
  73056. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  73057. * @param url defines the url of the prefiltered texture
  73058. * @param scene defines the scene the texture is attached to
  73059. * @param forcedExtension defines the extension of the file if different from the url
  73060. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  73061. * @return the prefiltered texture
  73062. */
  73063. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  73064. /**
  73065. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  73066. * as prefiltered data.
  73067. * @param rootUrl defines the url of the texture or the root name of the six images
  73068. * @param scene defines the scene the texture is attached to
  73069. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  73070. * @param noMipmap defines if mipmaps should be created or not
  73071. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  73072. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  73073. * @param onError defines a callback triggered in case of error during load
  73074. * @param format defines the internal format to use for the texture once loaded
  73075. * @param prefiltered defines whether or not the texture is created from prefiltered data
  73076. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  73077. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  73078. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  73079. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  73080. * @return the cube texture
  73081. */
  73082. 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);
  73083. /**
  73084. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  73085. */
  73086. readonly isPrefiltered: boolean;
  73087. /**
  73088. * Get the current class name of the texture useful for serialization or dynamic coding.
  73089. * @returns "CubeTexture"
  73090. */
  73091. getClassName(): string;
  73092. /**
  73093. * Update the url (and optional buffer) of this texture if url was null during construction.
  73094. * @param url the url of the texture
  73095. * @param forcedExtension defines the extension to use
  73096. * @param onLoad callback called when the texture is loaded (defaults to null)
  73097. */
  73098. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  73099. /**
  73100. * Delays loading of the cube texture
  73101. * @param forcedExtension defines the extension to use
  73102. */
  73103. delayLoad(forcedExtension?: string): void;
  73104. /**
  73105. * Returns the reflection texture matrix
  73106. * @returns the reflection texture matrix
  73107. */
  73108. getReflectionTextureMatrix(): Matrix;
  73109. /**
  73110. * Sets the reflection texture matrix
  73111. * @param value Reflection texture matrix
  73112. */
  73113. setReflectionTextureMatrix(value: Matrix): void;
  73114. /**
  73115. * Parses text to create a cube texture
  73116. * @param parsedTexture define the serialized text to read from
  73117. * @param scene defines the hosting scene
  73118. * @param rootUrl defines the root url of the cube texture
  73119. * @returns a cube texture
  73120. */
  73121. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  73122. /**
  73123. * Makes a clone, or deep copy, of the cube texture
  73124. * @returns a new cube texture
  73125. */
  73126. clone(): CubeTexture;
  73127. }
  73128. }
  73129. declare module BABYLON {
  73130. /**
  73131. * Manages the defines for the Material
  73132. */
  73133. export class MaterialDefines {
  73134. /** @hidden */
  73135. protected _keys: string[];
  73136. private _isDirty;
  73137. /** @hidden */
  73138. _renderId: number;
  73139. /** @hidden */
  73140. _areLightsDirty: boolean;
  73141. /** @hidden */
  73142. _areLightsDisposed: boolean;
  73143. /** @hidden */
  73144. _areAttributesDirty: boolean;
  73145. /** @hidden */
  73146. _areTexturesDirty: boolean;
  73147. /** @hidden */
  73148. _areFresnelDirty: boolean;
  73149. /** @hidden */
  73150. _areMiscDirty: boolean;
  73151. /** @hidden */
  73152. _areImageProcessingDirty: boolean;
  73153. /** @hidden */
  73154. _normals: boolean;
  73155. /** @hidden */
  73156. _uvs: boolean;
  73157. /** @hidden */
  73158. _needNormals: boolean;
  73159. /** @hidden */
  73160. _needUVs: boolean;
  73161. [id: string]: any;
  73162. /**
  73163. * Specifies if the material needs to be re-calculated
  73164. */
  73165. readonly isDirty: boolean;
  73166. /**
  73167. * Marks the material to indicate that it has been re-calculated
  73168. */
  73169. markAsProcessed(): void;
  73170. /**
  73171. * Marks the material to indicate that it needs to be re-calculated
  73172. */
  73173. markAsUnprocessed(): void;
  73174. /**
  73175. * Marks the material to indicate all of its defines need to be re-calculated
  73176. */
  73177. markAllAsDirty(): void;
  73178. /**
  73179. * Marks the material to indicate that image processing needs to be re-calculated
  73180. */
  73181. markAsImageProcessingDirty(): void;
  73182. /**
  73183. * Marks the material to indicate the lights need to be re-calculated
  73184. * @param disposed Defines whether the light is dirty due to dispose or not
  73185. */
  73186. markAsLightDirty(disposed?: boolean): void;
  73187. /**
  73188. * Marks the attribute state as changed
  73189. */
  73190. markAsAttributesDirty(): void;
  73191. /**
  73192. * Marks the texture state as changed
  73193. */
  73194. markAsTexturesDirty(): void;
  73195. /**
  73196. * Marks the fresnel state as changed
  73197. */
  73198. markAsFresnelDirty(): void;
  73199. /**
  73200. * Marks the misc state as changed
  73201. */
  73202. markAsMiscDirty(): void;
  73203. /**
  73204. * Rebuilds the material defines
  73205. */
  73206. rebuild(): void;
  73207. /**
  73208. * Specifies if two material defines are equal
  73209. * @param other - A material define instance to compare to
  73210. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  73211. */
  73212. isEqual(other: MaterialDefines): boolean;
  73213. /**
  73214. * Clones this instance's defines to another instance
  73215. * @param other - material defines to clone values to
  73216. */
  73217. cloneTo(other: MaterialDefines): void;
  73218. /**
  73219. * Resets the material define values
  73220. */
  73221. reset(): void;
  73222. /**
  73223. * Converts the material define values to a string
  73224. * @returns - String of material define information
  73225. */
  73226. toString(): string;
  73227. }
  73228. }
  73229. declare module BABYLON {
  73230. /**
  73231. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  73232. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  73233. * 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;
  73234. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  73235. */
  73236. export class ColorCurves {
  73237. private _dirty;
  73238. private _tempColor;
  73239. private _globalCurve;
  73240. private _highlightsCurve;
  73241. private _midtonesCurve;
  73242. private _shadowsCurve;
  73243. private _positiveCurve;
  73244. private _negativeCurve;
  73245. private _globalHue;
  73246. private _globalDensity;
  73247. private _globalSaturation;
  73248. private _globalExposure;
  73249. /**
  73250. * Gets the global Hue value.
  73251. * 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).
  73252. */
  73253. /**
  73254. * Sets the global Hue value.
  73255. * 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).
  73256. */
  73257. globalHue: number;
  73258. /**
  73259. * Gets the global Density value.
  73260. * 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.
  73261. * Values less than zero provide a filter of opposite hue.
  73262. */
  73263. /**
  73264. * Sets the global Density value.
  73265. * 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.
  73266. * Values less than zero provide a filter of opposite hue.
  73267. */
  73268. globalDensity: number;
  73269. /**
  73270. * Gets the global Saturation value.
  73271. * 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.
  73272. */
  73273. /**
  73274. * Sets the global Saturation value.
  73275. * 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.
  73276. */
  73277. globalSaturation: number;
  73278. /**
  73279. * Gets the global Exposure value.
  73280. * 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.
  73281. */
  73282. /**
  73283. * Sets the global Exposure value.
  73284. * 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.
  73285. */
  73286. globalExposure: number;
  73287. private _highlightsHue;
  73288. private _highlightsDensity;
  73289. private _highlightsSaturation;
  73290. private _highlightsExposure;
  73291. /**
  73292. * Gets the highlights Hue value.
  73293. * 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).
  73294. */
  73295. /**
  73296. * Sets the highlights Hue value.
  73297. * 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).
  73298. */
  73299. highlightsHue: number;
  73300. /**
  73301. * Gets the highlights Density value.
  73302. * 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.
  73303. * Values less than zero provide a filter of opposite hue.
  73304. */
  73305. /**
  73306. * Sets the highlights Density value.
  73307. * 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.
  73308. * Values less than zero provide a filter of opposite hue.
  73309. */
  73310. highlightsDensity: number;
  73311. /**
  73312. * Gets the highlights Saturation value.
  73313. * 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.
  73314. */
  73315. /**
  73316. * Sets the highlights Saturation value.
  73317. * 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.
  73318. */
  73319. highlightsSaturation: number;
  73320. /**
  73321. * Gets the highlights Exposure value.
  73322. * 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.
  73323. */
  73324. /**
  73325. * Sets the highlights Exposure value.
  73326. * 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.
  73327. */
  73328. highlightsExposure: number;
  73329. private _midtonesHue;
  73330. private _midtonesDensity;
  73331. private _midtonesSaturation;
  73332. private _midtonesExposure;
  73333. /**
  73334. * Gets the midtones Hue value.
  73335. * 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).
  73336. */
  73337. /**
  73338. * Sets the midtones Hue value.
  73339. * 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).
  73340. */
  73341. midtonesHue: number;
  73342. /**
  73343. * Gets the midtones Density value.
  73344. * 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.
  73345. * Values less than zero provide a filter of opposite hue.
  73346. */
  73347. /**
  73348. * Sets the midtones Density value.
  73349. * 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.
  73350. * Values less than zero provide a filter of opposite hue.
  73351. */
  73352. midtonesDensity: number;
  73353. /**
  73354. * Gets the midtones Saturation value.
  73355. * 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.
  73356. */
  73357. /**
  73358. * Sets the midtones Saturation value.
  73359. * 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.
  73360. */
  73361. midtonesSaturation: number;
  73362. /**
  73363. * Gets the midtones Exposure value.
  73364. * 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.
  73365. */
  73366. /**
  73367. * Sets the midtones Exposure value.
  73368. * 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.
  73369. */
  73370. midtonesExposure: number;
  73371. private _shadowsHue;
  73372. private _shadowsDensity;
  73373. private _shadowsSaturation;
  73374. private _shadowsExposure;
  73375. /**
  73376. * Gets the shadows Hue value.
  73377. * 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).
  73378. */
  73379. /**
  73380. * Sets the shadows Hue value.
  73381. * 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).
  73382. */
  73383. shadowsHue: number;
  73384. /**
  73385. * Gets the shadows Density value.
  73386. * 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.
  73387. * Values less than zero provide a filter of opposite hue.
  73388. */
  73389. /**
  73390. * Sets the shadows Density value.
  73391. * 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.
  73392. * Values less than zero provide a filter of opposite hue.
  73393. */
  73394. shadowsDensity: number;
  73395. /**
  73396. * Gets the shadows Saturation value.
  73397. * 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.
  73398. */
  73399. /**
  73400. * Sets the shadows Saturation value.
  73401. * 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.
  73402. */
  73403. shadowsSaturation: number;
  73404. /**
  73405. * Gets the shadows Exposure value.
  73406. * 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.
  73407. */
  73408. /**
  73409. * Sets the shadows Exposure value.
  73410. * 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.
  73411. */
  73412. shadowsExposure: number;
  73413. /**
  73414. * Returns the class name
  73415. * @returns The class name
  73416. */
  73417. getClassName(): string;
  73418. /**
  73419. * Binds the color curves to the shader.
  73420. * @param colorCurves The color curve to bind
  73421. * @param effect The effect to bind to
  73422. * @param positiveUniform The positive uniform shader parameter
  73423. * @param neutralUniform The neutral uniform shader parameter
  73424. * @param negativeUniform The negative uniform shader parameter
  73425. */
  73426. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  73427. /**
  73428. * Prepare the list of uniforms associated with the ColorCurves effects.
  73429. * @param uniformsList The list of uniforms used in the effect
  73430. */
  73431. static PrepareUniforms(uniformsList: string[]): void;
  73432. /**
  73433. * Returns color grading data based on a hue, density, saturation and exposure value.
  73434. * @param filterHue The hue of the color filter.
  73435. * @param filterDensity The density of the color filter.
  73436. * @param saturation The saturation.
  73437. * @param exposure The exposure.
  73438. * @param result The result data container.
  73439. */
  73440. private getColorGradingDataToRef;
  73441. /**
  73442. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  73443. * @param value The input slider value in range [-100,100].
  73444. * @returns Adjusted value.
  73445. */
  73446. private static applyColorGradingSliderNonlinear;
  73447. /**
  73448. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  73449. * @param hue The hue (H) input.
  73450. * @param saturation The saturation (S) input.
  73451. * @param brightness The brightness (B) input.
  73452. * @result An RGBA color represented as Vector4.
  73453. */
  73454. private static fromHSBToRef;
  73455. /**
  73456. * Returns a value clamped between min and max
  73457. * @param value The value to clamp
  73458. * @param min The minimum of value
  73459. * @param max The maximum of value
  73460. * @returns The clamped value.
  73461. */
  73462. private static clamp;
  73463. /**
  73464. * Clones the current color curve instance.
  73465. * @return The cloned curves
  73466. */
  73467. clone(): ColorCurves;
  73468. /**
  73469. * Serializes the current color curve instance to a json representation.
  73470. * @return a JSON representation
  73471. */
  73472. serialize(): any;
  73473. /**
  73474. * Parses the color curve from a json representation.
  73475. * @param source the JSON source to parse
  73476. * @return The parsed curves
  73477. */
  73478. static Parse(source: any): ColorCurves;
  73479. }
  73480. }
  73481. declare module BABYLON {
  73482. /**
  73483. * Interface to follow in your material defines to integrate easily the
  73484. * Image proccessing functions.
  73485. * @hidden
  73486. */
  73487. export interface IImageProcessingConfigurationDefines {
  73488. IMAGEPROCESSING: boolean;
  73489. VIGNETTE: boolean;
  73490. VIGNETTEBLENDMODEMULTIPLY: boolean;
  73491. VIGNETTEBLENDMODEOPAQUE: boolean;
  73492. TONEMAPPING: boolean;
  73493. TONEMAPPING_ACES: boolean;
  73494. CONTRAST: boolean;
  73495. EXPOSURE: boolean;
  73496. COLORCURVES: boolean;
  73497. COLORGRADING: boolean;
  73498. COLORGRADING3D: boolean;
  73499. SAMPLER3DGREENDEPTH: boolean;
  73500. SAMPLER3DBGRMAP: boolean;
  73501. IMAGEPROCESSINGPOSTPROCESS: boolean;
  73502. }
  73503. /**
  73504. * @hidden
  73505. */
  73506. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  73507. IMAGEPROCESSING: boolean;
  73508. VIGNETTE: boolean;
  73509. VIGNETTEBLENDMODEMULTIPLY: boolean;
  73510. VIGNETTEBLENDMODEOPAQUE: boolean;
  73511. TONEMAPPING: boolean;
  73512. TONEMAPPING_ACES: boolean;
  73513. CONTRAST: boolean;
  73514. COLORCURVES: boolean;
  73515. COLORGRADING: boolean;
  73516. COLORGRADING3D: boolean;
  73517. SAMPLER3DGREENDEPTH: boolean;
  73518. SAMPLER3DBGRMAP: boolean;
  73519. IMAGEPROCESSINGPOSTPROCESS: boolean;
  73520. EXPOSURE: boolean;
  73521. constructor();
  73522. }
  73523. /**
  73524. * This groups together the common properties used for image processing either in direct forward pass
  73525. * or through post processing effect depending on the use of the image processing pipeline in your scene
  73526. * or not.
  73527. */
  73528. export class ImageProcessingConfiguration {
  73529. /**
  73530. * Default tone mapping applied in BabylonJS.
  73531. */
  73532. static readonly TONEMAPPING_STANDARD: number;
  73533. /**
  73534. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  73535. * to other engines rendering to increase portability.
  73536. */
  73537. static readonly TONEMAPPING_ACES: number;
  73538. /**
  73539. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  73540. */
  73541. colorCurves: Nullable<ColorCurves>;
  73542. private _colorCurvesEnabled;
  73543. /**
  73544. * Gets wether the color curves effect is enabled.
  73545. */
  73546. /**
  73547. * Sets wether the color curves effect is enabled.
  73548. */
  73549. colorCurvesEnabled: boolean;
  73550. private _colorGradingTexture;
  73551. /**
  73552. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  73553. */
  73554. /**
  73555. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  73556. */
  73557. colorGradingTexture: Nullable<BaseTexture>;
  73558. private _colorGradingEnabled;
  73559. /**
  73560. * Gets wether the color grading effect is enabled.
  73561. */
  73562. /**
  73563. * Sets wether the color grading effect is enabled.
  73564. */
  73565. colorGradingEnabled: boolean;
  73566. private _colorGradingWithGreenDepth;
  73567. /**
  73568. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  73569. */
  73570. /**
  73571. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  73572. */
  73573. colorGradingWithGreenDepth: boolean;
  73574. private _colorGradingBGR;
  73575. /**
  73576. * Gets wether the color grading texture contains BGR values.
  73577. */
  73578. /**
  73579. * Sets wether the color grading texture contains BGR values.
  73580. */
  73581. colorGradingBGR: boolean;
  73582. /** @hidden */
  73583. _exposure: number;
  73584. /**
  73585. * Gets the Exposure used in the effect.
  73586. */
  73587. /**
  73588. * Sets the Exposure used in the effect.
  73589. */
  73590. exposure: number;
  73591. private _toneMappingEnabled;
  73592. /**
  73593. * Gets wether the tone mapping effect is enabled.
  73594. */
  73595. /**
  73596. * Sets wether the tone mapping effect is enabled.
  73597. */
  73598. toneMappingEnabled: boolean;
  73599. private _toneMappingType;
  73600. /**
  73601. * Gets the type of tone mapping effect.
  73602. */
  73603. /**
  73604. * Sets the type of tone mapping effect used in BabylonJS.
  73605. */
  73606. toneMappingType: number;
  73607. protected _contrast: number;
  73608. /**
  73609. * Gets the contrast used in the effect.
  73610. */
  73611. /**
  73612. * Sets the contrast used in the effect.
  73613. */
  73614. contrast: number;
  73615. /**
  73616. * Vignette stretch size.
  73617. */
  73618. vignetteStretch: number;
  73619. /**
  73620. * Vignette centre X Offset.
  73621. */
  73622. vignetteCentreX: number;
  73623. /**
  73624. * Vignette centre Y Offset.
  73625. */
  73626. vignetteCentreY: number;
  73627. /**
  73628. * Vignette weight or intensity of the vignette effect.
  73629. */
  73630. vignetteWeight: number;
  73631. /**
  73632. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  73633. * if vignetteEnabled is set to true.
  73634. */
  73635. vignetteColor: Color4;
  73636. /**
  73637. * Camera field of view used by the Vignette effect.
  73638. */
  73639. vignetteCameraFov: number;
  73640. private _vignetteBlendMode;
  73641. /**
  73642. * Gets the vignette blend mode allowing different kind of effect.
  73643. */
  73644. /**
  73645. * Sets the vignette blend mode allowing different kind of effect.
  73646. */
  73647. vignetteBlendMode: number;
  73648. private _vignetteEnabled;
  73649. /**
  73650. * Gets wether the vignette effect is enabled.
  73651. */
  73652. /**
  73653. * Sets wether the vignette effect is enabled.
  73654. */
  73655. vignetteEnabled: boolean;
  73656. private _applyByPostProcess;
  73657. /**
  73658. * Gets wether the image processing is applied through a post process or not.
  73659. */
  73660. /**
  73661. * Sets wether the image processing is applied through a post process or not.
  73662. */
  73663. applyByPostProcess: boolean;
  73664. private _isEnabled;
  73665. /**
  73666. * Gets wether the image processing is enabled or not.
  73667. */
  73668. /**
  73669. * Sets wether the image processing is enabled or not.
  73670. */
  73671. isEnabled: boolean;
  73672. /**
  73673. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  73674. */
  73675. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  73676. /**
  73677. * Method called each time the image processing information changes requires to recompile the effect.
  73678. */
  73679. protected _updateParameters(): void;
  73680. /**
  73681. * Gets the current class name.
  73682. * @return "ImageProcessingConfiguration"
  73683. */
  73684. getClassName(): string;
  73685. /**
  73686. * Prepare the list of uniforms associated with the Image Processing effects.
  73687. * @param uniforms The list of uniforms used in the effect
  73688. * @param defines the list of defines currently in use
  73689. */
  73690. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  73691. /**
  73692. * Prepare the list of samplers associated with the Image Processing effects.
  73693. * @param samplersList The list of uniforms used in the effect
  73694. * @param defines the list of defines currently in use
  73695. */
  73696. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  73697. /**
  73698. * Prepare the list of defines associated to the shader.
  73699. * @param defines the list of defines to complete
  73700. * @param forPostProcess Define if we are currently in post process mode or not
  73701. */
  73702. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  73703. /**
  73704. * Returns true if all the image processing information are ready.
  73705. * @returns True if ready, otherwise, false
  73706. */
  73707. isReady(): boolean;
  73708. /**
  73709. * Binds the image processing to the shader.
  73710. * @param effect The effect to bind to
  73711. * @param aspectRatio Define the current aspect ratio of the effect
  73712. */
  73713. bind(effect: Effect, aspectRatio?: number): void;
  73714. /**
  73715. * Clones the current image processing instance.
  73716. * @return The cloned image processing
  73717. */
  73718. clone(): ImageProcessingConfiguration;
  73719. /**
  73720. * Serializes the current image processing instance to a json representation.
  73721. * @return a JSON representation
  73722. */
  73723. serialize(): any;
  73724. /**
  73725. * Parses the image processing from a json representation.
  73726. * @param source the JSON source to parse
  73727. * @return The parsed image processing
  73728. */
  73729. static Parse(source: any): ImageProcessingConfiguration;
  73730. private static _VIGNETTEMODE_MULTIPLY;
  73731. private static _VIGNETTEMODE_OPAQUE;
  73732. /**
  73733. * Used to apply the vignette as a mix with the pixel color.
  73734. */
  73735. static readonly VIGNETTEMODE_MULTIPLY: number;
  73736. /**
  73737. * Used to apply the vignette as a replacement of the pixel color.
  73738. */
  73739. static readonly VIGNETTEMODE_OPAQUE: number;
  73740. }
  73741. }
  73742. declare module BABYLON {
  73743. /** @hidden */
  73744. export var postprocessVertexShader: {
  73745. name: string;
  73746. shader: string;
  73747. };
  73748. }
  73749. declare module BABYLON {
  73750. /** Defines supported spaces */
  73751. export enum Space {
  73752. /** Local (object) space */
  73753. LOCAL = 0,
  73754. /** World space */
  73755. WORLD = 1,
  73756. /** Bone space */
  73757. BONE = 2
  73758. }
  73759. /** Defines the 3 main axes */
  73760. export class Axis {
  73761. /** X axis */
  73762. static X: Vector3;
  73763. /** Y axis */
  73764. static Y: Vector3;
  73765. /** Z axis */
  73766. static Z: Vector3;
  73767. }
  73768. }
  73769. declare module BABYLON {
  73770. /**
  73771. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  73772. * This is the base of the follow, arc rotate cameras and Free camera
  73773. * @see http://doc.babylonjs.com/features/cameras
  73774. */
  73775. export class TargetCamera extends Camera {
  73776. private static _RigCamTransformMatrix;
  73777. private static _TargetTransformMatrix;
  73778. private static _TargetFocalPoint;
  73779. /**
  73780. * Define the current direction the camera is moving to
  73781. */
  73782. cameraDirection: Vector3;
  73783. /**
  73784. * Define the current rotation the camera is rotating to
  73785. */
  73786. cameraRotation: Vector2;
  73787. /**
  73788. * When set, the up vector of the camera will be updated by the rotation of the camera
  73789. */
  73790. updateUpVectorFromRotation: boolean;
  73791. private _tmpQuaternion;
  73792. /**
  73793. * Define the current rotation of the camera
  73794. */
  73795. rotation: Vector3;
  73796. /**
  73797. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  73798. */
  73799. rotationQuaternion: Quaternion;
  73800. /**
  73801. * Define the current speed of the camera
  73802. */
  73803. speed: number;
  73804. /**
  73805. * Add cconstraint to the camera to prevent it to move freely in all directions and
  73806. * around all axis.
  73807. */
  73808. noRotationConstraint: boolean;
  73809. /**
  73810. * Define the current target of the camera as an object or a position.
  73811. */
  73812. lockedTarget: any;
  73813. /** @hidden */
  73814. _currentTarget: Vector3;
  73815. /** @hidden */
  73816. _initialFocalDistance: number;
  73817. /** @hidden */
  73818. _viewMatrix: Matrix;
  73819. /** @hidden */
  73820. _camMatrix: Matrix;
  73821. /** @hidden */
  73822. _cameraTransformMatrix: Matrix;
  73823. /** @hidden */
  73824. _cameraRotationMatrix: Matrix;
  73825. /** @hidden */
  73826. _referencePoint: Vector3;
  73827. /** @hidden */
  73828. _transformedReferencePoint: Vector3;
  73829. protected _globalCurrentTarget: Vector3;
  73830. protected _globalCurrentUpVector: Vector3;
  73831. /** @hidden */
  73832. _reset: () => void;
  73833. private _defaultUp;
  73834. /**
  73835. * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.
  73836. * This is the base of the follow, arc rotate cameras and Free camera
  73837. * @see http://doc.babylonjs.com/features/cameras
  73838. * @param name Defines the name of the camera in the scene
  73839. * @param position Defines the start position of the camera in the scene
  73840. * @param scene Defines the scene the camera belongs to
  73841. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  73842. */
  73843. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  73844. /**
  73845. * Gets the position in front of the camera at a given distance.
  73846. * @param distance The distance from the camera we want the position to be
  73847. * @returns the position
  73848. */
  73849. getFrontPosition(distance: number): Vector3;
  73850. /** @hidden */
  73851. _getLockedTargetPosition(): Nullable<Vector3>;
  73852. private _storedPosition;
  73853. private _storedRotation;
  73854. private _storedRotationQuaternion;
  73855. /**
  73856. * Store current camera state of the camera (fov, position, rotation, etc..)
  73857. * @returns the camera
  73858. */
  73859. storeState(): Camera;
  73860. /**
  73861. * Restored camera state. You must call storeState() first
  73862. * @returns whether it was successful or not
  73863. * @hidden
  73864. */
  73865. _restoreStateValues(): boolean;
  73866. /** @hidden */
  73867. _initCache(): void;
  73868. /** @hidden */
  73869. _updateCache(ignoreParentClass?: boolean): void;
  73870. /** @hidden */
  73871. _isSynchronizedViewMatrix(): boolean;
  73872. /** @hidden */
  73873. _computeLocalCameraSpeed(): number;
  73874. /**
  73875. * Defines the target the camera should look at.
  73876. * @param target Defines the new target as a Vector or a mesh
  73877. */
  73878. setTarget(target: Vector3): void;
  73879. /**
  73880. * Return the current target position of the camera. This value is expressed in local space.
  73881. * @returns the target position
  73882. */
  73883. getTarget(): Vector3;
  73884. /** @hidden */
  73885. _decideIfNeedsToMove(): boolean;
  73886. /** @hidden */
  73887. _updatePosition(): void;
  73888. /** @hidden */
  73889. _checkInputs(): void;
  73890. protected _updateCameraRotationMatrix(): void;
  73891. /**
  73892. * 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)
  73893. * @returns the current camera
  73894. */
  73895. private _rotateUpVectorWithCameraRotationMatrix;
  73896. private _cachedRotationZ;
  73897. private _cachedQuaternionRotationZ;
  73898. /** @hidden */
  73899. _getViewMatrix(): Matrix;
  73900. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  73901. /**
  73902. * @hidden
  73903. */
  73904. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  73905. /**
  73906. * @hidden
  73907. */
  73908. _updateRigCameras(): void;
  73909. private _getRigCamPositionAndTarget;
  73910. /**
  73911. * Gets the current object class name.
  73912. * @return the class name
  73913. */
  73914. getClassName(): string;
  73915. }
  73916. }
  73917. declare module BABYLON {
  73918. /**
  73919. * Gather the list of keyboard event types as constants.
  73920. */
  73921. export class KeyboardEventTypes {
  73922. /**
  73923. * The keydown event is fired when a key becomes active (pressed).
  73924. */
  73925. static readonly KEYDOWN: number;
  73926. /**
  73927. * The keyup event is fired when a key has been released.
  73928. */
  73929. static readonly KEYUP: number;
  73930. }
  73931. /**
  73932. * This class is used to store keyboard related info for the onKeyboardObservable event.
  73933. */
  73934. export class KeyboardInfo {
  73935. /**
  73936. * Defines the type of event (KeyboardEventTypes)
  73937. */
  73938. type: number;
  73939. /**
  73940. * Defines the related dom event
  73941. */
  73942. event: KeyboardEvent;
  73943. /**
  73944. * Instantiates a new keyboard info.
  73945. * This class is used to store keyboard related info for the onKeyboardObservable event.
  73946. * @param type Defines the type of event (KeyboardEventTypes)
  73947. * @param event Defines the related dom event
  73948. */
  73949. constructor(
  73950. /**
  73951. * Defines the type of event (KeyboardEventTypes)
  73952. */
  73953. type: number,
  73954. /**
  73955. * Defines the related dom event
  73956. */
  73957. event: KeyboardEvent);
  73958. }
  73959. /**
  73960. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  73961. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  73962. */
  73963. export class KeyboardInfoPre extends KeyboardInfo {
  73964. /**
  73965. * Defines the type of event (KeyboardEventTypes)
  73966. */
  73967. type: number;
  73968. /**
  73969. * Defines the related dom event
  73970. */
  73971. event: KeyboardEvent;
  73972. /**
  73973. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  73974. */
  73975. skipOnPointerObservable: boolean;
  73976. /**
  73977. * Instantiates a new keyboard pre info.
  73978. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  73979. * @param type Defines the type of event (KeyboardEventTypes)
  73980. * @param event Defines the related dom event
  73981. */
  73982. constructor(
  73983. /**
  73984. * Defines the type of event (KeyboardEventTypes)
  73985. */
  73986. type: number,
  73987. /**
  73988. * Defines the related dom event
  73989. */
  73990. event: KeyboardEvent);
  73991. }
  73992. }
  73993. declare module BABYLON {
  73994. /**
  73995. * Manage the keyboard inputs to control the movement of a free camera.
  73996. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  73997. */
  73998. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  73999. /**
  74000. * Defines the camera the input is attached to.
  74001. */
  74002. camera: FreeCamera;
  74003. /**
  74004. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  74005. */
  74006. keysUp: number[];
  74007. /**
  74008. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  74009. */
  74010. keysDown: number[];
  74011. /**
  74012. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  74013. */
  74014. keysLeft: number[];
  74015. /**
  74016. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  74017. */
  74018. keysRight: number[];
  74019. private _keys;
  74020. private _onCanvasBlurObserver;
  74021. private _onKeyboardObserver;
  74022. private _engine;
  74023. private _scene;
  74024. /**
  74025. * Attach the input controls to a specific dom element to get the input from.
  74026. * @param element Defines the element the controls should be listened from
  74027. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  74028. */
  74029. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  74030. /**
  74031. * Detach the current controls from the specified dom element.
  74032. * @param element Defines the element to stop listening the inputs from
  74033. */
  74034. detachControl(element: Nullable<HTMLElement>): void;
  74035. /**
  74036. * Update the current camera state depending on the inputs that have been used this frame.
  74037. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  74038. */
  74039. checkInputs(): void;
  74040. /**
  74041. * Gets the class name of the current intput.
  74042. * @returns the class name
  74043. */
  74044. getClassName(): string;
  74045. /** @hidden */
  74046. _onLostFocus(): void;
  74047. /**
  74048. * Get the friendly name associated with the input class.
  74049. * @returns the input friendly name
  74050. */
  74051. getSimpleName(): string;
  74052. }
  74053. }
  74054. declare module BABYLON {
  74055. /**
  74056. * Interface describing all the common properties and methods a shadow light needs to implement.
  74057. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  74058. * as well as binding the different shadow properties to the effects.
  74059. */
  74060. export interface IShadowLight extends Light {
  74061. /**
  74062. * The light id in the scene (used in scene.findLighById for instance)
  74063. */
  74064. id: string;
  74065. /**
  74066. * The position the shdow will be casted from.
  74067. */
  74068. position: Vector3;
  74069. /**
  74070. * In 2d mode (needCube being false), the direction used to cast the shadow.
  74071. */
  74072. direction: Vector3;
  74073. /**
  74074. * The transformed position. Position of the light in world space taking parenting in account.
  74075. */
  74076. transformedPosition: Vector3;
  74077. /**
  74078. * The transformed direction. Direction of the light in world space taking parenting in account.
  74079. */
  74080. transformedDirection: Vector3;
  74081. /**
  74082. * The friendly name of the light in the scene.
  74083. */
  74084. name: string;
  74085. /**
  74086. * Defines the shadow projection clipping minimum z value.
  74087. */
  74088. shadowMinZ: number;
  74089. /**
  74090. * Defines the shadow projection clipping maximum z value.
  74091. */
  74092. shadowMaxZ: number;
  74093. /**
  74094. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  74095. * @returns true if the information has been computed, false if it does not need to (no parenting)
  74096. */
  74097. computeTransformedInformation(): boolean;
  74098. /**
  74099. * Gets the scene the light belongs to.
  74100. * @returns The scene
  74101. */
  74102. getScene(): Scene;
  74103. /**
  74104. * Callback defining a custom Projection Matrix Builder.
  74105. * This can be used to override the default projection matrix computation.
  74106. */
  74107. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  74108. /**
  74109. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  74110. * @param matrix The materix to updated with the projection information
  74111. * @param viewMatrix The transform matrix of the light
  74112. * @param renderList The list of mesh to render in the map
  74113. * @returns The current light
  74114. */
  74115. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  74116. /**
  74117. * Gets the current depth scale used in ESM.
  74118. * @returns The scale
  74119. */
  74120. getDepthScale(): number;
  74121. /**
  74122. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  74123. * @returns true if a cube texture needs to be use
  74124. */
  74125. needCube(): boolean;
  74126. /**
  74127. * Detects if the projection matrix requires to be recomputed this frame.
  74128. * @returns true if it requires to be recomputed otherwise, false.
  74129. */
  74130. needProjectionMatrixCompute(): boolean;
  74131. /**
  74132. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  74133. */
  74134. forceProjectionMatrixCompute(): void;
  74135. /**
  74136. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  74137. * @param faceIndex The index of the face we are computed the direction to generate shadow
  74138. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  74139. */
  74140. getShadowDirection(faceIndex?: number): Vector3;
  74141. /**
  74142. * Gets the minZ used for shadow according to both the scene and the light.
  74143. * @param activeCamera The camera we are returning the min for
  74144. * @returns the depth min z
  74145. */
  74146. getDepthMinZ(activeCamera: Camera): number;
  74147. /**
  74148. * Gets the maxZ used for shadow according to both the scene and the light.
  74149. * @param activeCamera The camera we are returning the max for
  74150. * @returns the depth max z
  74151. */
  74152. getDepthMaxZ(activeCamera: Camera): number;
  74153. }
  74154. /**
  74155. * Base implementation IShadowLight
  74156. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  74157. */
  74158. export abstract class ShadowLight extends Light implements IShadowLight {
  74159. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  74160. protected _position: Vector3;
  74161. protected _setPosition(value: Vector3): void;
  74162. /**
  74163. * Sets the position the shadow will be casted from. Also use as the light position for both
  74164. * point and spot lights.
  74165. */
  74166. /**
  74167. * Sets the position the shadow will be casted from. Also use as the light position for both
  74168. * point and spot lights.
  74169. */
  74170. position: Vector3;
  74171. protected _direction: Vector3;
  74172. protected _setDirection(value: Vector3): void;
  74173. /**
  74174. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  74175. * Also use as the light direction on spot and directional lights.
  74176. */
  74177. /**
  74178. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  74179. * Also use as the light direction on spot and directional lights.
  74180. */
  74181. direction: Vector3;
  74182. private _shadowMinZ;
  74183. /**
  74184. * Gets the shadow projection clipping minimum z value.
  74185. */
  74186. /**
  74187. * Sets the shadow projection clipping minimum z value.
  74188. */
  74189. shadowMinZ: number;
  74190. private _shadowMaxZ;
  74191. /**
  74192. * Sets the shadow projection clipping maximum z value.
  74193. */
  74194. /**
  74195. * Gets the shadow projection clipping maximum z value.
  74196. */
  74197. shadowMaxZ: number;
  74198. /**
  74199. * Callback defining a custom Projection Matrix Builder.
  74200. * This can be used to override the default projection matrix computation.
  74201. */
  74202. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  74203. /**
  74204. * The transformed position. Position of the light in world space taking parenting in account.
  74205. */
  74206. transformedPosition: Vector3;
  74207. /**
  74208. * The transformed direction. Direction of the light in world space taking parenting in account.
  74209. */
  74210. transformedDirection: Vector3;
  74211. private _needProjectionMatrixCompute;
  74212. /**
  74213. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  74214. * @returns true if the information has been computed, false if it does not need to (no parenting)
  74215. */
  74216. computeTransformedInformation(): boolean;
  74217. /**
  74218. * Return the depth scale used for the shadow map.
  74219. * @returns the depth scale.
  74220. */
  74221. getDepthScale(): number;
  74222. /**
  74223. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  74224. * @param faceIndex The index of the face we are computed the direction to generate shadow
  74225. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  74226. */
  74227. getShadowDirection(faceIndex?: number): Vector3;
  74228. /**
  74229. * Returns the ShadowLight absolute position in the World.
  74230. * @returns the position vector in world space
  74231. */
  74232. getAbsolutePosition(): Vector3;
  74233. /**
  74234. * Sets the ShadowLight direction toward the passed target.
  74235. * @param target The point to target in local space
  74236. * @returns the updated ShadowLight direction
  74237. */
  74238. setDirectionToTarget(target: Vector3): Vector3;
  74239. /**
  74240. * Returns the light rotation in euler definition.
  74241. * @returns the x y z rotation in local space.
  74242. */
  74243. getRotation(): Vector3;
  74244. /**
  74245. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  74246. * @returns true if a cube texture needs to be use
  74247. */
  74248. needCube(): boolean;
  74249. /**
  74250. * Detects if the projection matrix requires to be recomputed this frame.
  74251. * @returns true if it requires to be recomputed otherwise, false.
  74252. */
  74253. needProjectionMatrixCompute(): boolean;
  74254. /**
  74255. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  74256. */
  74257. forceProjectionMatrixCompute(): void;
  74258. /** @hidden */
  74259. _initCache(): void;
  74260. /** @hidden */
  74261. _isSynchronized(): boolean;
  74262. /**
  74263. * Computes the world matrix of the node
  74264. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  74265. * @returns the world matrix
  74266. */
  74267. computeWorldMatrix(force?: boolean): Matrix;
  74268. /**
  74269. * Gets the minZ used for shadow according to both the scene and the light.
  74270. * @param activeCamera The camera we are returning the min for
  74271. * @returns the depth min z
  74272. */
  74273. getDepthMinZ(activeCamera: Camera): number;
  74274. /**
  74275. * Gets the maxZ used for shadow according to both the scene and the light.
  74276. * @param activeCamera The camera we are returning the max for
  74277. * @returns the depth max z
  74278. */
  74279. getDepthMaxZ(activeCamera: Camera): number;
  74280. /**
  74281. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  74282. * @param matrix The materix to updated with the projection information
  74283. * @param viewMatrix The transform matrix of the light
  74284. * @param renderList The list of mesh to render in the map
  74285. * @returns The current light
  74286. */
  74287. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  74288. }
  74289. }
  74290. declare module BABYLON {
  74291. /**
  74292. * "Static Class" containing the most commonly used helper while dealing with material for
  74293. * rendering purpose.
  74294. *
  74295. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  74296. *
  74297. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  74298. */
  74299. export class MaterialHelper {
  74300. /**
  74301. * Bind the current view position to an effect.
  74302. * @param effect The effect to be bound
  74303. * @param scene The scene the eyes position is used from
  74304. */
  74305. static BindEyePosition(effect: Effect, scene: Scene): void;
  74306. /**
  74307. * Helps preparing the defines values about the UVs in used in the effect.
  74308. * UVs are shared as much as we can accross channels in the shaders.
  74309. * @param texture The texture we are preparing the UVs for
  74310. * @param defines The defines to update
  74311. * @param key The channel key "diffuse", "specular"... used in the shader
  74312. */
  74313. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  74314. /**
  74315. * Binds a texture matrix value to its corrsponding uniform
  74316. * @param texture The texture to bind the matrix for
  74317. * @param uniformBuffer The uniform buffer receivin the data
  74318. * @param key The channel key "diffuse", "specular"... used in the shader
  74319. */
  74320. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  74321. /**
  74322. * Gets the current status of the fog (should it be enabled?)
  74323. * @param mesh defines the mesh to evaluate for fog support
  74324. * @param scene defines the hosting scene
  74325. * @returns true if fog must be enabled
  74326. */
  74327. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  74328. /**
  74329. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  74330. * @param mesh defines the current mesh
  74331. * @param scene defines the current scene
  74332. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  74333. * @param pointsCloud defines if point cloud rendering has to be turned on
  74334. * @param fogEnabled defines if fog has to be turned on
  74335. * @param alphaTest defines if alpha testing has to be turned on
  74336. * @param defines defines the current list of defines
  74337. */
  74338. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  74339. /**
  74340. * Helper used to prepare the list of defines associated with frame values for shader compilation
  74341. * @param scene defines the current scene
  74342. * @param engine defines the current engine
  74343. * @param defines specifies the list of active defines
  74344. * @param useInstances defines if instances have to be turned on
  74345. * @param useClipPlane defines if clip plane have to be turned on
  74346. */
  74347. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  74348. /**
  74349. * Prepares the defines for bones
  74350. * @param mesh The mesh containing the geometry data we will draw
  74351. * @param defines The defines to update
  74352. */
  74353. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  74354. /**
  74355. * Prepares the defines for morph targets
  74356. * @param mesh The mesh containing the geometry data we will draw
  74357. * @param defines The defines to update
  74358. */
  74359. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  74360. /**
  74361. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  74362. * @param mesh The mesh containing the geometry data we will draw
  74363. * @param defines The defines to update
  74364. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  74365. * @param useBones Precise whether bones should be used or not (override mesh info)
  74366. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  74367. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  74368. * @returns false if defines are considered not dirty and have not been checked
  74369. */
  74370. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  74371. /**
  74372. * Prepares the defines related to multiview
  74373. * @param scene The scene we are intending to draw
  74374. * @param defines The defines to update
  74375. */
  74376. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  74377. /**
  74378. * Prepares the defines related to the light information passed in parameter
  74379. * @param scene The scene we are intending to draw
  74380. * @param mesh The mesh the effect is compiling for
  74381. * @param light The light the effect is compiling for
  74382. * @param lightIndex The index of the light
  74383. * @param defines The defines to update
  74384. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  74385. * @param state Defines the current state regarding what is needed (normals, etc...)
  74386. */
  74387. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  74388. needNormals: boolean;
  74389. needRebuild: boolean;
  74390. shadowEnabled: boolean;
  74391. specularEnabled: boolean;
  74392. lightmapMode: boolean;
  74393. }): void;
  74394. /**
  74395. * Prepares the defines related to the light information passed in parameter
  74396. * @param scene The scene we are intending to draw
  74397. * @param mesh The mesh the effect is compiling for
  74398. * @param defines The defines to update
  74399. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  74400. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  74401. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  74402. * @returns true if normals will be required for the rest of the effect
  74403. */
  74404. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  74405. /**
  74406. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  74407. * @param lightIndex defines the light index
  74408. * @param uniformsList The uniform list
  74409. * @param samplersList The sampler list
  74410. * @param projectedLightTexture defines if projected texture must be used
  74411. * @param uniformBuffersList defines an optional list of uniform buffers
  74412. */
  74413. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  74414. /**
  74415. * Prepares the uniforms and samplers list to be used in the effect
  74416. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  74417. * @param samplersList The sampler list
  74418. * @param defines The defines helping in the list generation
  74419. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  74420. */
  74421. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | EffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  74422. /**
  74423. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  74424. * @param defines The defines to update while falling back
  74425. * @param fallbacks The authorized effect fallbacks
  74426. * @param maxSimultaneousLights The maximum number of lights allowed
  74427. * @param rank the current rank of the Effect
  74428. * @returns The newly affected rank
  74429. */
  74430. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  74431. private static _TmpMorphInfluencers;
  74432. /**
  74433. * Prepares the list of attributes required for morph targets according to the effect defines.
  74434. * @param attribs The current list of supported attribs
  74435. * @param mesh The mesh to prepare the morph targets attributes for
  74436. * @param influencers The number of influencers
  74437. */
  74438. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  74439. /**
  74440. * Prepares the list of attributes required for morph targets according to the effect defines.
  74441. * @param attribs The current list of supported attribs
  74442. * @param mesh The mesh to prepare the morph targets attributes for
  74443. * @param defines The current Defines of the effect
  74444. */
  74445. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  74446. /**
  74447. * Prepares the list of attributes required for bones according to the effect defines.
  74448. * @param attribs The current list of supported attribs
  74449. * @param mesh The mesh to prepare the bones attributes for
  74450. * @param defines The current Defines of the effect
  74451. * @param fallbacks The current efffect fallback strategy
  74452. */
  74453. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  74454. /**
  74455. * Check and prepare the list of attributes required for instances according to the effect defines.
  74456. * @param attribs The current list of supported attribs
  74457. * @param defines The current MaterialDefines of the effect
  74458. */
  74459. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  74460. /**
  74461. * Add the list of attributes required for instances to the attribs array.
  74462. * @param attribs The current list of supported attribs
  74463. */
  74464. static PushAttributesForInstances(attribs: string[]): void;
  74465. /**
  74466. * Binds the light shadow information to the effect for the given mesh.
  74467. * @param light The light containing the generator
  74468. * @param scene The scene the lights belongs to
  74469. * @param mesh The mesh we are binding the information to render
  74470. * @param lightIndex The light index in the effect used to render the mesh
  74471. * @param effect The effect we are binding the data to
  74472. */
  74473. static BindLightShadow(light: Light, mesh: AbstractMesh, lightIndex: string, effect: Effect): void;
  74474. /**
  74475. * Binds the light information to the effect.
  74476. * @param light The light containing the generator
  74477. * @param effect The effect we are binding the data to
  74478. * @param lightIndex The light index in the effect used to render
  74479. */
  74480. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  74481. /**
  74482. * Binds the lights information from the scene to the effect for the given mesh.
  74483. * @param light Light to bind
  74484. * @param lightIndex Light index
  74485. * @param scene The scene where the light belongs to
  74486. * @param mesh The mesh we are binding the information to render
  74487. * @param effect The effect we are binding the data to
  74488. * @param useSpecular Defines if specular is supported
  74489. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  74490. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  74491. */
  74492. static BindLight(light: Light, lightIndex: number, scene: Scene, mesh: AbstractMesh, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  74493. /**
  74494. * Binds the lights information from the scene to the effect for the given mesh.
  74495. * @param scene The scene the lights belongs to
  74496. * @param mesh The mesh we are binding the information to render
  74497. * @param effect The effect we are binding the data to
  74498. * @param defines The generated defines for the effect
  74499. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  74500. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  74501. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  74502. */
  74503. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  74504. private static _tempFogColor;
  74505. /**
  74506. * Binds the fog information from the scene to the effect for the given mesh.
  74507. * @param scene The scene the lights belongs to
  74508. * @param mesh The mesh we are binding the information to render
  74509. * @param effect The effect we are binding the data to
  74510. * @param linearSpace Defines if the fog effect is applied in linear space
  74511. */
  74512. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  74513. /**
  74514. * Binds the bones information from the mesh to the effect.
  74515. * @param mesh The mesh we are binding the information to render
  74516. * @param effect The effect we are binding the data to
  74517. */
  74518. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  74519. /**
  74520. * Binds the morph targets information from the mesh to the effect.
  74521. * @param abstractMesh The mesh we are binding the information to render
  74522. * @param effect The effect we are binding the data to
  74523. */
  74524. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  74525. /**
  74526. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  74527. * @param defines The generated defines used in the effect
  74528. * @param effect The effect we are binding the data to
  74529. * @param scene The scene we are willing to render with logarithmic scale for
  74530. */
  74531. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  74532. /**
  74533. * Binds the clip plane information from the scene to the effect.
  74534. * @param scene The scene the clip plane information are extracted from
  74535. * @param effect The effect we are binding the data to
  74536. */
  74537. static BindClipPlane(effect: Effect, scene: Scene): void;
  74538. }
  74539. }
  74540. declare module BABYLON {
  74541. /** @hidden */
  74542. export var packingFunctions: {
  74543. name: string;
  74544. shader: string;
  74545. };
  74546. }
  74547. declare module BABYLON {
  74548. /** @hidden */
  74549. export var shadowMapPixelShader: {
  74550. name: string;
  74551. shader: string;
  74552. };
  74553. }
  74554. declare module BABYLON {
  74555. /** @hidden */
  74556. export var bonesDeclaration: {
  74557. name: string;
  74558. shader: string;
  74559. };
  74560. }
  74561. declare module BABYLON {
  74562. /** @hidden */
  74563. export var morphTargetsVertexGlobalDeclaration: {
  74564. name: string;
  74565. shader: string;
  74566. };
  74567. }
  74568. declare module BABYLON {
  74569. /** @hidden */
  74570. export var morphTargetsVertexDeclaration: {
  74571. name: string;
  74572. shader: string;
  74573. };
  74574. }
  74575. declare module BABYLON {
  74576. /** @hidden */
  74577. export var instancesDeclaration: {
  74578. name: string;
  74579. shader: string;
  74580. };
  74581. }
  74582. declare module BABYLON {
  74583. /** @hidden */
  74584. export var helperFunctions: {
  74585. name: string;
  74586. shader: string;
  74587. };
  74588. }
  74589. declare module BABYLON {
  74590. /** @hidden */
  74591. export var morphTargetsVertex: {
  74592. name: string;
  74593. shader: string;
  74594. };
  74595. }
  74596. declare module BABYLON {
  74597. /** @hidden */
  74598. export var instancesVertex: {
  74599. name: string;
  74600. shader: string;
  74601. };
  74602. }
  74603. declare module BABYLON {
  74604. /** @hidden */
  74605. export var bonesVertex: {
  74606. name: string;
  74607. shader: string;
  74608. };
  74609. }
  74610. declare module BABYLON {
  74611. /** @hidden */
  74612. export var shadowMapVertexShader: {
  74613. name: string;
  74614. shader: string;
  74615. };
  74616. }
  74617. declare module BABYLON {
  74618. /** @hidden */
  74619. export var depthBoxBlurPixelShader: {
  74620. name: string;
  74621. shader: string;
  74622. };
  74623. }
  74624. declare module BABYLON {
  74625. /**
  74626. * Defines the options associated with the creation of a custom shader for a shadow generator.
  74627. */
  74628. export interface ICustomShaderOptions {
  74629. /**
  74630. * Gets or sets the custom shader name to use
  74631. */
  74632. shaderName: string;
  74633. /**
  74634. * The list of attribute names used in the shader
  74635. */
  74636. attributes?: string[];
  74637. /**
  74638. * The list of unifrom names used in the shader
  74639. */
  74640. uniforms?: string[];
  74641. /**
  74642. * The list of sampler names used in the shader
  74643. */
  74644. samplers?: string[];
  74645. /**
  74646. * The list of defines used in the shader
  74647. */
  74648. defines?: string[];
  74649. }
  74650. /**
  74651. * Interface to implement to create a shadow generator compatible with BJS.
  74652. */
  74653. export interface IShadowGenerator {
  74654. /**
  74655. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  74656. * @returns The render target texture if present otherwise, null
  74657. */
  74658. getShadowMap(): Nullable<RenderTargetTexture>;
  74659. /**
  74660. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  74661. * @returns The render target texture if the shadow map is present otherwise, null
  74662. */
  74663. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  74664. /**
  74665. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  74666. * @param subMesh The submesh we want to render in the shadow map
  74667. * @param useInstances Defines wether will draw in the map using instances
  74668. * @returns true if ready otherwise, false
  74669. */
  74670. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  74671. /**
  74672. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  74673. * @param defines Defines of the material we want to update
  74674. * @param lightIndex Index of the light in the enabled light list of the material
  74675. */
  74676. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  74677. /**
  74678. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  74679. * defined in the generator but impacting the effect).
  74680. * It implies the unifroms available on the materials are the standard BJS ones.
  74681. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  74682. * @param effect The effect we are binfing the information for
  74683. */
  74684. bindShadowLight(lightIndex: string, effect: Effect): void;
  74685. /**
  74686. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  74687. * (eq to shadow prjection matrix * light transform matrix)
  74688. * @returns The transform matrix used to create the shadow map
  74689. */
  74690. getTransformMatrix(): Matrix;
  74691. /**
  74692. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  74693. * Cube and 2D textures for instance.
  74694. */
  74695. recreateShadowMap(): void;
  74696. /**
  74697. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  74698. * @param onCompiled Callback triggered at the and of the effects compilation
  74699. * @param options Sets of optional options forcing the compilation with different modes
  74700. */
  74701. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  74702. useInstances: boolean;
  74703. }>): void;
  74704. /**
  74705. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  74706. * @param options Sets of optional options forcing the compilation with different modes
  74707. * @returns A promise that resolves when the compilation completes
  74708. */
  74709. forceCompilationAsync(options?: Partial<{
  74710. useInstances: boolean;
  74711. }>): Promise<void>;
  74712. /**
  74713. * Serializes the shadow generator setup to a json object.
  74714. * @returns The serialized JSON object
  74715. */
  74716. serialize(): any;
  74717. /**
  74718. * Disposes the Shadow map and related Textures and effects.
  74719. */
  74720. dispose(): void;
  74721. }
  74722. /**
  74723. * Default implementation IShadowGenerator.
  74724. * This is the main object responsible of generating shadows in the framework.
  74725. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  74726. */
  74727. export class ShadowGenerator implements IShadowGenerator {
  74728. /**
  74729. * Shadow generator mode None: no filtering applied.
  74730. */
  74731. static readonly FILTER_NONE: number;
  74732. /**
  74733. * Shadow generator mode ESM: Exponential Shadow Mapping.
  74734. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  74735. */
  74736. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  74737. /**
  74738. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  74739. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  74740. */
  74741. static readonly FILTER_POISSONSAMPLING: number;
  74742. /**
  74743. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  74744. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  74745. */
  74746. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  74747. /**
  74748. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  74749. * edge artifacts on steep falloff.
  74750. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  74751. */
  74752. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  74753. /**
  74754. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  74755. * edge artifacts on steep falloff.
  74756. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  74757. */
  74758. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  74759. /**
  74760. * Shadow generator mode PCF: Percentage Closer Filtering
  74761. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  74762. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  74763. */
  74764. static readonly FILTER_PCF: number;
  74765. /**
  74766. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  74767. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  74768. * Contact Hardening
  74769. */
  74770. static readonly FILTER_PCSS: number;
  74771. /**
  74772. * Reserved for PCF and PCSS
  74773. * Highest Quality.
  74774. *
  74775. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  74776. *
  74777. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  74778. */
  74779. static readonly QUALITY_HIGH: number;
  74780. /**
  74781. * Reserved for PCF and PCSS
  74782. * Good tradeoff for quality/perf cross devices
  74783. *
  74784. * Execute PCF on a 3*3 kernel.
  74785. *
  74786. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  74787. */
  74788. static readonly QUALITY_MEDIUM: number;
  74789. /**
  74790. * Reserved for PCF and PCSS
  74791. * The lowest quality but the fastest.
  74792. *
  74793. * Execute PCF on a 1*1 kernel.
  74794. *
  74795. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  74796. */
  74797. static readonly QUALITY_LOW: number;
  74798. /** Gets or sets the custom shader name to use */
  74799. customShaderOptions: ICustomShaderOptions;
  74800. /**
  74801. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  74802. */
  74803. onBeforeShadowMapRenderObservable: Observable<Effect>;
  74804. /**
  74805. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  74806. */
  74807. onAfterShadowMapRenderObservable: Observable<Effect>;
  74808. /**
  74809. * Observable triggered before a mesh is rendered in the shadow map.
  74810. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  74811. */
  74812. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  74813. /**
  74814. * Observable triggered after a mesh is rendered in the shadow map.
  74815. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  74816. */
  74817. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  74818. private _bias;
  74819. /**
  74820. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  74821. */
  74822. /**
  74823. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  74824. */
  74825. bias: number;
  74826. private _normalBias;
  74827. /**
  74828. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  74829. */
  74830. /**
  74831. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  74832. */
  74833. normalBias: number;
  74834. private _blurBoxOffset;
  74835. /**
  74836. * Gets the blur box offset: offset applied during the blur pass.
  74837. * Only useful if useKernelBlur = false
  74838. */
  74839. /**
  74840. * Sets the blur box offset: offset applied during the blur pass.
  74841. * Only useful if useKernelBlur = false
  74842. */
  74843. blurBoxOffset: number;
  74844. private _blurScale;
  74845. /**
  74846. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  74847. * 2 means half of the size.
  74848. */
  74849. /**
  74850. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  74851. * 2 means half of the size.
  74852. */
  74853. blurScale: number;
  74854. private _blurKernel;
  74855. /**
  74856. * Gets the blur kernel: kernel size of the blur pass.
  74857. * Only useful if useKernelBlur = true
  74858. */
  74859. /**
  74860. * Sets the blur kernel: kernel size of the blur pass.
  74861. * Only useful if useKernelBlur = true
  74862. */
  74863. blurKernel: number;
  74864. private _useKernelBlur;
  74865. /**
  74866. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  74867. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  74868. */
  74869. /**
  74870. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  74871. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  74872. */
  74873. useKernelBlur: boolean;
  74874. private _depthScale;
  74875. /**
  74876. * Gets the depth scale used in ESM mode.
  74877. */
  74878. /**
  74879. * Sets the depth scale used in ESM mode.
  74880. * This can override the scale stored on the light.
  74881. */
  74882. depthScale: number;
  74883. private _filter;
  74884. /**
  74885. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  74886. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  74887. */
  74888. /**
  74889. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  74890. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  74891. */
  74892. filter: number;
  74893. /**
  74894. * Gets if the current filter is set to Poisson Sampling.
  74895. */
  74896. /**
  74897. * Sets the current filter to Poisson Sampling.
  74898. */
  74899. usePoissonSampling: boolean;
  74900. /**
  74901. * Gets if the current filter is set to ESM.
  74902. */
  74903. /**
  74904. * Sets the current filter is to ESM.
  74905. */
  74906. useExponentialShadowMap: boolean;
  74907. /**
  74908. * Gets if the current filter is set to filtered ESM.
  74909. */
  74910. /**
  74911. * Gets if the current filter is set to filtered ESM.
  74912. */
  74913. useBlurExponentialShadowMap: boolean;
  74914. /**
  74915. * Gets if the current filter is set to "close ESM" (using the inverse of the
  74916. * exponential to prevent steep falloff artifacts).
  74917. */
  74918. /**
  74919. * Sets the current filter to "close ESM" (using the inverse of the
  74920. * exponential to prevent steep falloff artifacts).
  74921. */
  74922. useCloseExponentialShadowMap: boolean;
  74923. /**
  74924. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  74925. * exponential to prevent steep falloff artifacts).
  74926. */
  74927. /**
  74928. * Sets the current filter to filtered "close ESM" (using the inverse of the
  74929. * exponential to prevent steep falloff artifacts).
  74930. */
  74931. useBlurCloseExponentialShadowMap: boolean;
  74932. /**
  74933. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  74934. */
  74935. /**
  74936. * Sets the current filter to "PCF" (percentage closer filtering).
  74937. */
  74938. usePercentageCloserFiltering: boolean;
  74939. private _filteringQuality;
  74940. /**
  74941. * Gets the PCF or PCSS Quality.
  74942. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  74943. */
  74944. /**
  74945. * Sets the PCF or PCSS Quality.
  74946. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  74947. */
  74948. filteringQuality: number;
  74949. /**
  74950. * Gets if the current filter is set to "PCSS" (contact hardening).
  74951. */
  74952. /**
  74953. * Sets the current filter to "PCSS" (contact hardening).
  74954. */
  74955. useContactHardeningShadow: boolean;
  74956. private _contactHardeningLightSizeUVRatio;
  74957. /**
  74958. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  74959. * Using a ratio helps keeping shape stability independently of the map size.
  74960. *
  74961. * It does not account for the light projection as it was having too much
  74962. * instability during the light setup or during light position changes.
  74963. *
  74964. * Only valid if useContactHardeningShadow is true.
  74965. */
  74966. /**
  74967. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  74968. * Using a ratio helps keeping shape stability independently of the map size.
  74969. *
  74970. * It does not account for the light projection as it was having too much
  74971. * instability during the light setup or during light position changes.
  74972. *
  74973. * Only valid if useContactHardeningShadow is true.
  74974. */
  74975. contactHardeningLightSizeUVRatio: number;
  74976. private _darkness;
  74977. /** Gets or sets the actual darkness of a shadow */
  74978. darkness: number;
  74979. /**
  74980. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  74981. * 0 means strongest and 1 would means no shadow.
  74982. * @returns the darkness.
  74983. */
  74984. getDarkness(): number;
  74985. /**
  74986. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  74987. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  74988. * @returns the shadow generator allowing fluent coding.
  74989. */
  74990. setDarkness(darkness: number): ShadowGenerator;
  74991. private _transparencyShadow;
  74992. /** Gets or sets the ability to have transparent shadow */
  74993. transparencyShadow: boolean;
  74994. /**
  74995. * Sets the ability to have transparent shadow (boolean).
  74996. * @param transparent True if transparent else False
  74997. * @returns the shadow generator allowing fluent coding
  74998. */
  74999. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  75000. private _shadowMap;
  75001. private _shadowMap2;
  75002. /**
  75003. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  75004. * @returns The render target texture if present otherwise, null
  75005. */
  75006. getShadowMap(): Nullable<RenderTargetTexture>;
  75007. /**
  75008. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  75009. * @returns The render target texture if the shadow map is present otherwise, null
  75010. */
  75011. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  75012. /**
  75013. * Gets the class name of that object
  75014. * @returns "ShadowGenerator"
  75015. */
  75016. getClassName(): string;
  75017. /**
  75018. * Helper function to add a mesh and its descendants to the list of shadow casters.
  75019. * @param mesh Mesh to add
  75020. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  75021. * @returns the Shadow Generator itself
  75022. */
  75023. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  75024. /**
  75025. * Helper function to remove a mesh and its descendants from the list of shadow casters
  75026. * @param mesh Mesh to remove
  75027. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  75028. * @returns the Shadow Generator itself
  75029. */
  75030. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  75031. /**
  75032. * Controls the extent to which the shadows fade out at the edge of the frustum
  75033. * Used only by directionals and spots
  75034. */
  75035. frustumEdgeFalloff: number;
  75036. private _light;
  75037. /**
  75038. * Returns the associated light object.
  75039. * @returns the light generating the shadow
  75040. */
  75041. getLight(): IShadowLight;
  75042. /**
  75043. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  75044. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  75045. * It might on the other hand introduce peter panning.
  75046. */
  75047. forceBackFacesOnly: boolean;
  75048. private _scene;
  75049. private _lightDirection;
  75050. private _effect;
  75051. private _viewMatrix;
  75052. private _projectionMatrix;
  75053. private _transformMatrix;
  75054. private _cachedPosition;
  75055. private _cachedDirection;
  75056. private _cachedDefines;
  75057. private _currentRenderID;
  75058. private _boxBlurPostprocess;
  75059. private _kernelBlurXPostprocess;
  75060. private _kernelBlurYPostprocess;
  75061. private _blurPostProcesses;
  75062. private _mapSize;
  75063. private _currentFaceIndex;
  75064. private _currentFaceIndexCache;
  75065. private _textureType;
  75066. private _defaultTextureMatrix;
  75067. /** @hidden */
  75068. static _SceneComponentInitialization: (scene: Scene) => void;
  75069. /**
  75070. * Creates a ShadowGenerator object.
  75071. * A ShadowGenerator is the required tool to use the shadows.
  75072. * Each light casting shadows needs to use its own ShadowGenerator.
  75073. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  75074. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  75075. * @param light The light object generating the shadows.
  75076. * @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.
  75077. */
  75078. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  75079. private _initializeGenerator;
  75080. private _initializeShadowMap;
  75081. private _initializeBlurRTTAndPostProcesses;
  75082. private _renderForShadowMap;
  75083. private _renderSubMeshForShadowMap;
  75084. private _applyFilterValues;
  75085. /**
  75086. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  75087. * @param onCompiled Callback triggered at the and of the effects compilation
  75088. * @param options Sets of optional options forcing the compilation with different modes
  75089. */
  75090. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  75091. useInstances: boolean;
  75092. }>): void;
  75093. /**
  75094. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  75095. * @param options Sets of optional options forcing the compilation with different modes
  75096. * @returns A promise that resolves when the compilation completes
  75097. */
  75098. forceCompilationAsync(options?: Partial<{
  75099. useInstances: boolean;
  75100. }>): Promise<void>;
  75101. /**
  75102. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  75103. * @param subMesh The submesh we want to render in the shadow map
  75104. * @param useInstances Defines wether will draw in the map using instances
  75105. * @returns true if ready otherwise, false
  75106. */
  75107. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  75108. /**
  75109. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  75110. * @param defines Defines of the material we want to update
  75111. * @param lightIndex Index of the light in the enabled light list of the material
  75112. */
  75113. prepareDefines(defines: any, lightIndex: number): void;
  75114. /**
  75115. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  75116. * defined in the generator but impacting the effect).
  75117. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  75118. * @param effect The effect we are binfing the information for
  75119. */
  75120. bindShadowLight(lightIndex: string, effect: Effect): void;
  75121. /**
  75122. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  75123. * (eq to shadow prjection matrix * light transform matrix)
  75124. * @returns The transform matrix used to create the shadow map
  75125. */
  75126. getTransformMatrix(): Matrix;
  75127. /**
  75128. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  75129. * Cube and 2D textures for instance.
  75130. */
  75131. recreateShadowMap(): void;
  75132. private _disposeBlurPostProcesses;
  75133. private _disposeRTTandPostProcesses;
  75134. /**
  75135. * Disposes the ShadowGenerator.
  75136. * Returns nothing.
  75137. */
  75138. dispose(): void;
  75139. /**
  75140. * Serializes the shadow generator setup to a json object.
  75141. * @returns The serialized JSON object
  75142. */
  75143. serialize(): any;
  75144. /**
  75145. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  75146. * @param parsedShadowGenerator The JSON object to parse
  75147. * @param scene The scene to create the shadow map for
  75148. * @returns The parsed shadow generator
  75149. */
  75150. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  75151. }
  75152. }
  75153. declare module BABYLON {
  75154. /**
  75155. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  75156. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  75157. * 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.
  75158. */
  75159. export abstract class Light extends Node {
  75160. /**
  75161. * Falloff Default: light is falling off following the material specification:
  75162. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  75163. */
  75164. static readonly FALLOFF_DEFAULT: number;
  75165. /**
  75166. * Falloff Physical: light is falling off following the inverse squared distance law.
  75167. */
  75168. static readonly FALLOFF_PHYSICAL: number;
  75169. /**
  75170. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  75171. * to enhance interoperability with other engines.
  75172. */
  75173. static readonly FALLOFF_GLTF: number;
  75174. /**
  75175. * Falloff Standard: light is falling off like in the standard material
  75176. * to enhance interoperability with other materials.
  75177. */
  75178. static readonly FALLOFF_STANDARD: number;
  75179. /**
  75180. * If every light affecting the material is in this lightmapMode,
  75181. * material.lightmapTexture adds or multiplies
  75182. * (depends on material.useLightmapAsShadowmap)
  75183. * after every other light calculations.
  75184. */
  75185. static readonly LIGHTMAP_DEFAULT: number;
  75186. /**
  75187. * material.lightmapTexture as only diffuse lighting from this light
  75188. * adds only specular lighting from this light
  75189. * adds dynamic shadows
  75190. */
  75191. static readonly LIGHTMAP_SPECULAR: number;
  75192. /**
  75193. * material.lightmapTexture as only lighting
  75194. * no light calculation from this light
  75195. * only adds dynamic shadows from this light
  75196. */
  75197. static readonly LIGHTMAP_SHADOWSONLY: number;
  75198. /**
  75199. * Each light type uses the default quantity according to its type:
  75200. * point/spot lights use luminous intensity
  75201. * directional lights use illuminance
  75202. */
  75203. static readonly INTENSITYMODE_AUTOMATIC: number;
  75204. /**
  75205. * lumen (lm)
  75206. */
  75207. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  75208. /**
  75209. * candela (lm/sr)
  75210. */
  75211. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  75212. /**
  75213. * lux (lm/m^2)
  75214. */
  75215. static readonly INTENSITYMODE_ILLUMINANCE: number;
  75216. /**
  75217. * nit (cd/m^2)
  75218. */
  75219. static readonly INTENSITYMODE_LUMINANCE: number;
  75220. /**
  75221. * Light type const id of the point light.
  75222. */
  75223. static readonly LIGHTTYPEID_POINTLIGHT: number;
  75224. /**
  75225. * Light type const id of the directional light.
  75226. */
  75227. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  75228. /**
  75229. * Light type const id of the spot light.
  75230. */
  75231. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  75232. /**
  75233. * Light type const id of the hemispheric light.
  75234. */
  75235. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  75236. /**
  75237. * Diffuse gives the basic color to an object.
  75238. */
  75239. diffuse: Color3;
  75240. /**
  75241. * Specular produces a highlight color on an object.
  75242. * Note: This is note affecting PBR materials.
  75243. */
  75244. specular: Color3;
  75245. /**
  75246. * Defines the falloff type for this light. This lets overrriding how punctual light are
  75247. * falling off base on range or angle.
  75248. * This can be set to any values in Light.FALLOFF_x.
  75249. *
  75250. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  75251. * other types of materials.
  75252. */
  75253. falloffType: number;
  75254. /**
  75255. * Strength of the light.
  75256. * Note: By default it is define in the framework own unit.
  75257. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  75258. */
  75259. intensity: number;
  75260. private _range;
  75261. protected _inverseSquaredRange: number;
  75262. /**
  75263. * Defines how far from the source the light is impacting in scene units.
  75264. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  75265. */
  75266. /**
  75267. * Defines how far from the source the light is impacting in scene units.
  75268. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  75269. */
  75270. range: number;
  75271. /**
  75272. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  75273. * of light.
  75274. */
  75275. private _photometricScale;
  75276. private _intensityMode;
  75277. /**
  75278. * Gets the photometric scale used to interpret the intensity.
  75279. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  75280. */
  75281. /**
  75282. * Sets the photometric scale used to interpret the intensity.
  75283. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  75284. */
  75285. intensityMode: number;
  75286. private _radius;
  75287. /**
  75288. * Gets the light radius used by PBR Materials to simulate soft area lights.
  75289. */
  75290. /**
  75291. * sets the light radius used by PBR Materials to simulate soft area lights.
  75292. */
  75293. radius: number;
  75294. private _renderPriority;
  75295. /**
  75296. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  75297. * exceeding the number allowed of the materials.
  75298. */
  75299. renderPriority: number;
  75300. private _shadowEnabled;
  75301. /**
  75302. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  75303. * the current shadow generator.
  75304. */
  75305. /**
  75306. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  75307. * the current shadow generator.
  75308. */
  75309. shadowEnabled: boolean;
  75310. private _includedOnlyMeshes;
  75311. /**
  75312. * Gets the only meshes impacted by this light.
  75313. */
  75314. /**
  75315. * Sets the only meshes impacted by this light.
  75316. */
  75317. includedOnlyMeshes: AbstractMesh[];
  75318. private _excludedMeshes;
  75319. /**
  75320. * Gets the meshes not impacted by this light.
  75321. */
  75322. /**
  75323. * Sets the meshes not impacted by this light.
  75324. */
  75325. excludedMeshes: AbstractMesh[];
  75326. private _excludeWithLayerMask;
  75327. /**
  75328. * Gets the layer id use to find what meshes are not impacted by the light.
  75329. * Inactive if 0
  75330. */
  75331. /**
  75332. * Sets the layer id use to find what meshes are not impacted by the light.
  75333. * Inactive if 0
  75334. */
  75335. excludeWithLayerMask: number;
  75336. private _includeOnlyWithLayerMask;
  75337. /**
  75338. * Gets the layer id use to find what meshes are impacted by the light.
  75339. * Inactive if 0
  75340. */
  75341. /**
  75342. * Sets the layer id use to find what meshes are impacted by the light.
  75343. * Inactive if 0
  75344. */
  75345. includeOnlyWithLayerMask: number;
  75346. private _lightmapMode;
  75347. /**
  75348. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  75349. */
  75350. /**
  75351. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  75352. */
  75353. lightmapMode: number;
  75354. /**
  75355. * Shadow generator associted to the light.
  75356. * @hidden Internal use only.
  75357. */
  75358. _shadowGenerator: Nullable<IShadowGenerator>;
  75359. /**
  75360. * @hidden Internal use only.
  75361. */
  75362. _excludedMeshesIds: string[];
  75363. /**
  75364. * @hidden Internal use only.
  75365. */
  75366. _includedOnlyMeshesIds: string[];
  75367. /**
  75368. * The current light unifom buffer.
  75369. * @hidden Internal use only.
  75370. */
  75371. _uniformBuffer: UniformBuffer;
  75372. /**
  75373. * Creates a Light object in the scene.
  75374. * Documentation : https://doc.babylonjs.com/babylon101/lights
  75375. * @param name The firendly name of the light
  75376. * @param scene The scene the light belongs too
  75377. */
  75378. constructor(name: string, scene: Scene);
  75379. protected abstract _buildUniformLayout(): void;
  75380. /**
  75381. * Sets the passed Effect "effect" with the Light information.
  75382. * @param effect The effect to update
  75383. * @param lightIndex The index of the light in the effect to update
  75384. * @returns The light
  75385. */
  75386. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  75387. /**
  75388. * Sets the passed Effect "effect" with the Light information.
  75389. * @param effect The effect to update
  75390. * @param lightDataUniformName The uniform used to store light data (position or direction)
  75391. * @returns The light
  75392. */
  75393. abstract transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  75394. /**
  75395. * Returns the string "Light".
  75396. * @returns the class name
  75397. */
  75398. getClassName(): string;
  75399. /** @hidden */
  75400. readonly _isLight: boolean;
  75401. /**
  75402. * Converts the light information to a readable string for debug purpose.
  75403. * @param fullDetails Supports for multiple levels of logging within scene loading
  75404. * @returns the human readable light info
  75405. */
  75406. toString(fullDetails?: boolean): string;
  75407. /** @hidden */
  75408. protected _syncParentEnabledState(): void;
  75409. /**
  75410. * Set the enabled state of this node.
  75411. * @param value - the new enabled state
  75412. */
  75413. setEnabled(value: boolean): void;
  75414. /**
  75415. * Returns the Light associated shadow generator if any.
  75416. * @return the associated shadow generator.
  75417. */
  75418. getShadowGenerator(): Nullable<IShadowGenerator>;
  75419. /**
  75420. * Returns a Vector3, the absolute light position in the World.
  75421. * @returns the world space position of the light
  75422. */
  75423. getAbsolutePosition(): Vector3;
  75424. /**
  75425. * Specifies if the light will affect the passed mesh.
  75426. * @param mesh The mesh to test against the light
  75427. * @return true the mesh is affected otherwise, false.
  75428. */
  75429. canAffectMesh(mesh: AbstractMesh): boolean;
  75430. /**
  75431. * Sort function to order lights for rendering.
  75432. * @param a First Light object to compare to second.
  75433. * @param b Second Light object to compare first.
  75434. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  75435. */
  75436. static CompareLightsPriority(a: Light, b: Light): number;
  75437. /**
  75438. * Releases resources associated with this node.
  75439. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  75440. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  75441. */
  75442. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  75443. /**
  75444. * Returns the light type ID (integer).
  75445. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  75446. */
  75447. getTypeID(): number;
  75448. /**
  75449. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  75450. * @returns the scaled intensity in intensity mode unit
  75451. */
  75452. getScaledIntensity(): number;
  75453. /**
  75454. * Returns a new Light object, named "name", from the current one.
  75455. * @param name The name of the cloned light
  75456. * @returns the new created light
  75457. */
  75458. clone(name: string): Nullable<Light>;
  75459. /**
  75460. * Serializes the current light into a Serialization object.
  75461. * @returns the serialized object.
  75462. */
  75463. serialize(): any;
  75464. /**
  75465. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  75466. * This new light is named "name" and added to the passed scene.
  75467. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  75468. * @param name The friendly name of the light
  75469. * @param scene The scene the new light will belong to
  75470. * @returns the constructor function
  75471. */
  75472. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  75473. /**
  75474. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  75475. * @param parsedLight The JSON representation of the light
  75476. * @param scene The scene to create the parsed light in
  75477. * @returns the created light after parsing
  75478. */
  75479. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  75480. private _hookArrayForExcluded;
  75481. private _hookArrayForIncludedOnly;
  75482. private _resyncMeshes;
  75483. /**
  75484. * Forces the meshes to update their light related information in their rendering used effects
  75485. * @hidden Internal Use Only
  75486. */
  75487. _markMeshesAsLightDirty(): void;
  75488. /**
  75489. * Recomputes the cached photometric scale if needed.
  75490. */
  75491. private _computePhotometricScale;
  75492. /**
  75493. * Returns the Photometric Scale according to the light type and intensity mode.
  75494. */
  75495. private _getPhotometricScale;
  75496. /**
  75497. * Reorder the light in the scene according to their defined priority.
  75498. * @hidden Internal Use Only
  75499. */
  75500. _reorderLightsInScene(): void;
  75501. /**
  75502. * Prepares the list of defines specific to the light type.
  75503. * @param defines the list of defines
  75504. * @param lightIndex defines the index of the light for the effect
  75505. */
  75506. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  75507. }
  75508. }
  75509. declare module BABYLON {
  75510. /**
  75511. * Interface used to define Action
  75512. */
  75513. export interface IAction {
  75514. /**
  75515. * Trigger for the action
  75516. */
  75517. trigger: number;
  75518. /** Options of the trigger */
  75519. triggerOptions: any;
  75520. /**
  75521. * Gets the trigger parameters
  75522. * @returns the trigger parameters
  75523. */
  75524. getTriggerParameter(): any;
  75525. /**
  75526. * Internal only - executes current action event
  75527. * @hidden
  75528. */
  75529. _executeCurrent(evt?: ActionEvent): void;
  75530. /**
  75531. * Serialize placeholder for child classes
  75532. * @param parent of child
  75533. * @returns the serialized object
  75534. */
  75535. serialize(parent: any): any;
  75536. /**
  75537. * Internal only
  75538. * @hidden
  75539. */
  75540. _prepare(): void;
  75541. /**
  75542. * Internal only - manager for action
  75543. * @hidden
  75544. */
  75545. _actionManager: AbstractActionManager;
  75546. /**
  75547. * Adds action to chain of actions, may be a DoNothingAction
  75548. * @param action defines the next action to execute
  75549. * @returns The action passed in
  75550. * @see https://www.babylonjs-playground.com/#1T30HR#0
  75551. */
  75552. then(action: IAction): IAction;
  75553. }
  75554. /**
  75555. * The action to be carried out following a trigger
  75556. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  75557. */
  75558. export class Action implements IAction {
  75559. /** the trigger, with or without parameters, for the action */
  75560. triggerOptions: any;
  75561. /**
  75562. * Trigger for the action
  75563. */
  75564. trigger: number;
  75565. /**
  75566. * Internal only - manager for action
  75567. * @hidden
  75568. */
  75569. _actionManager: ActionManager;
  75570. private _nextActiveAction;
  75571. private _child;
  75572. private _condition?;
  75573. private _triggerParameter;
  75574. /**
  75575. * An event triggered prior to action being executed.
  75576. */
  75577. onBeforeExecuteObservable: Observable<Action>;
  75578. /**
  75579. * Creates a new Action
  75580. * @param triggerOptions the trigger, with or without parameters, for the action
  75581. * @param condition an optional determinant of action
  75582. */
  75583. constructor(
  75584. /** the trigger, with or without parameters, for the action */
  75585. triggerOptions: any, condition?: Condition);
  75586. /**
  75587. * Internal only
  75588. * @hidden
  75589. */
  75590. _prepare(): void;
  75591. /**
  75592. * Gets the trigger parameters
  75593. * @returns the trigger parameters
  75594. */
  75595. getTriggerParameter(): any;
  75596. /**
  75597. * Internal only - executes current action event
  75598. * @hidden
  75599. */
  75600. _executeCurrent(evt?: ActionEvent): void;
  75601. /**
  75602. * Execute placeholder for child classes
  75603. * @param evt optional action event
  75604. */
  75605. execute(evt?: ActionEvent): void;
  75606. /**
  75607. * Skips to next active action
  75608. */
  75609. skipToNextActiveAction(): void;
  75610. /**
  75611. * Adds action to chain of actions, may be a DoNothingAction
  75612. * @param action defines the next action to execute
  75613. * @returns The action passed in
  75614. * @see https://www.babylonjs-playground.com/#1T30HR#0
  75615. */
  75616. then(action: Action): Action;
  75617. /**
  75618. * Internal only
  75619. * @hidden
  75620. */
  75621. _getProperty(propertyPath: string): string;
  75622. /**
  75623. * Internal only
  75624. * @hidden
  75625. */
  75626. _getEffectiveTarget(target: any, propertyPath: string): any;
  75627. /**
  75628. * Serialize placeholder for child classes
  75629. * @param parent of child
  75630. * @returns the serialized object
  75631. */
  75632. serialize(parent: any): any;
  75633. /**
  75634. * Internal only called by serialize
  75635. * @hidden
  75636. */
  75637. protected _serialize(serializedAction: any, parent?: any): any;
  75638. /**
  75639. * Internal only
  75640. * @hidden
  75641. */
  75642. static _SerializeValueAsString: (value: any) => string;
  75643. /**
  75644. * Internal only
  75645. * @hidden
  75646. */
  75647. static _GetTargetProperty: (target: Node | Scene) => {
  75648. name: string;
  75649. targetType: string;
  75650. value: string;
  75651. };
  75652. }
  75653. }
  75654. declare module BABYLON {
  75655. /**
  75656. * A Condition applied to an Action
  75657. */
  75658. export class Condition {
  75659. /**
  75660. * Internal only - manager for action
  75661. * @hidden
  75662. */
  75663. _actionManager: ActionManager;
  75664. /**
  75665. * Internal only
  75666. * @hidden
  75667. */
  75668. _evaluationId: number;
  75669. /**
  75670. * Internal only
  75671. * @hidden
  75672. */
  75673. _currentResult: boolean;
  75674. /**
  75675. * Creates a new Condition
  75676. * @param actionManager the manager of the action the condition is applied to
  75677. */
  75678. constructor(actionManager: ActionManager);
  75679. /**
  75680. * Check if the current condition is valid
  75681. * @returns a boolean
  75682. */
  75683. isValid(): boolean;
  75684. /**
  75685. * Internal only
  75686. * @hidden
  75687. */
  75688. _getProperty(propertyPath: string): string;
  75689. /**
  75690. * Internal only
  75691. * @hidden
  75692. */
  75693. _getEffectiveTarget(target: any, propertyPath: string): any;
  75694. /**
  75695. * Serialize placeholder for child classes
  75696. * @returns the serialized object
  75697. */
  75698. serialize(): any;
  75699. /**
  75700. * Internal only
  75701. * @hidden
  75702. */
  75703. protected _serialize(serializedCondition: any): any;
  75704. }
  75705. /**
  75706. * Defines specific conditional operators as extensions of Condition
  75707. */
  75708. export class ValueCondition extends Condition {
  75709. /** path to specify the property of the target the conditional operator uses */
  75710. propertyPath: string;
  75711. /** the value compared by the conditional operator against the current value of the property */
  75712. value: any;
  75713. /** the conditional operator, default ValueCondition.IsEqual */
  75714. operator: number;
  75715. /**
  75716. * Internal only
  75717. * @hidden
  75718. */
  75719. private static _IsEqual;
  75720. /**
  75721. * Internal only
  75722. * @hidden
  75723. */
  75724. private static _IsDifferent;
  75725. /**
  75726. * Internal only
  75727. * @hidden
  75728. */
  75729. private static _IsGreater;
  75730. /**
  75731. * Internal only
  75732. * @hidden
  75733. */
  75734. private static _IsLesser;
  75735. /**
  75736. * returns the number for IsEqual
  75737. */
  75738. static readonly IsEqual: number;
  75739. /**
  75740. * Returns the number for IsDifferent
  75741. */
  75742. static readonly IsDifferent: number;
  75743. /**
  75744. * Returns the number for IsGreater
  75745. */
  75746. static readonly IsGreater: number;
  75747. /**
  75748. * Returns the number for IsLesser
  75749. */
  75750. static readonly IsLesser: number;
  75751. /**
  75752. * Internal only The action manager for the condition
  75753. * @hidden
  75754. */
  75755. _actionManager: ActionManager;
  75756. /**
  75757. * Internal only
  75758. * @hidden
  75759. */
  75760. private _target;
  75761. /**
  75762. * Internal only
  75763. * @hidden
  75764. */
  75765. private _effectiveTarget;
  75766. /**
  75767. * Internal only
  75768. * @hidden
  75769. */
  75770. private _property;
  75771. /**
  75772. * Creates a new ValueCondition
  75773. * @param actionManager manager for the action the condition applies to
  75774. * @param target for the action
  75775. * @param propertyPath path to specify the property of the target the conditional operator uses
  75776. * @param value the value compared by the conditional operator against the current value of the property
  75777. * @param operator the conditional operator, default ValueCondition.IsEqual
  75778. */
  75779. constructor(actionManager: ActionManager, target: any,
  75780. /** path to specify the property of the target the conditional operator uses */
  75781. propertyPath: string,
  75782. /** the value compared by the conditional operator against the current value of the property */
  75783. value: any,
  75784. /** the conditional operator, default ValueCondition.IsEqual */
  75785. operator?: number);
  75786. /**
  75787. * Compares the given value with the property value for the specified conditional operator
  75788. * @returns the result of the comparison
  75789. */
  75790. isValid(): boolean;
  75791. /**
  75792. * Serialize the ValueCondition into a JSON compatible object
  75793. * @returns serialization object
  75794. */
  75795. serialize(): any;
  75796. /**
  75797. * Gets the name of the conditional operator for the ValueCondition
  75798. * @param operator the conditional operator
  75799. * @returns the name
  75800. */
  75801. static GetOperatorName(operator: number): string;
  75802. }
  75803. /**
  75804. * Defines a predicate condition as an extension of Condition
  75805. */
  75806. export class PredicateCondition extends Condition {
  75807. /** defines the predicate function used to validate the condition */
  75808. predicate: () => boolean;
  75809. /**
  75810. * Internal only - manager for action
  75811. * @hidden
  75812. */
  75813. _actionManager: ActionManager;
  75814. /**
  75815. * Creates a new PredicateCondition
  75816. * @param actionManager manager for the action the condition applies to
  75817. * @param predicate defines the predicate function used to validate the condition
  75818. */
  75819. constructor(actionManager: ActionManager,
  75820. /** defines the predicate function used to validate the condition */
  75821. predicate: () => boolean);
  75822. /**
  75823. * @returns the validity of the predicate condition
  75824. */
  75825. isValid(): boolean;
  75826. }
  75827. /**
  75828. * Defines a state condition as an extension of Condition
  75829. */
  75830. export class StateCondition extends Condition {
  75831. /** Value to compare with target state */
  75832. value: string;
  75833. /**
  75834. * Internal only - manager for action
  75835. * @hidden
  75836. */
  75837. _actionManager: ActionManager;
  75838. /**
  75839. * Internal only
  75840. * @hidden
  75841. */
  75842. private _target;
  75843. /**
  75844. * Creates a new StateCondition
  75845. * @param actionManager manager for the action the condition applies to
  75846. * @param target of the condition
  75847. * @param value to compare with target state
  75848. */
  75849. constructor(actionManager: ActionManager, target: any,
  75850. /** Value to compare with target state */
  75851. value: string);
  75852. /**
  75853. * Gets a boolean indicating if the current condition is met
  75854. * @returns the validity of the state
  75855. */
  75856. isValid(): boolean;
  75857. /**
  75858. * Serialize the StateCondition into a JSON compatible object
  75859. * @returns serialization object
  75860. */
  75861. serialize(): any;
  75862. }
  75863. }
  75864. declare module BABYLON {
  75865. /**
  75866. * This defines an action responsible to toggle a boolean once triggered.
  75867. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75868. */
  75869. export class SwitchBooleanAction extends Action {
  75870. /**
  75871. * The path to the boolean property in the target object
  75872. */
  75873. propertyPath: string;
  75874. private _target;
  75875. private _effectiveTarget;
  75876. private _property;
  75877. /**
  75878. * Instantiate the action
  75879. * @param triggerOptions defines the trigger options
  75880. * @param target defines the object containing the boolean
  75881. * @param propertyPath defines the path to the boolean property in the target object
  75882. * @param condition defines the trigger related conditions
  75883. */
  75884. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  75885. /** @hidden */
  75886. _prepare(): void;
  75887. /**
  75888. * Execute the action toggle the boolean value.
  75889. */
  75890. execute(): void;
  75891. /**
  75892. * Serializes the actions and its related information.
  75893. * @param parent defines the object to serialize in
  75894. * @returns the serialized object
  75895. */
  75896. serialize(parent: any): any;
  75897. }
  75898. /**
  75899. * This defines an action responsible to set a the state field of the target
  75900. * to a desired value once triggered.
  75901. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75902. */
  75903. export class SetStateAction extends Action {
  75904. /**
  75905. * The value to store in the state field.
  75906. */
  75907. value: string;
  75908. private _target;
  75909. /**
  75910. * Instantiate the action
  75911. * @param triggerOptions defines the trigger options
  75912. * @param target defines the object containing the state property
  75913. * @param value defines the value to store in the state field
  75914. * @param condition defines the trigger related conditions
  75915. */
  75916. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  75917. /**
  75918. * Execute the action and store the value on the target state property.
  75919. */
  75920. execute(): void;
  75921. /**
  75922. * Serializes the actions and its related information.
  75923. * @param parent defines the object to serialize in
  75924. * @returns the serialized object
  75925. */
  75926. serialize(parent: any): any;
  75927. }
  75928. /**
  75929. * This defines an action responsible to set a property of the target
  75930. * to a desired value once triggered.
  75931. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75932. */
  75933. export class SetValueAction extends Action {
  75934. /**
  75935. * The path of the property to set in the target.
  75936. */
  75937. propertyPath: string;
  75938. /**
  75939. * The value to set in the property
  75940. */
  75941. value: any;
  75942. private _target;
  75943. private _effectiveTarget;
  75944. private _property;
  75945. /**
  75946. * Instantiate the action
  75947. * @param triggerOptions defines the trigger options
  75948. * @param target defines the object containing the property
  75949. * @param propertyPath defines the path of the property to set in the target
  75950. * @param value defines the value to set in the property
  75951. * @param condition defines the trigger related conditions
  75952. */
  75953. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  75954. /** @hidden */
  75955. _prepare(): void;
  75956. /**
  75957. * Execute the action and set the targetted property to the desired value.
  75958. */
  75959. execute(): void;
  75960. /**
  75961. * Serializes the actions and its related information.
  75962. * @param parent defines the object to serialize in
  75963. * @returns the serialized object
  75964. */
  75965. serialize(parent: any): any;
  75966. }
  75967. /**
  75968. * This defines an action responsible to increment the target value
  75969. * to a desired value once triggered.
  75970. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75971. */
  75972. export class IncrementValueAction extends Action {
  75973. /**
  75974. * The path of the property to increment in the target.
  75975. */
  75976. propertyPath: string;
  75977. /**
  75978. * The value we should increment the property by.
  75979. */
  75980. value: any;
  75981. private _target;
  75982. private _effectiveTarget;
  75983. private _property;
  75984. /**
  75985. * Instantiate the action
  75986. * @param triggerOptions defines the trigger options
  75987. * @param target defines the object containing the property
  75988. * @param propertyPath defines the path of the property to increment in the target
  75989. * @param value defines the value value we should increment the property by
  75990. * @param condition defines the trigger related conditions
  75991. */
  75992. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  75993. /** @hidden */
  75994. _prepare(): void;
  75995. /**
  75996. * Execute the action and increment the target of the value amount.
  75997. */
  75998. execute(): void;
  75999. /**
  76000. * Serializes the actions and its related information.
  76001. * @param parent defines the object to serialize in
  76002. * @returns the serialized object
  76003. */
  76004. serialize(parent: any): any;
  76005. }
  76006. /**
  76007. * This defines an action responsible to start an animation once triggered.
  76008. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76009. */
  76010. export class PlayAnimationAction extends Action {
  76011. /**
  76012. * Where the animation should start (animation frame)
  76013. */
  76014. from: number;
  76015. /**
  76016. * Where the animation should stop (animation frame)
  76017. */
  76018. to: number;
  76019. /**
  76020. * Define if the animation should loop or stop after the first play.
  76021. */
  76022. loop?: boolean;
  76023. private _target;
  76024. /**
  76025. * Instantiate the action
  76026. * @param triggerOptions defines the trigger options
  76027. * @param target defines the target animation or animation name
  76028. * @param from defines from where the animation should start (animation frame)
  76029. * @param end defines where the animation should stop (animation frame)
  76030. * @param loop defines if the animation should loop or stop after the first play
  76031. * @param condition defines the trigger related conditions
  76032. */
  76033. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  76034. /** @hidden */
  76035. _prepare(): void;
  76036. /**
  76037. * Execute the action and play the animation.
  76038. */
  76039. execute(): void;
  76040. /**
  76041. * Serializes the actions and its related information.
  76042. * @param parent defines the object to serialize in
  76043. * @returns the serialized object
  76044. */
  76045. serialize(parent: any): any;
  76046. }
  76047. /**
  76048. * This defines an action responsible to stop an animation once triggered.
  76049. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76050. */
  76051. export class StopAnimationAction extends Action {
  76052. private _target;
  76053. /**
  76054. * Instantiate the action
  76055. * @param triggerOptions defines the trigger options
  76056. * @param target defines the target animation or animation name
  76057. * @param condition defines the trigger related conditions
  76058. */
  76059. constructor(triggerOptions: any, target: any, condition?: Condition);
  76060. /** @hidden */
  76061. _prepare(): void;
  76062. /**
  76063. * Execute the action and stop the animation.
  76064. */
  76065. execute(): void;
  76066. /**
  76067. * Serializes the actions and its related information.
  76068. * @param parent defines the object to serialize in
  76069. * @returns the serialized object
  76070. */
  76071. serialize(parent: any): any;
  76072. }
  76073. /**
  76074. * This defines an action responsible that does nothing once triggered.
  76075. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76076. */
  76077. export class DoNothingAction extends Action {
  76078. /**
  76079. * Instantiate the action
  76080. * @param triggerOptions defines the trigger options
  76081. * @param condition defines the trigger related conditions
  76082. */
  76083. constructor(triggerOptions?: any, condition?: Condition);
  76084. /**
  76085. * Execute the action and do nothing.
  76086. */
  76087. execute(): void;
  76088. /**
  76089. * Serializes the actions and its related information.
  76090. * @param parent defines the object to serialize in
  76091. * @returns the serialized object
  76092. */
  76093. serialize(parent: any): any;
  76094. }
  76095. /**
  76096. * This defines an action responsible to trigger several actions once triggered.
  76097. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76098. */
  76099. export class CombineAction extends Action {
  76100. /**
  76101. * The list of aggregated animations to run.
  76102. */
  76103. children: Action[];
  76104. /**
  76105. * Instantiate the action
  76106. * @param triggerOptions defines the trigger options
  76107. * @param children defines the list of aggregated animations to run
  76108. * @param condition defines the trigger related conditions
  76109. */
  76110. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  76111. /** @hidden */
  76112. _prepare(): void;
  76113. /**
  76114. * Execute the action and executes all the aggregated actions.
  76115. */
  76116. execute(evt: ActionEvent): void;
  76117. /**
  76118. * Serializes the actions and its related information.
  76119. * @param parent defines the object to serialize in
  76120. * @returns the serialized object
  76121. */
  76122. serialize(parent: any): any;
  76123. }
  76124. /**
  76125. * This defines an action responsible to run code (external event) once triggered.
  76126. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76127. */
  76128. export class ExecuteCodeAction extends Action {
  76129. /**
  76130. * The callback function to run.
  76131. */
  76132. func: (evt: ActionEvent) => void;
  76133. /**
  76134. * Instantiate the action
  76135. * @param triggerOptions defines the trigger options
  76136. * @param func defines the callback function to run
  76137. * @param condition defines the trigger related conditions
  76138. */
  76139. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  76140. /**
  76141. * Execute the action and run the attached code.
  76142. */
  76143. execute(evt: ActionEvent): void;
  76144. }
  76145. /**
  76146. * This defines an action responsible to set the parent property of the target once triggered.
  76147. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76148. */
  76149. export class SetParentAction extends Action {
  76150. private _parent;
  76151. private _target;
  76152. /**
  76153. * Instantiate the action
  76154. * @param triggerOptions defines the trigger options
  76155. * @param target defines the target containing the parent property
  76156. * @param parent defines from where the animation should start (animation frame)
  76157. * @param condition defines the trigger related conditions
  76158. */
  76159. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  76160. /** @hidden */
  76161. _prepare(): void;
  76162. /**
  76163. * Execute the action and set the parent property.
  76164. */
  76165. execute(): void;
  76166. /**
  76167. * Serializes the actions and its related information.
  76168. * @param parent defines the object to serialize in
  76169. * @returns the serialized object
  76170. */
  76171. serialize(parent: any): any;
  76172. }
  76173. }
  76174. declare module BABYLON {
  76175. /**
  76176. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  76177. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  76178. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  76179. */
  76180. export class ActionManager extends AbstractActionManager {
  76181. /**
  76182. * Nothing
  76183. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76184. */
  76185. static readonly NothingTrigger: number;
  76186. /**
  76187. * On pick
  76188. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76189. */
  76190. static readonly OnPickTrigger: number;
  76191. /**
  76192. * On left pick
  76193. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76194. */
  76195. static readonly OnLeftPickTrigger: number;
  76196. /**
  76197. * On right pick
  76198. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76199. */
  76200. static readonly OnRightPickTrigger: number;
  76201. /**
  76202. * On center pick
  76203. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76204. */
  76205. static readonly OnCenterPickTrigger: number;
  76206. /**
  76207. * On pick down
  76208. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76209. */
  76210. static readonly OnPickDownTrigger: number;
  76211. /**
  76212. * On double pick
  76213. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76214. */
  76215. static readonly OnDoublePickTrigger: number;
  76216. /**
  76217. * On pick up
  76218. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76219. */
  76220. static readonly OnPickUpTrigger: number;
  76221. /**
  76222. * On pick out.
  76223. * This trigger will only be raised if you also declared a OnPickDown
  76224. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76225. */
  76226. static readonly OnPickOutTrigger: number;
  76227. /**
  76228. * On long press
  76229. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76230. */
  76231. static readonly OnLongPressTrigger: number;
  76232. /**
  76233. * On pointer over
  76234. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76235. */
  76236. static readonly OnPointerOverTrigger: number;
  76237. /**
  76238. * On pointer out
  76239. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76240. */
  76241. static readonly OnPointerOutTrigger: number;
  76242. /**
  76243. * On every frame
  76244. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76245. */
  76246. static readonly OnEveryFrameTrigger: number;
  76247. /**
  76248. * On intersection enter
  76249. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76250. */
  76251. static readonly OnIntersectionEnterTrigger: number;
  76252. /**
  76253. * On intersection exit
  76254. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76255. */
  76256. static readonly OnIntersectionExitTrigger: number;
  76257. /**
  76258. * On key down
  76259. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76260. */
  76261. static readonly OnKeyDownTrigger: number;
  76262. /**
  76263. * On key up
  76264. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  76265. */
  76266. static readonly OnKeyUpTrigger: number;
  76267. private _scene;
  76268. /**
  76269. * Creates a new action manager
  76270. * @param scene defines the hosting scene
  76271. */
  76272. constructor(scene: Scene);
  76273. /**
  76274. * Releases all associated resources
  76275. */
  76276. dispose(): void;
  76277. /**
  76278. * Gets hosting scene
  76279. * @returns the hosting scene
  76280. */
  76281. getScene(): Scene;
  76282. /**
  76283. * Does this action manager handles actions of any of the given triggers
  76284. * @param triggers defines the triggers to be tested
  76285. * @return a boolean indicating whether one (or more) of the triggers is handled
  76286. */
  76287. hasSpecificTriggers(triggers: number[]): boolean;
  76288. /**
  76289. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  76290. * speed.
  76291. * @param triggerA defines the trigger to be tested
  76292. * @param triggerB defines the trigger to be tested
  76293. * @return a boolean indicating whether one (or more) of the triggers is handled
  76294. */
  76295. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  76296. /**
  76297. * Does this action manager handles actions of a given trigger
  76298. * @param trigger defines the trigger to be tested
  76299. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  76300. * @return whether the trigger is handled
  76301. */
  76302. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  76303. /**
  76304. * Does this action manager has pointer triggers
  76305. */
  76306. readonly hasPointerTriggers: boolean;
  76307. /**
  76308. * Does this action manager has pick triggers
  76309. */
  76310. readonly hasPickTriggers: boolean;
  76311. /**
  76312. * Registers an action to this action manager
  76313. * @param action defines the action to be registered
  76314. * @return the action amended (prepared) after registration
  76315. */
  76316. registerAction(action: IAction): Nullable<IAction>;
  76317. /**
  76318. * Unregisters an action to this action manager
  76319. * @param action defines the action to be unregistered
  76320. * @return a boolean indicating whether the action has been unregistered
  76321. */
  76322. unregisterAction(action: IAction): Boolean;
  76323. /**
  76324. * Process a specific trigger
  76325. * @param trigger defines the trigger to process
  76326. * @param evt defines the event details to be processed
  76327. */
  76328. processTrigger(trigger: number, evt?: IActionEvent): void;
  76329. /** @hidden */
  76330. _getEffectiveTarget(target: any, propertyPath: string): any;
  76331. /** @hidden */
  76332. _getProperty(propertyPath: string): string;
  76333. /**
  76334. * Serialize this manager to a JSON object
  76335. * @param name defines the property name to store this manager
  76336. * @returns a JSON representation of this manager
  76337. */
  76338. serialize(name: string): any;
  76339. /**
  76340. * Creates a new ActionManager from a JSON data
  76341. * @param parsedActions defines the JSON data to read from
  76342. * @param object defines the hosting mesh
  76343. * @param scene defines the hosting scene
  76344. */
  76345. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  76346. /**
  76347. * Get a trigger name by index
  76348. * @param trigger defines the trigger index
  76349. * @returns a trigger name
  76350. */
  76351. static GetTriggerName(trigger: number): string;
  76352. }
  76353. }
  76354. declare module BABYLON {
  76355. /**
  76356. * Class representing a ray with position and direction
  76357. */
  76358. export class Ray {
  76359. /** origin point */
  76360. origin: Vector3;
  76361. /** direction */
  76362. direction: Vector3;
  76363. /** length of the ray */
  76364. length: number;
  76365. private static readonly TmpVector3;
  76366. private _tmpRay;
  76367. /**
  76368. * Creates a new ray
  76369. * @param origin origin point
  76370. * @param direction direction
  76371. * @param length length of the ray
  76372. */
  76373. constructor(
  76374. /** origin point */
  76375. origin: Vector3,
  76376. /** direction */
  76377. direction: Vector3,
  76378. /** length of the ray */
  76379. length?: number);
  76380. /**
  76381. * Checks if the ray intersects a box
  76382. * @param minimum bound of the box
  76383. * @param maximum bound of the box
  76384. * @param intersectionTreshold extra extend to be added to the box in all direction
  76385. * @returns if the box was hit
  76386. */
  76387. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  76388. /**
  76389. * Checks if the ray intersects a box
  76390. * @param box the bounding box to check
  76391. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  76392. * @returns if the box was hit
  76393. */
  76394. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  76395. /**
  76396. * If the ray hits a sphere
  76397. * @param sphere the bounding sphere to check
  76398. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  76399. * @returns true if it hits the sphere
  76400. */
  76401. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  76402. /**
  76403. * If the ray hits a triange
  76404. * @param vertex0 triangle vertex
  76405. * @param vertex1 triangle vertex
  76406. * @param vertex2 triangle vertex
  76407. * @returns intersection information if hit
  76408. */
  76409. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  76410. /**
  76411. * Checks if ray intersects a plane
  76412. * @param plane the plane to check
  76413. * @returns the distance away it was hit
  76414. */
  76415. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  76416. /**
  76417. * Calculate the intercept of a ray on a given axis
  76418. * @param axis to check 'x' | 'y' | 'z'
  76419. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  76420. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  76421. */
  76422. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  76423. /**
  76424. * Checks if ray intersects a mesh
  76425. * @param mesh the mesh to check
  76426. * @param fastCheck if only the bounding box should checked
  76427. * @returns picking info of the intersecton
  76428. */
  76429. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  76430. /**
  76431. * Checks if ray intersects a mesh
  76432. * @param meshes the meshes to check
  76433. * @param fastCheck if only the bounding box should checked
  76434. * @param results array to store result in
  76435. * @returns Array of picking infos
  76436. */
  76437. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  76438. private _comparePickingInfo;
  76439. private static smallnum;
  76440. private static rayl;
  76441. /**
  76442. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  76443. * @param sega the first point of the segment to test the intersection against
  76444. * @param segb the second point of the segment to test the intersection against
  76445. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  76446. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  76447. */
  76448. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  76449. /**
  76450. * Update the ray from viewport position
  76451. * @param x position
  76452. * @param y y position
  76453. * @param viewportWidth viewport width
  76454. * @param viewportHeight viewport height
  76455. * @param world world matrix
  76456. * @param view view matrix
  76457. * @param projection projection matrix
  76458. * @returns this ray updated
  76459. */
  76460. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  76461. /**
  76462. * Creates a ray with origin and direction of 0,0,0
  76463. * @returns the new ray
  76464. */
  76465. static Zero(): Ray;
  76466. /**
  76467. * Creates a new ray from screen space and viewport
  76468. * @param x position
  76469. * @param y y position
  76470. * @param viewportWidth viewport width
  76471. * @param viewportHeight viewport height
  76472. * @param world world matrix
  76473. * @param view view matrix
  76474. * @param projection projection matrix
  76475. * @returns new ray
  76476. */
  76477. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  76478. /**
  76479. * 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
  76480. * transformed to the given world matrix.
  76481. * @param origin The origin point
  76482. * @param end The end point
  76483. * @param world a matrix to transform the ray to. Default is the identity matrix.
  76484. * @returns the new ray
  76485. */
  76486. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  76487. /**
  76488. * Transforms a ray by a matrix
  76489. * @param ray ray to transform
  76490. * @param matrix matrix to apply
  76491. * @returns the resulting new ray
  76492. */
  76493. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  76494. /**
  76495. * Transforms a ray by a matrix
  76496. * @param ray ray to transform
  76497. * @param matrix matrix to apply
  76498. * @param result ray to store result in
  76499. */
  76500. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  76501. /**
  76502. * Unproject a ray from screen space to object space
  76503. * @param sourceX defines the screen space x coordinate to use
  76504. * @param sourceY defines the screen space y coordinate to use
  76505. * @param viewportWidth defines the current width of the viewport
  76506. * @param viewportHeight defines the current height of the viewport
  76507. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  76508. * @param view defines the view matrix to use
  76509. * @param projection defines the projection matrix to use
  76510. */
  76511. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  76512. }
  76513. /**
  76514. * Type used to define predicate used to select faces when a mesh intersection is detected
  76515. */
  76516. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  76517. interface Scene {
  76518. /** @hidden */
  76519. _tempPickingRay: Nullable<Ray>;
  76520. /** @hidden */
  76521. _cachedRayForTransform: Ray;
  76522. /** @hidden */
  76523. _pickWithRayInverseMatrix: Matrix;
  76524. /** @hidden */
  76525. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  76526. /** @hidden */
  76527. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  76528. }
  76529. }
  76530. declare module BABYLON {
  76531. /**
  76532. * Groups all the scene component constants in one place to ease maintenance.
  76533. * @hidden
  76534. */
  76535. export class SceneComponentConstants {
  76536. static readonly NAME_EFFECTLAYER: string;
  76537. static readonly NAME_LAYER: string;
  76538. static readonly NAME_LENSFLARESYSTEM: string;
  76539. static readonly NAME_BOUNDINGBOXRENDERER: string;
  76540. static readonly NAME_PARTICLESYSTEM: string;
  76541. static readonly NAME_GAMEPAD: string;
  76542. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  76543. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  76544. static readonly NAME_DEPTHRENDERER: string;
  76545. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  76546. static readonly NAME_SPRITE: string;
  76547. static readonly NAME_OUTLINERENDERER: string;
  76548. static readonly NAME_PROCEDURALTEXTURE: string;
  76549. static readonly NAME_SHADOWGENERATOR: string;
  76550. static readonly NAME_OCTREE: string;
  76551. static readonly NAME_PHYSICSENGINE: string;
  76552. static readonly NAME_AUDIO: string;
  76553. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  76554. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  76555. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  76556. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  76557. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  76558. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  76559. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  76560. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  76561. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  76562. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  76563. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  76564. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  76565. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  76566. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  76567. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  76568. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  76569. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  76570. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  76571. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  76572. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  76573. static readonly STEP_AFTERRENDER_AUDIO: number;
  76574. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  76575. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  76576. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  76577. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  76578. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  76579. static readonly STEP_POINTERMOVE_SPRITE: number;
  76580. static readonly STEP_POINTERDOWN_SPRITE: number;
  76581. static readonly STEP_POINTERUP_SPRITE: number;
  76582. }
  76583. /**
  76584. * This represents a scene component.
  76585. *
  76586. * This is used to decouple the dependency the scene is having on the different workloads like
  76587. * layers, post processes...
  76588. */
  76589. export interface ISceneComponent {
  76590. /**
  76591. * The name of the component. Each component must have a unique name.
  76592. */
  76593. name: string;
  76594. /**
  76595. * The scene the component belongs to.
  76596. */
  76597. scene: Scene;
  76598. /**
  76599. * Register the component to one instance of a scene.
  76600. */
  76601. register(): void;
  76602. /**
  76603. * Rebuilds the elements related to this component in case of
  76604. * context lost for instance.
  76605. */
  76606. rebuild(): void;
  76607. /**
  76608. * Disposes the component and the associated ressources.
  76609. */
  76610. dispose(): void;
  76611. }
  76612. /**
  76613. * This represents a SERIALIZABLE scene component.
  76614. *
  76615. * This extends Scene Component to add Serialization methods on top.
  76616. */
  76617. export interface ISceneSerializableComponent extends ISceneComponent {
  76618. /**
  76619. * Adds all the elements from the container to the scene
  76620. * @param container the container holding the elements
  76621. */
  76622. addFromContainer(container: AbstractScene): void;
  76623. /**
  76624. * Removes all the elements in the container from the scene
  76625. * @param container contains the elements to remove
  76626. * @param dispose if the removed element should be disposed (default: false)
  76627. */
  76628. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  76629. /**
  76630. * Serializes the component data to the specified json object
  76631. * @param serializationObject The object to serialize to
  76632. */
  76633. serialize(serializationObject: any): void;
  76634. }
  76635. /**
  76636. * Strong typing of a Mesh related stage step action
  76637. */
  76638. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  76639. /**
  76640. * Strong typing of a Evaluate Sub Mesh related stage step action
  76641. */
  76642. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  76643. /**
  76644. * Strong typing of a Active Mesh related stage step action
  76645. */
  76646. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  76647. /**
  76648. * Strong typing of a Camera related stage step action
  76649. */
  76650. export type CameraStageAction = (camera: Camera) => void;
  76651. /**
  76652. * Strong typing of a Camera Frame buffer related stage step action
  76653. */
  76654. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  76655. /**
  76656. * Strong typing of a Render Target related stage step action
  76657. */
  76658. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  76659. /**
  76660. * Strong typing of a RenderingGroup related stage step action
  76661. */
  76662. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  76663. /**
  76664. * Strong typing of a Mesh Render related stage step action
  76665. */
  76666. export type RenderingMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  76667. /**
  76668. * Strong typing of a simple stage step action
  76669. */
  76670. export type SimpleStageAction = () => void;
  76671. /**
  76672. * Strong typing of a render target action.
  76673. */
  76674. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  76675. /**
  76676. * Strong typing of a pointer move action.
  76677. */
  76678. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, canvas: HTMLCanvasElement) => Nullable<PickingInfo>;
  76679. /**
  76680. * Strong typing of a pointer up/down action.
  76681. */
  76682. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  76683. /**
  76684. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  76685. * @hidden
  76686. */
  76687. export class Stage<T extends Function> extends Array<{
  76688. index: number;
  76689. component: ISceneComponent;
  76690. action: T;
  76691. }> {
  76692. /**
  76693. * Hide ctor from the rest of the world.
  76694. * @param items The items to add.
  76695. */
  76696. private constructor();
  76697. /**
  76698. * Creates a new Stage.
  76699. * @returns A new instance of a Stage
  76700. */
  76701. static Create<T extends Function>(): Stage<T>;
  76702. /**
  76703. * Registers a step in an ordered way in the targeted stage.
  76704. * @param index Defines the position to register the step in
  76705. * @param component Defines the component attached to the step
  76706. * @param action Defines the action to launch during the step
  76707. */
  76708. registerStep(index: number, component: ISceneComponent, action: T): void;
  76709. /**
  76710. * Clears all the steps from the stage.
  76711. */
  76712. clear(): void;
  76713. }
  76714. }
  76715. declare module BABYLON {
  76716. interface Scene {
  76717. /** @hidden */
  76718. _pointerOverSprite: Nullable<Sprite>;
  76719. /** @hidden */
  76720. _pickedDownSprite: Nullable<Sprite>;
  76721. /** @hidden */
  76722. _tempSpritePickingRay: Nullable<Ray>;
  76723. /**
  76724. * All of the sprite managers added to this scene
  76725. * @see http://doc.babylonjs.com/babylon101/sprites
  76726. */
  76727. spriteManagers: Array<ISpriteManager>;
  76728. /**
  76729. * An event triggered when sprites rendering is about to start
  76730. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  76731. */
  76732. onBeforeSpritesRenderingObservable: Observable<Scene>;
  76733. /**
  76734. * An event triggered when sprites rendering is done
  76735. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  76736. */
  76737. onAfterSpritesRenderingObservable: Observable<Scene>;
  76738. /** @hidden */
  76739. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  76740. /** Launch a ray to try to pick a sprite in the scene
  76741. * @param x position on screen
  76742. * @param y position on screen
  76743. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  76744. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  76745. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  76746. * @returns a PickingInfo
  76747. */
  76748. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  76749. /** Use the given ray to pick a sprite in the scene
  76750. * @param ray The ray (in world space) to use to pick meshes
  76751. * @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
  76752. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  76753. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  76754. * @returns a PickingInfo
  76755. */
  76756. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  76757. /** @hidden */
  76758. _internalMultiPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  76759. /** Launch a ray to try to pick sprites in the scene
  76760. * @param x position on screen
  76761. * @param y position on screen
  76762. * @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
  76763. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  76764. * @returns a PickingInfo array
  76765. */
  76766. multiPickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  76767. /** Use the given ray to pick sprites in the scene
  76768. * @param ray The ray (in world space) to use to pick meshes
  76769. * @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
  76770. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  76771. * @returns a PickingInfo array
  76772. */
  76773. multiPickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  76774. /**
  76775. * Force the sprite under the pointer
  76776. * @param sprite defines the sprite to use
  76777. */
  76778. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  76779. /**
  76780. * Gets the sprite under the pointer
  76781. * @returns a Sprite or null if no sprite is under the pointer
  76782. */
  76783. getPointerOverSprite(): Nullable<Sprite>;
  76784. }
  76785. /**
  76786. * Defines the sprite scene component responsible to manage sprites
  76787. * in a given scene.
  76788. */
  76789. export class SpriteSceneComponent implements ISceneComponent {
  76790. /**
  76791. * The component name helpfull to identify the component in the list of scene components.
  76792. */
  76793. readonly name: string;
  76794. /**
  76795. * The scene the component belongs to.
  76796. */
  76797. scene: Scene;
  76798. /** @hidden */
  76799. private _spritePredicate;
  76800. /**
  76801. * Creates a new instance of the component for the given scene
  76802. * @param scene Defines the scene to register the component in
  76803. */
  76804. constructor(scene: Scene);
  76805. /**
  76806. * Registers the component in a given scene
  76807. */
  76808. register(): void;
  76809. /**
  76810. * Rebuilds the elements related to this component in case of
  76811. * context lost for instance.
  76812. */
  76813. rebuild(): void;
  76814. /**
  76815. * Disposes the component and the associated ressources.
  76816. */
  76817. dispose(): void;
  76818. private _pickSpriteButKeepRay;
  76819. private _pointerMove;
  76820. private _pointerDown;
  76821. private _pointerUp;
  76822. }
  76823. }
  76824. declare module BABYLON {
  76825. /** @hidden */
  76826. export var fogFragmentDeclaration: {
  76827. name: string;
  76828. shader: string;
  76829. };
  76830. }
  76831. declare module BABYLON {
  76832. /** @hidden */
  76833. export var fogFragment: {
  76834. name: string;
  76835. shader: string;
  76836. };
  76837. }
  76838. declare module BABYLON {
  76839. /** @hidden */
  76840. export var spritesPixelShader: {
  76841. name: string;
  76842. shader: string;
  76843. };
  76844. }
  76845. declare module BABYLON {
  76846. /** @hidden */
  76847. export var fogVertexDeclaration: {
  76848. name: string;
  76849. shader: string;
  76850. };
  76851. }
  76852. declare module BABYLON {
  76853. /** @hidden */
  76854. export var spritesVertexShader: {
  76855. name: string;
  76856. shader: string;
  76857. };
  76858. }
  76859. declare module BABYLON {
  76860. /**
  76861. * Defines the minimum interface to fullfil in order to be a sprite manager.
  76862. */
  76863. export interface ISpriteManager extends IDisposable {
  76864. /**
  76865. * Restricts the camera to viewing objects with the same layerMask.
  76866. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  76867. */
  76868. layerMask: number;
  76869. /**
  76870. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  76871. */
  76872. isPickable: boolean;
  76873. /**
  76874. * Specifies the rendering group id for this mesh (0 by default)
  76875. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  76876. */
  76877. renderingGroupId: number;
  76878. /**
  76879. * Defines the list of sprites managed by the manager.
  76880. */
  76881. sprites: Array<Sprite>;
  76882. /**
  76883. * Tests the intersection of a sprite with a specific ray.
  76884. * @param ray The ray we are sending to test the collision
  76885. * @param camera The camera space we are sending rays in
  76886. * @param predicate A predicate allowing excluding sprites from the list of object to test
  76887. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  76888. * @returns picking info or null.
  76889. */
  76890. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  76891. /**
  76892. * Intersects the sprites with a ray
  76893. * @param ray defines the ray to intersect with
  76894. * @param camera defines the current active camera
  76895. * @param predicate defines a predicate used to select candidate sprites
  76896. * @returns null if no hit or a PickingInfo array
  76897. */
  76898. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  76899. /**
  76900. * Renders the list of sprites on screen.
  76901. */
  76902. render(): void;
  76903. }
  76904. /**
  76905. * Class used to manage multiple sprites on the same spritesheet
  76906. * @see http://doc.babylonjs.com/babylon101/sprites
  76907. */
  76908. export class SpriteManager implements ISpriteManager {
  76909. /** defines the manager's name */
  76910. name: string;
  76911. /** Gets the list of sprites */
  76912. sprites: Sprite[];
  76913. /** Gets or sets the rendering group id (0 by default) */
  76914. renderingGroupId: number;
  76915. /** Gets or sets camera layer mask */
  76916. layerMask: number;
  76917. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  76918. fogEnabled: boolean;
  76919. /** Gets or sets a boolean indicating if the sprites are pickable */
  76920. isPickable: boolean;
  76921. /** Defines the default width of a cell in the spritesheet */
  76922. cellWidth: number;
  76923. /** Defines the default height of a cell in the spritesheet */
  76924. cellHeight: number;
  76925. /** Associative array from JSON sprite data file */
  76926. private _cellData;
  76927. /** Array of sprite names from JSON sprite data file */
  76928. private _spriteMap;
  76929. /** True when packed cell data from JSON file is ready*/
  76930. private _packedAndReady;
  76931. /**
  76932. * An event triggered when the manager is disposed.
  76933. */
  76934. onDisposeObservable: Observable<SpriteManager>;
  76935. private _onDisposeObserver;
  76936. /**
  76937. * Callback called when the manager is disposed
  76938. */
  76939. onDispose: () => void;
  76940. private _capacity;
  76941. private _fromPacked;
  76942. private _spriteTexture;
  76943. private _epsilon;
  76944. private _scene;
  76945. private _vertexData;
  76946. private _buffer;
  76947. private _vertexBuffers;
  76948. private _indexBuffer;
  76949. private _effectBase;
  76950. private _effectFog;
  76951. /**
  76952. * Gets or sets the spritesheet texture
  76953. */
  76954. texture: Texture;
  76955. /**
  76956. * Creates a new sprite manager
  76957. * @param name defines the manager's name
  76958. * @param imgUrl defines the sprite sheet url
  76959. * @param capacity defines the maximum allowed number of sprites
  76960. * @param cellSize defines the size of a sprite cell
  76961. * @param scene defines the hosting scene
  76962. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  76963. * @param samplingMode defines the smapling mode to use with spritesheet
  76964. * @param fromPacked set to false; do not alter
  76965. * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter
  76966. */
  76967. constructor(
  76968. /** defines the manager's name */
  76969. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number, fromPacked?: boolean, spriteJSON?: string | null);
  76970. private _makePacked;
  76971. private _appendSpriteVertex;
  76972. /**
  76973. * Intersects the sprites with a ray
  76974. * @param ray defines the ray to intersect with
  76975. * @param camera defines the current active camera
  76976. * @param predicate defines a predicate used to select candidate sprites
  76977. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  76978. * @returns null if no hit or a PickingInfo
  76979. */
  76980. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  76981. /**
  76982. * Intersects the sprites with a ray
  76983. * @param ray defines the ray to intersect with
  76984. * @param camera defines the current active camera
  76985. * @param predicate defines a predicate used to select candidate sprites
  76986. * @returns null if no hit or a PickingInfo array
  76987. */
  76988. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  76989. /**
  76990. * Render all child sprites
  76991. */
  76992. render(): void;
  76993. /**
  76994. * Release associated resources
  76995. */
  76996. dispose(): void;
  76997. }
  76998. }
  76999. declare module BABYLON {
  77000. /**
  77001. * Class used to represent a sprite
  77002. * @see http://doc.babylonjs.com/babylon101/sprites
  77003. */
  77004. export class Sprite {
  77005. /** defines the name */
  77006. name: string;
  77007. /** Gets or sets the current world position */
  77008. position: Vector3;
  77009. /** Gets or sets the main color */
  77010. color: Color4;
  77011. /** Gets or sets the width */
  77012. width: number;
  77013. /** Gets or sets the height */
  77014. height: number;
  77015. /** Gets or sets rotation angle */
  77016. angle: number;
  77017. /** Gets or sets the cell index in the sprite sheet */
  77018. cellIndex: number;
  77019. /** Gets or sets the cell reference in the sprite sheet, uses sprite's filename when added to sprite sheet */
  77020. cellRef: string;
  77021. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  77022. invertU: number;
  77023. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  77024. invertV: number;
  77025. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  77026. disposeWhenFinishedAnimating: boolean;
  77027. /** Gets the list of attached animations */
  77028. animations: Animation[];
  77029. /** Gets or sets a boolean indicating if the sprite can be picked */
  77030. isPickable: boolean;
  77031. /**
  77032. * Gets or sets the associated action manager
  77033. */
  77034. actionManager: Nullable<ActionManager>;
  77035. private _animationStarted;
  77036. private _loopAnimation;
  77037. private _fromIndex;
  77038. private _toIndex;
  77039. private _delay;
  77040. private _direction;
  77041. private _manager;
  77042. private _time;
  77043. private _onAnimationEnd;
  77044. /**
  77045. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  77046. */
  77047. isVisible: boolean;
  77048. /**
  77049. * Gets or sets the sprite size
  77050. */
  77051. size: number;
  77052. /**
  77053. * Creates a new Sprite
  77054. * @param name defines the name
  77055. * @param manager defines the manager
  77056. */
  77057. constructor(
  77058. /** defines the name */
  77059. name: string, manager: ISpriteManager);
  77060. /**
  77061. * Starts an animation
  77062. * @param from defines the initial key
  77063. * @param to defines the end key
  77064. * @param loop defines if the animation must loop
  77065. * @param delay defines the start delay (in ms)
  77066. * @param onAnimationEnd defines a callback to call when animation ends
  77067. */
  77068. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  77069. /** Stops current animation (if any) */
  77070. stopAnimation(): void;
  77071. /** @hidden */
  77072. _animate(deltaTime: number): void;
  77073. /** Release associated resources */
  77074. dispose(): void;
  77075. }
  77076. }
  77077. declare module BABYLON {
  77078. /**
  77079. * Information about the result of picking within a scene
  77080. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  77081. */
  77082. export class PickingInfo {
  77083. /** @hidden */
  77084. _pickingUnavailable: boolean;
  77085. /**
  77086. * If the pick collided with an object
  77087. */
  77088. hit: boolean;
  77089. /**
  77090. * Distance away where the pick collided
  77091. */
  77092. distance: number;
  77093. /**
  77094. * The location of pick collision
  77095. */
  77096. pickedPoint: Nullable<Vector3>;
  77097. /**
  77098. * The mesh corresponding the the pick collision
  77099. */
  77100. pickedMesh: Nullable<AbstractMesh>;
  77101. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  77102. bu: number;
  77103. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  77104. bv: number;
  77105. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  77106. faceId: number;
  77107. /** Id of the the submesh that was picked */
  77108. subMeshId: number;
  77109. /** If a sprite was picked, this will be the sprite the pick collided with */
  77110. pickedSprite: Nullable<Sprite>;
  77111. /**
  77112. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  77113. */
  77114. originMesh: Nullable<AbstractMesh>;
  77115. /**
  77116. * The ray that was used to perform the picking.
  77117. */
  77118. ray: Nullable<Ray>;
  77119. /**
  77120. * Gets the normal correspodning to the face the pick collided with
  77121. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  77122. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  77123. * @returns The normal correspodning to the face the pick collided with
  77124. */
  77125. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  77126. /**
  77127. * Gets the texture coordinates of where the pick occured
  77128. * @returns the vector containing the coordnates of the texture
  77129. */
  77130. getTextureCoordinates(): Nullable<Vector2>;
  77131. }
  77132. }
  77133. declare module BABYLON {
  77134. /**
  77135. * Gather the list of pointer event types as constants.
  77136. */
  77137. export class PointerEventTypes {
  77138. /**
  77139. * 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.
  77140. */
  77141. static readonly POINTERDOWN: number;
  77142. /**
  77143. * The pointerup event is fired when a pointer is no longer active.
  77144. */
  77145. static readonly POINTERUP: number;
  77146. /**
  77147. * The pointermove event is fired when a pointer changes coordinates.
  77148. */
  77149. static readonly POINTERMOVE: number;
  77150. /**
  77151. * The pointerwheel event is fired when a mouse wheel has been rotated.
  77152. */
  77153. static readonly POINTERWHEEL: number;
  77154. /**
  77155. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  77156. */
  77157. static readonly POINTERPICK: number;
  77158. /**
  77159. * The pointertap event is fired when a the object has been touched and released without drag.
  77160. */
  77161. static readonly POINTERTAP: number;
  77162. /**
  77163. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  77164. */
  77165. static readonly POINTERDOUBLETAP: number;
  77166. }
  77167. /**
  77168. * Base class of pointer info types.
  77169. */
  77170. export class PointerInfoBase {
  77171. /**
  77172. * Defines the type of event (PointerEventTypes)
  77173. */
  77174. type: number;
  77175. /**
  77176. * Defines the related dom event
  77177. */
  77178. event: PointerEvent | MouseWheelEvent;
  77179. /**
  77180. * Instantiates the base class of pointers info.
  77181. * @param type Defines the type of event (PointerEventTypes)
  77182. * @param event Defines the related dom event
  77183. */
  77184. constructor(
  77185. /**
  77186. * Defines the type of event (PointerEventTypes)
  77187. */
  77188. type: number,
  77189. /**
  77190. * Defines the related dom event
  77191. */
  77192. event: PointerEvent | MouseWheelEvent);
  77193. }
  77194. /**
  77195. * This class is used to store pointer related info for the onPrePointerObservable event.
  77196. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  77197. */
  77198. export class PointerInfoPre extends PointerInfoBase {
  77199. /**
  77200. * Ray from a pointer if availible (eg. 6dof controller)
  77201. */
  77202. ray: Nullable<Ray>;
  77203. /**
  77204. * Defines the local position of the pointer on the canvas.
  77205. */
  77206. localPosition: Vector2;
  77207. /**
  77208. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  77209. */
  77210. skipOnPointerObservable: boolean;
  77211. /**
  77212. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  77213. * @param type Defines the type of event (PointerEventTypes)
  77214. * @param event Defines the related dom event
  77215. * @param localX Defines the local x coordinates of the pointer when the event occured
  77216. * @param localY Defines the local y coordinates of the pointer when the event occured
  77217. */
  77218. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  77219. }
  77220. /**
  77221. * This type contains all the data related to a pointer event in Babylon.js.
  77222. * 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.
  77223. */
  77224. export class PointerInfo extends PointerInfoBase {
  77225. /**
  77226. * Defines the picking info associated to the info (if any)\
  77227. */
  77228. pickInfo: Nullable<PickingInfo>;
  77229. /**
  77230. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  77231. * @param type Defines the type of event (PointerEventTypes)
  77232. * @param event Defines the related dom event
  77233. * @param pickInfo Defines the picking info associated to the info (if any)\
  77234. */
  77235. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  77236. /**
  77237. * Defines the picking info associated to the info (if any)\
  77238. */
  77239. pickInfo: Nullable<PickingInfo>);
  77240. }
  77241. /**
  77242. * Data relating to a touch event on the screen.
  77243. */
  77244. export interface PointerTouch {
  77245. /**
  77246. * X coordinate of touch.
  77247. */
  77248. x: number;
  77249. /**
  77250. * Y coordinate of touch.
  77251. */
  77252. y: number;
  77253. /**
  77254. * Id of touch. Unique for each finger.
  77255. */
  77256. pointerId: number;
  77257. /**
  77258. * Event type passed from DOM.
  77259. */
  77260. type: any;
  77261. }
  77262. }
  77263. declare module BABYLON {
  77264. /**
  77265. * Manage the mouse inputs to control the movement of a free camera.
  77266. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  77267. */
  77268. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  77269. /**
  77270. * Define if touch is enabled in the mouse input
  77271. */
  77272. touchEnabled: boolean;
  77273. /**
  77274. * Defines the camera the input is attached to.
  77275. */
  77276. camera: FreeCamera;
  77277. /**
  77278. * Defines the buttons associated with the input to handle camera move.
  77279. */
  77280. buttons: number[];
  77281. /**
  77282. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  77283. */
  77284. angularSensibility: number;
  77285. private _pointerInput;
  77286. private _onMouseMove;
  77287. private _observer;
  77288. private previousPosition;
  77289. /**
  77290. * Observable for when a pointer move event occurs containing the move offset
  77291. */
  77292. onPointerMovedObservable: Observable<{
  77293. offsetX: number;
  77294. offsetY: number;
  77295. }>;
  77296. /**
  77297. * @hidden
  77298. * If the camera should be rotated automatically based on pointer movement
  77299. */
  77300. _allowCameraRotation: boolean;
  77301. /**
  77302. * Manage the mouse inputs to control the movement of a free camera.
  77303. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  77304. * @param touchEnabled Defines if touch is enabled or not
  77305. */
  77306. constructor(
  77307. /**
  77308. * Define if touch is enabled in the mouse input
  77309. */
  77310. touchEnabled?: boolean);
  77311. /**
  77312. * Attach the input controls to a specific dom element to get the input from.
  77313. * @param element Defines the element the controls should be listened from
  77314. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  77315. */
  77316. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  77317. /**
  77318. * Called on JS contextmenu event.
  77319. * Override this method to provide functionality.
  77320. */
  77321. protected onContextMenu(evt: PointerEvent): void;
  77322. /**
  77323. * Detach the current controls from the specified dom element.
  77324. * @param element Defines the element to stop listening the inputs from
  77325. */
  77326. detachControl(element: Nullable<HTMLElement>): void;
  77327. /**
  77328. * Gets the class name of the current intput.
  77329. * @returns the class name
  77330. */
  77331. getClassName(): string;
  77332. /**
  77333. * Get the friendly name associated with the input class.
  77334. * @returns the input friendly name
  77335. */
  77336. getSimpleName(): string;
  77337. }
  77338. }
  77339. declare module BABYLON {
  77340. /**
  77341. * Manage the touch inputs to control the movement of a free camera.
  77342. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  77343. */
  77344. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  77345. /**
  77346. * Defines the camera the input is attached to.
  77347. */
  77348. camera: FreeCamera;
  77349. /**
  77350. * Defines the touch sensibility for rotation.
  77351. * The higher the faster.
  77352. */
  77353. touchAngularSensibility: number;
  77354. /**
  77355. * Defines the touch sensibility for move.
  77356. * The higher the faster.
  77357. */
  77358. touchMoveSensibility: number;
  77359. private _offsetX;
  77360. private _offsetY;
  77361. private _pointerPressed;
  77362. private _pointerInput;
  77363. private _observer;
  77364. private _onLostFocus;
  77365. /**
  77366. * Attach the input controls to a specific dom element to get the input from.
  77367. * @param element Defines the element the controls should be listened from
  77368. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  77369. */
  77370. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  77371. /**
  77372. * Detach the current controls from the specified dom element.
  77373. * @param element Defines the element to stop listening the inputs from
  77374. */
  77375. detachControl(element: Nullable<HTMLElement>): void;
  77376. /**
  77377. * Update the current camera state depending on the inputs that have been used this frame.
  77378. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  77379. */
  77380. checkInputs(): void;
  77381. /**
  77382. * Gets the class name of the current intput.
  77383. * @returns the class name
  77384. */
  77385. getClassName(): string;
  77386. /**
  77387. * Get the friendly name associated with the input class.
  77388. * @returns the input friendly name
  77389. */
  77390. getSimpleName(): string;
  77391. }
  77392. }
  77393. declare module BABYLON {
  77394. /**
  77395. * Default Inputs manager for the FreeCamera.
  77396. * It groups all the default supported inputs for ease of use.
  77397. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  77398. */
  77399. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  77400. /**
  77401. * @hidden
  77402. */
  77403. _mouseInput: Nullable<FreeCameraMouseInput>;
  77404. /**
  77405. * Instantiates a new FreeCameraInputsManager.
  77406. * @param camera Defines the camera the inputs belong to
  77407. */
  77408. constructor(camera: FreeCamera);
  77409. /**
  77410. * Add keyboard input support to the input manager.
  77411. * @returns the current input manager
  77412. */
  77413. addKeyboard(): FreeCameraInputsManager;
  77414. /**
  77415. * Add mouse input support to the input manager.
  77416. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  77417. * @returns the current input manager
  77418. */
  77419. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  77420. /**
  77421. * Removes the mouse input support from the manager
  77422. * @returns the current input manager
  77423. */
  77424. removeMouse(): FreeCameraInputsManager;
  77425. /**
  77426. * Add touch input support to the input manager.
  77427. * @returns the current input manager
  77428. */
  77429. addTouch(): FreeCameraInputsManager;
  77430. /**
  77431. * Remove all attached input methods from a camera
  77432. */
  77433. clear(): void;
  77434. }
  77435. }
  77436. declare module BABYLON {
  77437. /**
  77438. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  77439. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  77440. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  77441. */
  77442. export class FreeCamera extends TargetCamera {
  77443. /**
  77444. * Define the collision ellipsoid of the camera.
  77445. * This is helpful to simulate a camera body like the player body around the camera
  77446. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  77447. */
  77448. ellipsoid: Vector3;
  77449. /**
  77450. * Define an offset for the position of the ellipsoid around the camera.
  77451. * This can be helpful to determine the center of the body near the gravity center of the body
  77452. * instead of its head.
  77453. */
  77454. ellipsoidOffset: Vector3;
  77455. /**
  77456. * Enable or disable collisions of the camera with the rest of the scene objects.
  77457. */
  77458. checkCollisions: boolean;
  77459. /**
  77460. * Enable or disable gravity on the camera.
  77461. */
  77462. applyGravity: boolean;
  77463. /**
  77464. * Define the input manager associated to the camera.
  77465. */
  77466. inputs: FreeCameraInputsManager;
  77467. /**
  77468. * Gets the input sensibility for a mouse input. (default is 2000.0)
  77469. * Higher values reduce sensitivity.
  77470. */
  77471. /**
  77472. * Sets the input sensibility for a mouse input. (default is 2000.0)
  77473. * Higher values reduce sensitivity.
  77474. */
  77475. angularSensibility: number;
  77476. /**
  77477. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  77478. */
  77479. keysUp: number[];
  77480. /**
  77481. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  77482. */
  77483. keysDown: number[];
  77484. /**
  77485. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  77486. */
  77487. keysLeft: number[];
  77488. /**
  77489. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  77490. */
  77491. keysRight: number[];
  77492. /**
  77493. * Event raised when the camera collide with a mesh in the scene.
  77494. */
  77495. onCollide: (collidedMesh: AbstractMesh) => void;
  77496. private _collider;
  77497. private _needMoveForGravity;
  77498. private _oldPosition;
  77499. private _diffPosition;
  77500. private _newPosition;
  77501. /** @hidden */
  77502. _localDirection: Vector3;
  77503. /** @hidden */
  77504. _transformedDirection: Vector3;
  77505. /**
  77506. * Instantiates a Free Camera.
  77507. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  77508. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  77509. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  77510. * @param name Define the name of the camera in the scene
  77511. * @param position Define the start position of the camera in the scene
  77512. * @param scene Define the scene the camera belongs to
  77513. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  77514. */
  77515. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  77516. /**
  77517. * Attached controls to the current camera.
  77518. * @param element Defines the element the controls should be listened from
  77519. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  77520. */
  77521. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  77522. /**
  77523. * Detach the current controls from the camera.
  77524. * The camera will stop reacting to inputs.
  77525. * @param element Defines the element to stop listening the inputs from
  77526. */
  77527. detachControl(element: HTMLElement): void;
  77528. private _collisionMask;
  77529. /**
  77530. * Define a collision mask to limit the list of object the camera can collide with
  77531. */
  77532. collisionMask: number;
  77533. /** @hidden */
  77534. _collideWithWorld(displacement: Vector3): void;
  77535. private _onCollisionPositionChange;
  77536. /** @hidden */
  77537. _checkInputs(): void;
  77538. /** @hidden */
  77539. _decideIfNeedsToMove(): boolean;
  77540. /** @hidden */
  77541. _updatePosition(): void;
  77542. /**
  77543. * Destroy the camera and release the current resources hold by it.
  77544. */
  77545. dispose(): void;
  77546. /**
  77547. * Gets the current object class name.
  77548. * @return the class name
  77549. */
  77550. getClassName(): string;
  77551. }
  77552. }
  77553. declare module BABYLON {
  77554. /**
  77555. * Represents a gamepad control stick position
  77556. */
  77557. export class StickValues {
  77558. /**
  77559. * The x component of the control stick
  77560. */
  77561. x: number;
  77562. /**
  77563. * The y component of the control stick
  77564. */
  77565. y: number;
  77566. /**
  77567. * Initializes the gamepad x and y control stick values
  77568. * @param x The x component of the gamepad control stick value
  77569. * @param y The y component of the gamepad control stick value
  77570. */
  77571. constructor(
  77572. /**
  77573. * The x component of the control stick
  77574. */
  77575. x: number,
  77576. /**
  77577. * The y component of the control stick
  77578. */
  77579. y: number);
  77580. }
  77581. /**
  77582. * An interface which manages callbacks for gamepad button changes
  77583. */
  77584. export interface GamepadButtonChanges {
  77585. /**
  77586. * Called when a gamepad has been changed
  77587. */
  77588. changed: boolean;
  77589. /**
  77590. * Called when a gamepad press event has been triggered
  77591. */
  77592. pressChanged: boolean;
  77593. /**
  77594. * Called when a touch event has been triggered
  77595. */
  77596. touchChanged: boolean;
  77597. /**
  77598. * Called when a value has changed
  77599. */
  77600. valueChanged: boolean;
  77601. }
  77602. /**
  77603. * Represents a gamepad
  77604. */
  77605. export class Gamepad {
  77606. /**
  77607. * The id of the gamepad
  77608. */
  77609. id: string;
  77610. /**
  77611. * The index of the gamepad
  77612. */
  77613. index: number;
  77614. /**
  77615. * The browser gamepad
  77616. */
  77617. browserGamepad: any;
  77618. /**
  77619. * Specifies what type of gamepad this represents
  77620. */
  77621. type: number;
  77622. private _leftStick;
  77623. private _rightStick;
  77624. /** @hidden */
  77625. _isConnected: boolean;
  77626. private _leftStickAxisX;
  77627. private _leftStickAxisY;
  77628. private _rightStickAxisX;
  77629. private _rightStickAxisY;
  77630. /**
  77631. * Triggered when the left control stick has been changed
  77632. */
  77633. private _onleftstickchanged;
  77634. /**
  77635. * Triggered when the right control stick has been changed
  77636. */
  77637. private _onrightstickchanged;
  77638. /**
  77639. * Represents a gamepad controller
  77640. */
  77641. static GAMEPAD: number;
  77642. /**
  77643. * Represents a generic controller
  77644. */
  77645. static GENERIC: number;
  77646. /**
  77647. * Represents an XBox controller
  77648. */
  77649. static XBOX: number;
  77650. /**
  77651. * Represents a pose-enabled controller
  77652. */
  77653. static POSE_ENABLED: number;
  77654. /**
  77655. * Represents an Dual Shock controller
  77656. */
  77657. static DUALSHOCK: number;
  77658. /**
  77659. * Specifies whether the left control stick should be Y-inverted
  77660. */
  77661. protected _invertLeftStickY: boolean;
  77662. /**
  77663. * Specifies if the gamepad has been connected
  77664. */
  77665. readonly isConnected: boolean;
  77666. /**
  77667. * Initializes the gamepad
  77668. * @param id The id of the gamepad
  77669. * @param index The index of the gamepad
  77670. * @param browserGamepad The browser gamepad
  77671. * @param leftStickX The x component of the left joystick
  77672. * @param leftStickY The y component of the left joystick
  77673. * @param rightStickX The x component of the right joystick
  77674. * @param rightStickY The y component of the right joystick
  77675. */
  77676. constructor(
  77677. /**
  77678. * The id of the gamepad
  77679. */
  77680. id: string,
  77681. /**
  77682. * The index of the gamepad
  77683. */
  77684. index: number,
  77685. /**
  77686. * The browser gamepad
  77687. */
  77688. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  77689. /**
  77690. * Callback triggered when the left joystick has changed
  77691. * @param callback
  77692. */
  77693. onleftstickchanged(callback: (values: StickValues) => void): void;
  77694. /**
  77695. * Callback triggered when the right joystick has changed
  77696. * @param callback
  77697. */
  77698. onrightstickchanged(callback: (values: StickValues) => void): void;
  77699. /**
  77700. * Gets the left joystick
  77701. */
  77702. /**
  77703. * Sets the left joystick values
  77704. */
  77705. leftStick: StickValues;
  77706. /**
  77707. * Gets the right joystick
  77708. */
  77709. /**
  77710. * Sets the right joystick value
  77711. */
  77712. rightStick: StickValues;
  77713. /**
  77714. * Updates the gamepad joystick positions
  77715. */
  77716. update(): void;
  77717. /**
  77718. * Disposes the gamepad
  77719. */
  77720. dispose(): void;
  77721. }
  77722. /**
  77723. * Represents a generic gamepad
  77724. */
  77725. export class GenericPad extends Gamepad {
  77726. private _buttons;
  77727. private _onbuttondown;
  77728. private _onbuttonup;
  77729. /**
  77730. * Observable triggered when a button has been pressed
  77731. */
  77732. onButtonDownObservable: Observable<number>;
  77733. /**
  77734. * Observable triggered when a button has been released
  77735. */
  77736. onButtonUpObservable: Observable<number>;
  77737. /**
  77738. * Callback triggered when a button has been pressed
  77739. * @param callback Called when a button has been pressed
  77740. */
  77741. onbuttondown(callback: (buttonPressed: number) => void): void;
  77742. /**
  77743. * Callback triggered when a button has been released
  77744. * @param callback Called when a button has been released
  77745. */
  77746. onbuttonup(callback: (buttonReleased: number) => void): void;
  77747. /**
  77748. * Initializes the generic gamepad
  77749. * @param id The id of the generic gamepad
  77750. * @param index The index of the generic gamepad
  77751. * @param browserGamepad The browser gamepad
  77752. */
  77753. constructor(id: string, index: number, browserGamepad: any);
  77754. private _setButtonValue;
  77755. /**
  77756. * Updates the generic gamepad
  77757. */
  77758. update(): void;
  77759. /**
  77760. * Disposes the generic gamepad
  77761. */
  77762. dispose(): void;
  77763. }
  77764. }
  77765. declare module BABYLON {
  77766. interface Engine {
  77767. /**
  77768. * Creates a raw texture
  77769. * @param data defines the data to store in the texture
  77770. * @param width defines the width of the texture
  77771. * @param height defines the height of the texture
  77772. * @param format defines the format of the data
  77773. * @param generateMipMaps defines if the engine should generate the mip levels
  77774. * @param invertY defines if data must be stored with Y axis inverted
  77775. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  77776. * @param compression defines the compression used (null by default)
  77777. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  77778. * @returns the raw texture inside an InternalTexture
  77779. */
  77780. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  77781. /**
  77782. * Update a raw texture
  77783. * @param texture defines the texture to update
  77784. * @param data defines the data to store in the texture
  77785. * @param format defines the format of the data
  77786. * @param invertY defines if data must be stored with Y axis inverted
  77787. */
  77788. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  77789. /**
  77790. * Update a raw texture
  77791. * @param texture defines the texture to update
  77792. * @param data defines the data to store in the texture
  77793. * @param format defines the format of the data
  77794. * @param invertY defines if data must be stored with Y axis inverted
  77795. * @param compression defines the compression used (null by default)
  77796. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  77797. */
  77798. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  77799. /**
  77800. * Creates a new raw cube texture
  77801. * @param data defines the array of data to use to create each face
  77802. * @param size defines the size of the textures
  77803. * @param format defines the format of the data
  77804. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  77805. * @param generateMipMaps defines if the engine should generate the mip levels
  77806. * @param invertY defines if data must be stored with Y axis inverted
  77807. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  77808. * @param compression defines the compression used (null by default)
  77809. * @returns the cube texture as an InternalTexture
  77810. */
  77811. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  77812. /**
  77813. * Update a raw cube texture
  77814. * @param texture defines the texture to udpdate
  77815. * @param data defines the data to store
  77816. * @param format defines the data format
  77817. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  77818. * @param invertY defines if data must be stored with Y axis inverted
  77819. */
  77820. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  77821. /**
  77822. * Update a raw cube texture
  77823. * @param texture defines the texture to udpdate
  77824. * @param data defines the data to store
  77825. * @param format defines the data format
  77826. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  77827. * @param invertY defines if data must be stored with Y axis inverted
  77828. * @param compression defines the compression used (null by default)
  77829. */
  77830. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  77831. /**
  77832. * Update a raw cube texture
  77833. * @param texture defines the texture to udpdate
  77834. * @param data defines the data to store
  77835. * @param format defines the data format
  77836. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  77837. * @param invertY defines if data must be stored with Y axis inverted
  77838. * @param compression defines the compression used (null by default)
  77839. * @param level defines which level of the texture to update
  77840. */
  77841. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  77842. /**
  77843. * Creates a new raw cube texture from a specified url
  77844. * @param url defines the url where the data is located
  77845. * @param scene defines the current scene
  77846. * @param size defines the size of the textures
  77847. * @param format defines the format of the data
  77848. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  77849. * @param noMipmap defines if the engine should avoid generating the mip levels
  77850. * @param callback defines a callback used to extract texture data from loaded data
  77851. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  77852. * @param onLoad defines a callback called when texture is loaded
  77853. * @param onError defines a callback called if there is an error
  77854. * @returns the cube texture as an InternalTexture
  77855. */
  77856. 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;
  77857. /**
  77858. * Creates a new raw cube texture from a specified url
  77859. * @param url defines the url where the data is located
  77860. * @param scene defines the current scene
  77861. * @param size defines the size of the textures
  77862. * @param format defines the format of the data
  77863. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  77864. * @param noMipmap defines if the engine should avoid generating the mip levels
  77865. * @param callback defines a callback used to extract texture data from loaded data
  77866. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  77867. * @param onLoad defines a callback called when texture is loaded
  77868. * @param onError defines a callback called if there is an error
  77869. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  77870. * @param invertY defines if data must be stored with Y axis inverted
  77871. * @returns the cube texture as an InternalTexture
  77872. */
  77873. 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;
  77874. /**
  77875. * Creates a new raw 3D texture
  77876. * @param data defines the data used to create the texture
  77877. * @param width defines the width of the texture
  77878. * @param height defines the height of the texture
  77879. * @param depth defines the depth of the texture
  77880. * @param format defines the format of the texture
  77881. * @param generateMipMaps defines if the engine must generate mip levels
  77882. * @param invertY defines if data must be stored with Y axis inverted
  77883. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  77884. * @param compression defines the compressed used (can be null)
  77885. * @param textureType defines the compressed used (can be null)
  77886. * @returns a new raw 3D texture (stored in an InternalTexture)
  77887. */
  77888. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  77889. /**
  77890. * Update a raw 3D texture
  77891. * @param texture defines the texture to update
  77892. * @param data defines the data to store
  77893. * @param format defines the data format
  77894. * @param invertY defines if data must be stored with Y axis inverted
  77895. */
  77896. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  77897. /**
  77898. * Update a raw 3D texture
  77899. * @param texture defines the texture to update
  77900. * @param data defines the data to store
  77901. * @param format defines the data format
  77902. * @param invertY defines if data must be stored with Y axis inverted
  77903. * @param compression defines the used compression (can be null)
  77904. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  77905. */
  77906. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  77907. }
  77908. }
  77909. declare module BABYLON {
  77910. /**
  77911. * Raw texture can help creating a texture directly from an array of data.
  77912. * This can be super useful if you either get the data from an uncompressed source or
  77913. * if you wish to create your texture pixel by pixel.
  77914. */
  77915. export class RawTexture extends Texture {
  77916. /**
  77917. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  77918. */
  77919. format: number;
  77920. private _engine;
  77921. /**
  77922. * Instantiates a new RawTexture.
  77923. * Raw texture can help creating a texture directly from an array of data.
  77924. * This can be super useful if you either get the data from an uncompressed source or
  77925. * if you wish to create your texture pixel by pixel.
  77926. * @param data define the array of data to use to create the texture
  77927. * @param width define the width of the texture
  77928. * @param height define the height of the texture
  77929. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  77930. * @param scene define the scene the texture belongs to
  77931. * @param generateMipMaps define whether mip maps should be generated or not
  77932. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  77933. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  77934. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  77935. */
  77936. constructor(data: ArrayBufferView, width: number, height: number,
  77937. /**
  77938. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  77939. */
  77940. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  77941. /**
  77942. * Updates the texture underlying data.
  77943. * @param data Define the new data of the texture
  77944. */
  77945. update(data: ArrayBufferView): void;
  77946. /**
  77947. * Creates a luminance texture from some data.
  77948. * @param data Define the texture data
  77949. * @param width Define the width of the texture
  77950. * @param height Define the height of the texture
  77951. * @param scene Define the scene the texture belongs to
  77952. * @param generateMipMaps Define whether or not to create mip maps for the texture
  77953. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  77954. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  77955. * @returns the luminance texture
  77956. */
  77957. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  77958. /**
  77959. * Creates a luminance alpha texture from some data.
  77960. * @param data Define the texture data
  77961. * @param width Define the width of the texture
  77962. * @param height Define the height of the texture
  77963. * @param scene Define the scene the texture belongs to
  77964. * @param generateMipMaps Define whether or not to create mip maps for the texture
  77965. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  77966. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  77967. * @returns the luminance alpha texture
  77968. */
  77969. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  77970. /**
  77971. * Creates an alpha texture from some data.
  77972. * @param data Define the texture data
  77973. * @param width Define the width of the texture
  77974. * @param height Define the height of the texture
  77975. * @param scene Define the scene the texture belongs to
  77976. * @param generateMipMaps Define whether or not to create mip maps for the texture
  77977. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  77978. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  77979. * @returns the alpha texture
  77980. */
  77981. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  77982. /**
  77983. * Creates a RGB texture from some data.
  77984. * @param data Define the texture data
  77985. * @param width Define the width of the texture
  77986. * @param height Define the height of the texture
  77987. * @param scene Define the scene the texture belongs to
  77988. * @param generateMipMaps Define whether or not to create mip maps for the texture
  77989. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  77990. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  77991. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  77992. * @returns the RGB alpha texture
  77993. */
  77994. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  77995. /**
  77996. * Creates a RGBA texture from some data.
  77997. * @param data Define the texture data
  77998. * @param width Define the width of the texture
  77999. * @param height Define the height of the texture
  78000. * @param scene Define the scene the texture belongs to
  78001. * @param generateMipMaps Define whether or not to create mip maps for the texture
  78002. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  78003. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  78004. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  78005. * @returns the RGBA texture
  78006. */
  78007. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  78008. /**
  78009. * Creates a R texture from some data.
  78010. * @param data Define the texture data
  78011. * @param width Define the width of the texture
  78012. * @param height Define the height of the texture
  78013. * @param scene Define the scene the texture belongs to
  78014. * @param generateMipMaps Define whether or not to create mip maps for the texture
  78015. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  78016. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  78017. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  78018. * @returns the R texture
  78019. */
  78020. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  78021. }
  78022. }
  78023. declare module BABYLON {
  78024. /**
  78025. * Interface for the size containing width and height
  78026. */
  78027. export interface ISize {
  78028. /**
  78029. * Width
  78030. */
  78031. width: number;
  78032. /**
  78033. * Heighht
  78034. */
  78035. height: number;
  78036. }
  78037. /**
  78038. * Size containing widht and height
  78039. */
  78040. export class Size implements ISize {
  78041. /**
  78042. * Width
  78043. */
  78044. width: number;
  78045. /**
  78046. * Height
  78047. */
  78048. height: number;
  78049. /**
  78050. * Creates a Size object from the given width and height (floats).
  78051. * @param width width of the new size
  78052. * @param height height of the new size
  78053. */
  78054. constructor(width: number, height: number);
  78055. /**
  78056. * Returns a string with the Size width and height
  78057. * @returns a string with the Size width and height
  78058. */
  78059. toString(): string;
  78060. /**
  78061. * "Size"
  78062. * @returns the string "Size"
  78063. */
  78064. getClassName(): string;
  78065. /**
  78066. * Returns the Size hash code.
  78067. * @returns a hash code for a unique width and height
  78068. */
  78069. getHashCode(): number;
  78070. /**
  78071. * Updates the current size from the given one.
  78072. * @param src the given size
  78073. */
  78074. copyFrom(src: Size): void;
  78075. /**
  78076. * Updates in place the current Size from the given floats.
  78077. * @param width width of the new size
  78078. * @param height height of the new size
  78079. * @returns the updated Size.
  78080. */
  78081. copyFromFloats(width: number, height: number): Size;
  78082. /**
  78083. * Updates in place the current Size from the given floats.
  78084. * @param width width to set
  78085. * @param height height to set
  78086. * @returns the updated Size.
  78087. */
  78088. set(width: number, height: number): Size;
  78089. /**
  78090. * Multiplies the width and height by numbers
  78091. * @param w factor to multiple the width by
  78092. * @param h factor to multiple the height by
  78093. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  78094. */
  78095. multiplyByFloats(w: number, h: number): Size;
  78096. /**
  78097. * Clones the size
  78098. * @returns a new Size copied from the given one.
  78099. */
  78100. clone(): Size;
  78101. /**
  78102. * True if the current Size and the given one width and height are strictly equal.
  78103. * @param other the other size to compare against
  78104. * @returns True if the current Size and the given one width and height are strictly equal.
  78105. */
  78106. equals(other: Size): boolean;
  78107. /**
  78108. * The surface of the Size : width * height (float).
  78109. */
  78110. readonly surface: number;
  78111. /**
  78112. * Create a new size of zero
  78113. * @returns a new Size set to (0.0, 0.0)
  78114. */
  78115. static Zero(): Size;
  78116. /**
  78117. * Sums the width and height of two sizes
  78118. * @param otherSize size to add to this size
  78119. * @returns a new Size set as the addition result of the current Size and the given one.
  78120. */
  78121. add(otherSize: Size): Size;
  78122. /**
  78123. * Subtracts the width and height of two
  78124. * @param otherSize size to subtract to this size
  78125. * @returns a new Size set as the subtraction result of the given one from the current Size.
  78126. */
  78127. subtract(otherSize: Size): Size;
  78128. /**
  78129. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  78130. * @param start starting size to lerp between
  78131. * @param end end size to lerp between
  78132. * @param amount amount to lerp between the start and end values
  78133. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  78134. */
  78135. static Lerp(start: Size, end: Size, amount: number): Size;
  78136. }
  78137. }
  78138. declare module BABYLON {
  78139. /**
  78140. * Defines a runtime animation
  78141. */
  78142. export class RuntimeAnimation {
  78143. private _events;
  78144. /**
  78145. * The current frame of the runtime animation
  78146. */
  78147. private _currentFrame;
  78148. /**
  78149. * The animation used by the runtime animation
  78150. */
  78151. private _animation;
  78152. /**
  78153. * The target of the runtime animation
  78154. */
  78155. private _target;
  78156. /**
  78157. * The initiating animatable
  78158. */
  78159. private _host;
  78160. /**
  78161. * The original value of the runtime animation
  78162. */
  78163. private _originalValue;
  78164. /**
  78165. * The original blend value of the runtime animation
  78166. */
  78167. private _originalBlendValue;
  78168. /**
  78169. * The offsets cache of the runtime animation
  78170. */
  78171. private _offsetsCache;
  78172. /**
  78173. * The high limits cache of the runtime animation
  78174. */
  78175. private _highLimitsCache;
  78176. /**
  78177. * Specifies if the runtime animation has been stopped
  78178. */
  78179. private _stopped;
  78180. /**
  78181. * The blending factor of the runtime animation
  78182. */
  78183. private _blendingFactor;
  78184. /**
  78185. * The BabylonJS scene
  78186. */
  78187. private _scene;
  78188. /**
  78189. * The current value of the runtime animation
  78190. */
  78191. private _currentValue;
  78192. /** @hidden */
  78193. _animationState: _IAnimationState;
  78194. /**
  78195. * The active target of the runtime animation
  78196. */
  78197. private _activeTargets;
  78198. private _currentActiveTarget;
  78199. private _directTarget;
  78200. /**
  78201. * The target path of the runtime animation
  78202. */
  78203. private _targetPath;
  78204. /**
  78205. * The weight of the runtime animation
  78206. */
  78207. private _weight;
  78208. /**
  78209. * The ratio offset of the runtime animation
  78210. */
  78211. private _ratioOffset;
  78212. /**
  78213. * The previous delay of the runtime animation
  78214. */
  78215. private _previousDelay;
  78216. /**
  78217. * The previous ratio of the runtime animation
  78218. */
  78219. private _previousRatio;
  78220. private _enableBlending;
  78221. private _keys;
  78222. private _minFrame;
  78223. private _maxFrame;
  78224. private _minValue;
  78225. private _maxValue;
  78226. private _targetIsArray;
  78227. /**
  78228. * Gets the current frame of the runtime animation
  78229. */
  78230. readonly currentFrame: number;
  78231. /**
  78232. * Gets the weight of the runtime animation
  78233. */
  78234. readonly weight: number;
  78235. /**
  78236. * Gets the current value of the runtime animation
  78237. */
  78238. readonly currentValue: any;
  78239. /**
  78240. * Gets the target path of the runtime animation
  78241. */
  78242. readonly targetPath: string;
  78243. /**
  78244. * Gets the actual target of the runtime animation
  78245. */
  78246. readonly target: any;
  78247. /** @hidden */
  78248. _onLoop: () => void;
  78249. /**
  78250. * Create a new RuntimeAnimation object
  78251. * @param target defines the target of the animation
  78252. * @param animation defines the source animation object
  78253. * @param scene defines the hosting scene
  78254. * @param host defines the initiating Animatable
  78255. */
  78256. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  78257. private _preparePath;
  78258. /**
  78259. * Gets the animation from the runtime animation
  78260. */
  78261. readonly animation: Animation;
  78262. /**
  78263. * Resets the runtime animation to the beginning
  78264. * @param restoreOriginal defines whether to restore the target property to the original value
  78265. */
  78266. reset(restoreOriginal?: boolean): void;
  78267. /**
  78268. * Specifies if the runtime animation is stopped
  78269. * @returns Boolean specifying if the runtime animation is stopped
  78270. */
  78271. isStopped(): boolean;
  78272. /**
  78273. * Disposes of the runtime animation
  78274. */
  78275. dispose(): void;
  78276. /**
  78277. * Apply the interpolated value to the target
  78278. * @param currentValue defines the value computed by the animation
  78279. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  78280. */
  78281. setValue(currentValue: any, weight: number): void;
  78282. private _getOriginalValues;
  78283. private _setValue;
  78284. /**
  78285. * Gets the loop pmode of the runtime animation
  78286. * @returns Loop Mode
  78287. */
  78288. private _getCorrectLoopMode;
  78289. /**
  78290. * Move the current animation to a given frame
  78291. * @param frame defines the frame to move to
  78292. */
  78293. goToFrame(frame: number): void;
  78294. /**
  78295. * @hidden Internal use only
  78296. */
  78297. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  78298. /**
  78299. * Execute the current animation
  78300. * @param delay defines the delay to add to the current frame
  78301. * @param from defines the lower bound of the animation range
  78302. * @param to defines the upper bound of the animation range
  78303. * @param loop defines if the current animation must loop
  78304. * @param speedRatio defines the current speed ratio
  78305. * @param weight defines the weight of the animation (default is -1 so no weight)
  78306. * @param onLoop optional callback called when animation loops
  78307. * @returns a boolean indicating if the animation is running
  78308. */
  78309. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  78310. }
  78311. }
  78312. declare module BABYLON {
  78313. /**
  78314. * Class used to store an actual running animation
  78315. */
  78316. export class Animatable {
  78317. /** defines the target object */
  78318. target: any;
  78319. /** defines the starting frame number (default is 0) */
  78320. fromFrame: number;
  78321. /** defines the ending frame number (default is 100) */
  78322. toFrame: number;
  78323. /** defines if the animation must loop (default is false) */
  78324. loopAnimation: boolean;
  78325. /** defines a callback to call when animation ends if it is not looping */
  78326. onAnimationEnd?: (() => void) | null | undefined;
  78327. /** defines a callback to call when animation loops */
  78328. onAnimationLoop?: (() => void) | null | undefined;
  78329. private _localDelayOffset;
  78330. private _pausedDelay;
  78331. private _runtimeAnimations;
  78332. private _paused;
  78333. private _scene;
  78334. private _speedRatio;
  78335. private _weight;
  78336. private _syncRoot;
  78337. /**
  78338. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  78339. * This will only apply for non looping animation (default is true)
  78340. */
  78341. disposeOnEnd: boolean;
  78342. /**
  78343. * Gets a boolean indicating if the animation has started
  78344. */
  78345. animationStarted: boolean;
  78346. /**
  78347. * Observer raised when the animation ends
  78348. */
  78349. onAnimationEndObservable: Observable<Animatable>;
  78350. /**
  78351. * Observer raised when the animation loops
  78352. */
  78353. onAnimationLoopObservable: Observable<Animatable>;
  78354. /**
  78355. * Gets the root Animatable used to synchronize and normalize animations
  78356. */
  78357. readonly syncRoot: Nullable<Animatable>;
  78358. /**
  78359. * Gets the current frame of the first RuntimeAnimation
  78360. * Used to synchronize Animatables
  78361. */
  78362. readonly masterFrame: number;
  78363. /**
  78364. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  78365. */
  78366. weight: number;
  78367. /**
  78368. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  78369. */
  78370. speedRatio: number;
  78371. /**
  78372. * Creates a new Animatable
  78373. * @param scene defines the hosting scene
  78374. * @param target defines the target object
  78375. * @param fromFrame defines the starting frame number (default is 0)
  78376. * @param toFrame defines the ending frame number (default is 100)
  78377. * @param loopAnimation defines if the animation must loop (default is false)
  78378. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  78379. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  78380. * @param animations defines a group of animation to add to the new Animatable
  78381. * @param onAnimationLoop defines a callback to call when animation loops
  78382. */
  78383. constructor(scene: Scene,
  78384. /** defines the target object */
  78385. target: any,
  78386. /** defines the starting frame number (default is 0) */
  78387. fromFrame?: number,
  78388. /** defines the ending frame number (default is 100) */
  78389. toFrame?: number,
  78390. /** defines if the animation must loop (default is false) */
  78391. loopAnimation?: boolean, speedRatio?: number,
  78392. /** defines a callback to call when animation ends if it is not looping */
  78393. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  78394. /** defines a callback to call when animation loops */
  78395. onAnimationLoop?: (() => void) | null | undefined);
  78396. /**
  78397. * Synchronize and normalize current Animatable with a source Animatable
  78398. * This is useful when using animation weights and when animations are not of the same length
  78399. * @param root defines the root Animatable to synchronize with
  78400. * @returns the current Animatable
  78401. */
  78402. syncWith(root: Animatable): Animatable;
  78403. /**
  78404. * Gets the list of runtime animations
  78405. * @returns an array of RuntimeAnimation
  78406. */
  78407. getAnimations(): RuntimeAnimation[];
  78408. /**
  78409. * Adds more animations to the current animatable
  78410. * @param target defines the target of the animations
  78411. * @param animations defines the new animations to add
  78412. */
  78413. appendAnimations(target: any, animations: Animation[]): void;
  78414. /**
  78415. * Gets the source animation for a specific property
  78416. * @param property defines the propertyu to look for
  78417. * @returns null or the source animation for the given property
  78418. */
  78419. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  78420. /**
  78421. * Gets the runtime animation for a specific property
  78422. * @param property defines the propertyu to look for
  78423. * @returns null or the runtime animation for the given property
  78424. */
  78425. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  78426. /**
  78427. * Resets the animatable to its original state
  78428. */
  78429. reset(): void;
  78430. /**
  78431. * Allows the animatable to blend with current running animations
  78432. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  78433. * @param blendingSpeed defines the blending speed to use
  78434. */
  78435. enableBlending(blendingSpeed: number): void;
  78436. /**
  78437. * Disable animation blending
  78438. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  78439. */
  78440. disableBlending(): void;
  78441. /**
  78442. * Jump directly to a given frame
  78443. * @param frame defines the frame to jump to
  78444. */
  78445. goToFrame(frame: number): void;
  78446. /**
  78447. * Pause the animation
  78448. */
  78449. pause(): void;
  78450. /**
  78451. * Restart the animation
  78452. */
  78453. restart(): void;
  78454. private _raiseOnAnimationEnd;
  78455. /**
  78456. * Stop and delete the current animation
  78457. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  78458. * @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)
  78459. */
  78460. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  78461. /**
  78462. * Wait asynchronously for the animation to end
  78463. * @returns a promise which will be fullfilled when the animation ends
  78464. */
  78465. waitAsync(): Promise<Animatable>;
  78466. /** @hidden */
  78467. _animate(delay: number): boolean;
  78468. }
  78469. interface Scene {
  78470. /** @hidden */
  78471. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  78472. /** @hidden */
  78473. _processLateAnimationBindingsForMatrices(holder: {
  78474. totalWeight: number;
  78475. animations: RuntimeAnimation[];
  78476. originalValue: Matrix;
  78477. }): any;
  78478. /** @hidden */
  78479. _processLateAnimationBindingsForQuaternions(holder: {
  78480. totalWeight: number;
  78481. animations: RuntimeAnimation[];
  78482. originalValue: Quaternion;
  78483. }, refQuaternion: Quaternion): Quaternion;
  78484. /** @hidden */
  78485. _processLateAnimationBindings(): void;
  78486. /**
  78487. * Will start the animation sequence of a given target
  78488. * @param target defines the target
  78489. * @param from defines from which frame should animation start
  78490. * @param to defines until which frame should animation run.
  78491. * @param weight defines the weight to apply to the animation (1.0 by default)
  78492. * @param loop defines if the animation loops
  78493. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  78494. * @param onAnimationEnd defines the function to be executed when the animation ends
  78495. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  78496. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  78497. * @param onAnimationLoop defines the callback to call when an animation loops
  78498. * @returns the animatable object created for this animation
  78499. */
  78500. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  78501. /**
  78502. * Will start the animation sequence of a given target
  78503. * @param target defines the target
  78504. * @param from defines from which frame should animation start
  78505. * @param to defines until which frame should animation run.
  78506. * @param loop defines if the animation loops
  78507. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  78508. * @param onAnimationEnd defines the function to be executed when the animation ends
  78509. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  78510. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  78511. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  78512. * @param onAnimationLoop defines the callback to call when an animation loops
  78513. * @returns the animatable object created for this animation
  78514. */
  78515. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  78516. /**
  78517. * Will start the animation sequence of a given target and its hierarchy
  78518. * @param target defines the target
  78519. * @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.
  78520. * @param from defines from which frame should animation start
  78521. * @param to defines until which frame should animation run.
  78522. * @param loop defines if the animation loops
  78523. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  78524. * @param onAnimationEnd defines the function to be executed when the animation ends
  78525. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  78526. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  78527. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  78528. * @param onAnimationLoop defines the callback to call when an animation loops
  78529. * @returns the list of created animatables
  78530. */
  78531. 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[];
  78532. /**
  78533. * Begin a new animation on a given node
  78534. * @param target defines the target where the animation will take place
  78535. * @param animations defines the list of animations to start
  78536. * @param from defines the initial value
  78537. * @param to defines the final value
  78538. * @param loop defines if you want animation to loop (off by default)
  78539. * @param speedRatio defines the speed ratio to apply to all animations
  78540. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  78541. * @param onAnimationLoop defines the callback to call when an animation loops
  78542. * @returns the list of created animatables
  78543. */
  78544. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  78545. /**
  78546. * Begin a new animation on a given node and its hierarchy
  78547. * @param target defines the root node where the animation will take place
  78548. * @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.
  78549. * @param animations defines the list of animations to start
  78550. * @param from defines the initial value
  78551. * @param to defines the final value
  78552. * @param loop defines if you want animation to loop (off by default)
  78553. * @param speedRatio defines the speed ratio to apply to all animations
  78554. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  78555. * @param onAnimationLoop defines the callback to call when an animation loops
  78556. * @returns the list of animatables created for all nodes
  78557. */
  78558. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  78559. /**
  78560. * Gets the animatable associated with a specific target
  78561. * @param target defines the target of the animatable
  78562. * @returns the required animatable if found
  78563. */
  78564. getAnimatableByTarget(target: any): Nullable<Animatable>;
  78565. /**
  78566. * Gets all animatables associated with a given target
  78567. * @param target defines the target to look animatables for
  78568. * @returns an array of Animatables
  78569. */
  78570. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  78571. /**
  78572. * Stops and removes all animations that have been applied to the scene
  78573. */
  78574. stopAllAnimations(): void;
  78575. }
  78576. interface Bone {
  78577. /**
  78578. * Copy an animation range from another bone
  78579. * @param source defines the source bone
  78580. * @param rangeName defines the range name to copy
  78581. * @param frameOffset defines the frame offset
  78582. * @param rescaleAsRequired defines if rescaling must be applied if required
  78583. * @param skelDimensionsRatio defines the scaling ratio
  78584. * @returns true if operation was successful
  78585. */
  78586. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  78587. }
  78588. }
  78589. declare module BABYLON {
  78590. /**
  78591. * Class used to override all child animations of a given target
  78592. */
  78593. export class AnimationPropertiesOverride {
  78594. /**
  78595. * Gets or sets a value indicating if animation blending must be used
  78596. */
  78597. enableBlending: boolean;
  78598. /**
  78599. * Gets or sets the blending speed to use when enableBlending is true
  78600. */
  78601. blendingSpeed: number;
  78602. /**
  78603. * Gets or sets the default loop mode to use
  78604. */
  78605. loopMode: number;
  78606. }
  78607. }
  78608. declare module BABYLON {
  78609. /**
  78610. * Class used to handle skinning animations
  78611. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  78612. */
  78613. export class Skeleton implements IAnimatable {
  78614. /** defines the skeleton name */
  78615. name: string;
  78616. /** defines the skeleton Id */
  78617. id: string;
  78618. /**
  78619. * Defines the list of child bones
  78620. */
  78621. bones: Bone[];
  78622. /**
  78623. * Defines an estimate of the dimension of the skeleton at rest
  78624. */
  78625. dimensionsAtRest: Vector3;
  78626. /**
  78627. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  78628. */
  78629. needInitialSkinMatrix: boolean;
  78630. /**
  78631. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  78632. */
  78633. overrideMesh: Nullable<AbstractMesh>;
  78634. /**
  78635. * Gets the list of animations attached to this skeleton
  78636. */
  78637. animations: Array<Animation>;
  78638. private _scene;
  78639. private _isDirty;
  78640. private _transformMatrices;
  78641. private _transformMatrixTexture;
  78642. private _meshesWithPoseMatrix;
  78643. private _animatables;
  78644. private _identity;
  78645. private _synchronizedWithMesh;
  78646. private _ranges;
  78647. private _lastAbsoluteTransformsUpdateId;
  78648. private _canUseTextureForBones;
  78649. private _uniqueId;
  78650. /** @hidden */
  78651. _numBonesWithLinkedTransformNode: number;
  78652. /** @hidden */
  78653. _hasWaitingData: Nullable<boolean>;
  78654. /**
  78655. * Specifies if the skeleton should be serialized
  78656. */
  78657. doNotSerialize: boolean;
  78658. private _useTextureToStoreBoneMatrices;
  78659. /**
  78660. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  78661. * Please note that this option is not available if the hardware does not support it
  78662. */
  78663. useTextureToStoreBoneMatrices: boolean;
  78664. private _animationPropertiesOverride;
  78665. /**
  78666. * Gets or sets the animation properties override
  78667. */
  78668. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  78669. /**
  78670. * List of inspectable custom properties (used by the Inspector)
  78671. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  78672. */
  78673. inspectableCustomProperties: IInspectable[];
  78674. /**
  78675. * An observable triggered before computing the skeleton's matrices
  78676. */
  78677. onBeforeComputeObservable: Observable<Skeleton>;
  78678. /**
  78679. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  78680. */
  78681. readonly isUsingTextureForMatrices: boolean;
  78682. /**
  78683. * Gets the unique ID of this skeleton
  78684. */
  78685. readonly uniqueId: number;
  78686. /**
  78687. * Creates a new skeleton
  78688. * @param name defines the skeleton name
  78689. * @param id defines the skeleton Id
  78690. * @param scene defines the hosting scene
  78691. */
  78692. constructor(
  78693. /** defines the skeleton name */
  78694. name: string,
  78695. /** defines the skeleton Id */
  78696. id: string, scene: Scene);
  78697. /**
  78698. * Gets the current object class name.
  78699. * @return the class name
  78700. */
  78701. getClassName(): string;
  78702. /**
  78703. * Returns an array containing the root bones
  78704. * @returns an array containing the root bones
  78705. */
  78706. getChildren(): Array<Bone>;
  78707. /**
  78708. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  78709. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  78710. * @returns a Float32Array containing matrices data
  78711. */
  78712. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  78713. /**
  78714. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  78715. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  78716. * @returns a raw texture containing the data
  78717. */
  78718. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  78719. /**
  78720. * Gets the current hosting scene
  78721. * @returns a scene object
  78722. */
  78723. getScene(): Scene;
  78724. /**
  78725. * Gets a string representing the current skeleton data
  78726. * @param fullDetails defines a boolean indicating if we want a verbose version
  78727. * @returns a string representing the current skeleton data
  78728. */
  78729. toString(fullDetails?: boolean): string;
  78730. /**
  78731. * Get bone's index searching by name
  78732. * @param name defines bone's name to search for
  78733. * @return the indice of the bone. Returns -1 if not found
  78734. */
  78735. getBoneIndexByName(name: string): number;
  78736. /**
  78737. * Creater a new animation range
  78738. * @param name defines the name of the range
  78739. * @param from defines the start key
  78740. * @param to defines the end key
  78741. */
  78742. createAnimationRange(name: string, from: number, to: number): void;
  78743. /**
  78744. * Delete a specific animation range
  78745. * @param name defines the name of the range
  78746. * @param deleteFrames defines if frames must be removed as well
  78747. */
  78748. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  78749. /**
  78750. * Gets a specific animation range
  78751. * @param name defines the name of the range to look for
  78752. * @returns the requested animation range or null if not found
  78753. */
  78754. getAnimationRange(name: string): Nullable<AnimationRange>;
  78755. /**
  78756. * Gets the list of all animation ranges defined on this skeleton
  78757. * @returns an array
  78758. */
  78759. getAnimationRanges(): Nullable<AnimationRange>[];
  78760. /**
  78761. * Copy animation range from a source skeleton.
  78762. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  78763. * @param source defines the source skeleton
  78764. * @param name defines the name of the range to copy
  78765. * @param rescaleAsRequired defines if rescaling must be applied if required
  78766. * @returns true if operation was successful
  78767. */
  78768. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  78769. /**
  78770. * Forces the skeleton to go to rest pose
  78771. */
  78772. returnToRest(): void;
  78773. private _getHighestAnimationFrame;
  78774. /**
  78775. * Begin a specific animation range
  78776. * @param name defines the name of the range to start
  78777. * @param loop defines if looping must be turned on (false by default)
  78778. * @param speedRatio defines the speed ratio to apply (1 by default)
  78779. * @param onAnimationEnd defines a callback which will be called when animation will end
  78780. * @returns a new animatable
  78781. */
  78782. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  78783. /** @hidden */
  78784. _markAsDirty(): void;
  78785. /** @hidden */
  78786. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  78787. /** @hidden */
  78788. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  78789. private _computeTransformMatrices;
  78790. /**
  78791. * Build all resources required to render a skeleton
  78792. */
  78793. prepare(): void;
  78794. /**
  78795. * Gets the list of animatables currently running for this skeleton
  78796. * @returns an array of animatables
  78797. */
  78798. getAnimatables(): IAnimatable[];
  78799. /**
  78800. * Clone the current skeleton
  78801. * @param name defines the name of the new skeleton
  78802. * @param id defines the id of the new skeleton
  78803. * @returns the new skeleton
  78804. */
  78805. clone(name: string, id: string): Skeleton;
  78806. /**
  78807. * Enable animation blending for this skeleton
  78808. * @param blendingSpeed defines the blending speed to apply
  78809. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  78810. */
  78811. enableBlending(blendingSpeed?: number): void;
  78812. /**
  78813. * Releases all resources associated with the current skeleton
  78814. */
  78815. dispose(): void;
  78816. /**
  78817. * Serialize the skeleton in a JSON object
  78818. * @returns a JSON object
  78819. */
  78820. serialize(): any;
  78821. /**
  78822. * Creates a new skeleton from serialized data
  78823. * @param parsedSkeleton defines the serialized data
  78824. * @param scene defines the hosting scene
  78825. * @returns a new skeleton
  78826. */
  78827. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  78828. /**
  78829. * Compute all node absolute transforms
  78830. * @param forceUpdate defines if computation must be done even if cache is up to date
  78831. */
  78832. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  78833. /**
  78834. * Gets the root pose matrix
  78835. * @returns a matrix
  78836. */
  78837. getPoseMatrix(): Nullable<Matrix>;
  78838. /**
  78839. * Sorts bones per internal index
  78840. */
  78841. sortBones(): void;
  78842. private _sortBones;
  78843. }
  78844. }
  78845. declare module BABYLON {
  78846. /**
  78847. * Class used to store bone information
  78848. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  78849. */
  78850. export class Bone extends Node {
  78851. /**
  78852. * defines the bone name
  78853. */
  78854. name: string;
  78855. private static _tmpVecs;
  78856. private static _tmpQuat;
  78857. private static _tmpMats;
  78858. /**
  78859. * Gets the list of child bones
  78860. */
  78861. children: Bone[];
  78862. /** Gets the animations associated with this bone */
  78863. animations: Animation[];
  78864. /**
  78865. * Gets or sets bone length
  78866. */
  78867. length: number;
  78868. /**
  78869. * @hidden Internal only
  78870. * Set this value to map this bone to a different index in the transform matrices
  78871. * Set this value to -1 to exclude the bone from the transform matrices
  78872. */
  78873. _index: Nullable<number>;
  78874. private _skeleton;
  78875. private _localMatrix;
  78876. private _restPose;
  78877. private _baseMatrix;
  78878. private _absoluteTransform;
  78879. private _invertedAbsoluteTransform;
  78880. private _parent;
  78881. private _scalingDeterminant;
  78882. private _worldTransform;
  78883. private _localScaling;
  78884. private _localRotation;
  78885. private _localPosition;
  78886. private _needToDecompose;
  78887. private _needToCompose;
  78888. /** @hidden */
  78889. _linkedTransformNode: Nullable<TransformNode>;
  78890. /** @hidden */
  78891. _waitingTransformNodeId: Nullable<string>;
  78892. /** @hidden */
  78893. /** @hidden */
  78894. _matrix: Matrix;
  78895. /**
  78896. * Create a new bone
  78897. * @param name defines the bone name
  78898. * @param skeleton defines the parent skeleton
  78899. * @param parentBone defines the parent (can be null if the bone is the root)
  78900. * @param localMatrix defines the local matrix
  78901. * @param restPose defines the rest pose matrix
  78902. * @param baseMatrix defines the base matrix
  78903. * @param index defines index of the bone in the hiearchy
  78904. */
  78905. constructor(
  78906. /**
  78907. * defines the bone name
  78908. */
  78909. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  78910. /**
  78911. * Gets the current object class name.
  78912. * @return the class name
  78913. */
  78914. getClassName(): string;
  78915. /**
  78916. * Gets the parent skeleton
  78917. * @returns a skeleton
  78918. */
  78919. getSkeleton(): Skeleton;
  78920. /**
  78921. * Gets parent bone
  78922. * @returns a bone or null if the bone is the root of the bone hierarchy
  78923. */
  78924. getParent(): Nullable<Bone>;
  78925. /**
  78926. * Returns an array containing the root bones
  78927. * @returns an array containing the root bones
  78928. */
  78929. getChildren(): Array<Bone>;
  78930. /**
  78931. * Sets the parent bone
  78932. * @param parent defines the parent (can be null if the bone is the root)
  78933. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  78934. */
  78935. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  78936. /**
  78937. * Gets the local matrix
  78938. * @returns a matrix
  78939. */
  78940. getLocalMatrix(): Matrix;
  78941. /**
  78942. * Gets the base matrix (initial matrix which remains unchanged)
  78943. * @returns a matrix
  78944. */
  78945. getBaseMatrix(): Matrix;
  78946. /**
  78947. * Gets the rest pose matrix
  78948. * @returns a matrix
  78949. */
  78950. getRestPose(): Matrix;
  78951. /**
  78952. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  78953. */
  78954. getWorldMatrix(): Matrix;
  78955. /**
  78956. * Sets the local matrix to rest pose matrix
  78957. */
  78958. returnToRest(): void;
  78959. /**
  78960. * Gets the inverse of the absolute transform matrix.
  78961. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  78962. * @returns a matrix
  78963. */
  78964. getInvertedAbsoluteTransform(): Matrix;
  78965. /**
  78966. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  78967. * @returns a matrix
  78968. */
  78969. getAbsoluteTransform(): Matrix;
  78970. /**
  78971. * Links with the given transform node.
  78972. * The local matrix of this bone is copied from the transform node every frame.
  78973. * @param transformNode defines the transform node to link to
  78974. */
  78975. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  78976. /**
  78977. * Gets the node used to drive the bone's transformation
  78978. * @returns a transform node or null
  78979. */
  78980. getTransformNode(): Nullable<TransformNode>;
  78981. /** Gets or sets current position (in local space) */
  78982. position: Vector3;
  78983. /** Gets or sets current rotation (in local space) */
  78984. rotation: Vector3;
  78985. /** Gets or sets current rotation quaternion (in local space) */
  78986. rotationQuaternion: Quaternion;
  78987. /** Gets or sets current scaling (in local space) */
  78988. scaling: Vector3;
  78989. /**
  78990. * Gets the animation properties override
  78991. */
  78992. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  78993. private _decompose;
  78994. private _compose;
  78995. /**
  78996. * Update the base and local matrices
  78997. * @param matrix defines the new base or local matrix
  78998. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  78999. * @param updateLocalMatrix defines if the local matrix should be updated
  79000. */
  79001. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  79002. /** @hidden */
  79003. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  79004. /**
  79005. * Flag the bone as dirty (Forcing it to update everything)
  79006. */
  79007. markAsDirty(): void;
  79008. /** @hidden */
  79009. _markAsDirtyAndCompose(): void;
  79010. private _markAsDirtyAndDecompose;
  79011. /**
  79012. * Translate the bone in local or world space
  79013. * @param vec The amount to translate the bone
  79014. * @param space The space that the translation is in
  79015. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79016. */
  79017. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  79018. /**
  79019. * Set the postion of the bone in local or world space
  79020. * @param position The position to set the bone
  79021. * @param space The space that the position is in
  79022. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79023. */
  79024. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  79025. /**
  79026. * Set the absolute position of the bone (world space)
  79027. * @param position The position to set the bone
  79028. * @param mesh The mesh that this bone is attached to
  79029. */
  79030. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  79031. /**
  79032. * Scale the bone on the x, y and z axes (in local space)
  79033. * @param x The amount to scale the bone on the x axis
  79034. * @param y The amount to scale the bone on the y axis
  79035. * @param z The amount to scale the bone on the z axis
  79036. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  79037. */
  79038. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  79039. /**
  79040. * Set the bone scaling in local space
  79041. * @param scale defines the scaling vector
  79042. */
  79043. setScale(scale: Vector3): void;
  79044. /**
  79045. * Gets the current scaling in local space
  79046. * @returns the current scaling vector
  79047. */
  79048. getScale(): Vector3;
  79049. /**
  79050. * Gets the current scaling in local space and stores it in a target vector
  79051. * @param result defines the target vector
  79052. */
  79053. getScaleToRef(result: Vector3): void;
  79054. /**
  79055. * Set the yaw, pitch, and roll of the bone in local or world space
  79056. * @param yaw The rotation of the bone on the y axis
  79057. * @param pitch The rotation of the bone on the x axis
  79058. * @param roll The rotation of the bone on the z axis
  79059. * @param space The space that the axes of rotation are in
  79060. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79061. */
  79062. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  79063. /**
  79064. * Add a rotation to the bone on an axis in local or world space
  79065. * @param axis The axis to rotate the bone on
  79066. * @param amount The amount to rotate the bone
  79067. * @param space The space that the axis is in
  79068. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79069. */
  79070. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  79071. /**
  79072. * Set the rotation of the bone to a particular axis angle in local or world space
  79073. * @param axis The axis to rotate the bone on
  79074. * @param angle The angle that the bone should be rotated to
  79075. * @param space The space that the axis is in
  79076. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79077. */
  79078. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  79079. /**
  79080. * Set the euler rotation of the bone in local of world space
  79081. * @param rotation The euler rotation that the bone should be set to
  79082. * @param space The space that the rotation is in
  79083. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79084. */
  79085. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  79086. /**
  79087. * Set the quaternion rotation of the bone in local of world space
  79088. * @param quat The quaternion rotation that the bone should be set to
  79089. * @param space The space that the rotation is in
  79090. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79091. */
  79092. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  79093. /**
  79094. * Set the rotation matrix of the bone in local of world space
  79095. * @param rotMat The rotation matrix that the bone should be set to
  79096. * @param space The space that the rotation is in
  79097. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79098. */
  79099. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  79100. private _rotateWithMatrix;
  79101. private _getNegativeRotationToRef;
  79102. /**
  79103. * Get the position of the bone in local or world space
  79104. * @param space The space that the returned position is in
  79105. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79106. * @returns The position of the bone
  79107. */
  79108. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  79109. /**
  79110. * Copy the position of the bone to a vector3 in local or world space
  79111. * @param space The space that the returned position is in
  79112. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79113. * @param result The vector3 to copy the position to
  79114. */
  79115. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  79116. /**
  79117. * Get the absolute position of the bone (world space)
  79118. * @param mesh The mesh that this bone is attached to
  79119. * @returns The absolute position of the bone
  79120. */
  79121. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  79122. /**
  79123. * Copy the absolute position of the bone (world space) to the result param
  79124. * @param mesh The mesh that this bone is attached to
  79125. * @param result The vector3 to copy the absolute position to
  79126. */
  79127. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  79128. /**
  79129. * Compute the absolute transforms of this bone and its children
  79130. */
  79131. computeAbsoluteTransforms(): void;
  79132. /**
  79133. * Get the world direction from an axis that is in the local space of the bone
  79134. * @param localAxis The local direction that is used to compute the world direction
  79135. * @param mesh The mesh that this bone is attached to
  79136. * @returns The world direction
  79137. */
  79138. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  79139. /**
  79140. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  79141. * @param localAxis The local direction that is used to compute the world direction
  79142. * @param mesh The mesh that this bone is attached to
  79143. * @param result The vector3 that the world direction will be copied to
  79144. */
  79145. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  79146. /**
  79147. * Get the euler rotation of the bone in local or world space
  79148. * @param space The space that the rotation should be in
  79149. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79150. * @returns The euler rotation
  79151. */
  79152. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  79153. /**
  79154. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  79155. * @param space The space that the rotation should be in
  79156. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79157. * @param result The vector3 that the rotation should be copied to
  79158. */
  79159. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  79160. /**
  79161. * Get the quaternion rotation of the bone in either local or world space
  79162. * @param space The space that the rotation should be in
  79163. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79164. * @returns The quaternion rotation
  79165. */
  79166. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  79167. /**
  79168. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  79169. * @param space The space that the rotation should be in
  79170. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79171. * @param result The quaternion that the rotation should be copied to
  79172. */
  79173. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  79174. /**
  79175. * Get the rotation matrix of the bone in local or world space
  79176. * @param space The space that the rotation should be in
  79177. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79178. * @returns The rotation matrix
  79179. */
  79180. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  79181. /**
  79182. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  79183. * @param space The space that the rotation should be in
  79184. * @param mesh The mesh that this bone is attached to. This is only used in world space
  79185. * @param result The quaternion that the rotation should be copied to
  79186. */
  79187. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  79188. /**
  79189. * Get the world position of a point that is in the local space of the bone
  79190. * @param position The local position
  79191. * @param mesh The mesh that this bone is attached to
  79192. * @returns The world position
  79193. */
  79194. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  79195. /**
  79196. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  79197. * @param position The local position
  79198. * @param mesh The mesh that this bone is attached to
  79199. * @param result The vector3 that the world position should be copied to
  79200. */
  79201. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  79202. /**
  79203. * Get the local position of a point that is in world space
  79204. * @param position The world position
  79205. * @param mesh The mesh that this bone is attached to
  79206. * @returns The local position
  79207. */
  79208. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  79209. /**
  79210. * Get the local position of a point that is in world space and copy it to the result param
  79211. * @param position The world position
  79212. * @param mesh The mesh that this bone is attached to
  79213. * @param result The vector3 that the local position should be copied to
  79214. */
  79215. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  79216. }
  79217. }
  79218. declare module BABYLON {
  79219. /**
  79220. * 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.
  79221. * @see https://doc.babylonjs.com/how_to/transformnode
  79222. */
  79223. export class TransformNode extends Node {
  79224. /**
  79225. * Object will not rotate to face the camera
  79226. */
  79227. static BILLBOARDMODE_NONE: number;
  79228. /**
  79229. * Object will rotate to face the camera but only on the x axis
  79230. */
  79231. static BILLBOARDMODE_X: number;
  79232. /**
  79233. * Object will rotate to face the camera but only on the y axis
  79234. */
  79235. static BILLBOARDMODE_Y: number;
  79236. /**
  79237. * Object will rotate to face the camera but only on the z axis
  79238. */
  79239. static BILLBOARDMODE_Z: number;
  79240. /**
  79241. * Object will rotate to face the camera
  79242. */
  79243. static BILLBOARDMODE_ALL: number;
  79244. /**
  79245. * Object will rotate to face the camera's position instead of orientation
  79246. */
  79247. static BILLBOARDMODE_USE_POSITION: number;
  79248. private _forward;
  79249. private _forwardInverted;
  79250. private _up;
  79251. private _right;
  79252. private _rightInverted;
  79253. private _position;
  79254. private _rotation;
  79255. private _rotationQuaternion;
  79256. protected _scaling: Vector3;
  79257. protected _isDirty: boolean;
  79258. private _transformToBoneReferal;
  79259. private _isAbsoluteSynced;
  79260. private _billboardMode;
  79261. /**
  79262. * Gets or sets the billboard mode. Default is 0.
  79263. *
  79264. * | Value | Type | Description |
  79265. * | --- | --- | --- |
  79266. * | 0 | BILLBOARDMODE_NONE | |
  79267. * | 1 | BILLBOARDMODE_X | |
  79268. * | 2 | BILLBOARDMODE_Y | |
  79269. * | 4 | BILLBOARDMODE_Z | |
  79270. * | 7 | BILLBOARDMODE_ALL | |
  79271. *
  79272. */
  79273. billboardMode: number;
  79274. private _preserveParentRotationForBillboard;
  79275. /**
  79276. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  79277. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  79278. */
  79279. preserveParentRotationForBillboard: boolean;
  79280. /**
  79281. * 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
  79282. */
  79283. scalingDeterminant: number;
  79284. private _infiniteDistance;
  79285. /**
  79286. * Gets or sets the distance of the object to max, often used by skybox
  79287. */
  79288. infiniteDistance: boolean;
  79289. /**
  79290. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  79291. * By default the system will update normals to compensate
  79292. */
  79293. ignoreNonUniformScaling: boolean;
  79294. /**
  79295. * 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
  79296. */
  79297. reIntegrateRotationIntoRotationQuaternion: boolean;
  79298. /** @hidden */
  79299. _poseMatrix: Nullable<Matrix>;
  79300. /** @hidden */
  79301. _localMatrix: Matrix;
  79302. private _usePivotMatrix;
  79303. private _absolutePosition;
  79304. private _absoluteScaling;
  79305. private _absoluteRotationQuaternion;
  79306. private _pivotMatrix;
  79307. private _pivotMatrixInverse;
  79308. protected _postMultiplyPivotMatrix: boolean;
  79309. protected _isWorldMatrixFrozen: boolean;
  79310. /** @hidden */
  79311. _indexInSceneTransformNodesArray: number;
  79312. /**
  79313. * An event triggered after the world matrix is updated
  79314. */
  79315. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  79316. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  79317. /**
  79318. * Gets a string identifying the name of the class
  79319. * @returns "TransformNode" string
  79320. */
  79321. getClassName(): string;
  79322. /**
  79323. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  79324. */
  79325. position: Vector3;
  79326. /**
  79327. * 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)).
  79328. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  79329. */
  79330. rotation: Vector3;
  79331. /**
  79332. * 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)).
  79333. */
  79334. scaling: Vector3;
  79335. /**
  79336. * 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).
  79337. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  79338. */
  79339. rotationQuaternion: Nullable<Quaternion>;
  79340. /**
  79341. * The forward direction of that transform in world space.
  79342. */
  79343. readonly forward: Vector3;
  79344. /**
  79345. * The up direction of that transform in world space.
  79346. */
  79347. readonly up: Vector3;
  79348. /**
  79349. * The right direction of that transform in world space.
  79350. */
  79351. readonly right: Vector3;
  79352. /**
  79353. * Copies the parameter passed Matrix into the mesh Pose matrix.
  79354. * @param matrix the matrix to copy the pose from
  79355. * @returns this TransformNode.
  79356. */
  79357. updatePoseMatrix(matrix: Matrix): TransformNode;
  79358. /**
  79359. * Returns the mesh Pose matrix.
  79360. * @returns the pose matrix
  79361. */
  79362. getPoseMatrix(): Matrix;
  79363. /** @hidden */
  79364. _isSynchronized(): boolean;
  79365. /** @hidden */
  79366. _initCache(): void;
  79367. /**
  79368. * Flag the transform node as dirty (Forcing it to update everything)
  79369. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  79370. * @returns this transform node
  79371. */
  79372. markAsDirty(property: string): TransformNode;
  79373. /**
  79374. * Returns the current mesh absolute position.
  79375. * Returns a Vector3.
  79376. */
  79377. readonly absolutePosition: Vector3;
  79378. /**
  79379. * Returns the current mesh absolute scaling.
  79380. * Returns a Vector3.
  79381. */
  79382. readonly absoluteScaling: Vector3;
  79383. /**
  79384. * Returns the current mesh absolute rotation.
  79385. * Returns a Quaternion.
  79386. */
  79387. readonly absoluteRotationQuaternion: Quaternion;
  79388. /**
  79389. * Sets a new matrix to apply before all other transformation
  79390. * @param matrix defines the transform matrix
  79391. * @returns the current TransformNode
  79392. */
  79393. setPreTransformMatrix(matrix: Matrix): TransformNode;
  79394. /**
  79395. * Sets a new pivot matrix to the current node
  79396. * @param matrix defines the new pivot matrix to use
  79397. * @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
  79398. * @returns the current TransformNode
  79399. */
  79400. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  79401. /**
  79402. * Returns the mesh pivot matrix.
  79403. * Default : Identity.
  79404. * @returns the matrix
  79405. */
  79406. getPivotMatrix(): Matrix;
  79407. /**
  79408. * Instantiate (when possible) or clone that node with its hierarchy
  79409. * @param newParent defines the new parent to use for the instance (or clone)
  79410. * @returns an instance (or a clone) of the current node with its hiearchy
  79411. */
  79412. instantiateHierarychy(newParent?: Nullable<TransformNode>): Nullable<TransformNode>;
  79413. /**
  79414. * Prevents the World matrix to be computed any longer
  79415. * @param newWorldMatrix defines an optional matrix to use as world matrix
  79416. * @returns the TransformNode.
  79417. */
  79418. freezeWorldMatrix(newWorldMatrix?: Nullable<Matrix>): TransformNode;
  79419. /**
  79420. * Allows back the World matrix computation.
  79421. * @returns the TransformNode.
  79422. */
  79423. unfreezeWorldMatrix(): this;
  79424. /**
  79425. * True if the World matrix has been frozen.
  79426. */
  79427. readonly isWorldMatrixFrozen: boolean;
  79428. /**
  79429. * Retuns the mesh absolute position in the World.
  79430. * @returns a Vector3.
  79431. */
  79432. getAbsolutePosition(): Vector3;
  79433. /**
  79434. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  79435. * @param absolutePosition the absolute position to set
  79436. * @returns the TransformNode.
  79437. */
  79438. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  79439. /**
  79440. * Sets the mesh position in its local space.
  79441. * @param vector3 the position to set in localspace
  79442. * @returns the TransformNode.
  79443. */
  79444. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  79445. /**
  79446. * Returns the mesh position in the local space from the current World matrix values.
  79447. * @returns a new Vector3.
  79448. */
  79449. getPositionExpressedInLocalSpace(): Vector3;
  79450. /**
  79451. * Translates the mesh along the passed Vector3 in its local space.
  79452. * @param vector3 the distance to translate in localspace
  79453. * @returns the TransformNode.
  79454. */
  79455. locallyTranslate(vector3: Vector3): TransformNode;
  79456. private static _lookAtVectorCache;
  79457. /**
  79458. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  79459. * @param targetPoint the position (must be in same space as current mesh) to look at
  79460. * @param yawCor optional yaw (y-axis) correction in radians
  79461. * @param pitchCor optional pitch (x-axis) correction in radians
  79462. * @param rollCor optional roll (z-axis) correction in radians
  79463. * @param space the choosen space of the target
  79464. * @returns the TransformNode.
  79465. */
  79466. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  79467. /**
  79468. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  79469. * This Vector3 is expressed in the World space.
  79470. * @param localAxis axis to rotate
  79471. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  79472. */
  79473. getDirection(localAxis: Vector3): Vector3;
  79474. /**
  79475. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  79476. * localAxis is expressed in the mesh local space.
  79477. * result is computed in the Wordl space from the mesh World matrix.
  79478. * @param localAxis axis to rotate
  79479. * @param result the resulting transformnode
  79480. * @returns this TransformNode.
  79481. */
  79482. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  79483. /**
  79484. * Sets this transform node rotation to the given local axis.
  79485. * @param localAxis the axis in local space
  79486. * @param yawCor optional yaw (y-axis) correction in radians
  79487. * @param pitchCor optional pitch (x-axis) correction in radians
  79488. * @param rollCor optional roll (z-axis) correction in radians
  79489. * @returns this TransformNode
  79490. */
  79491. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  79492. /**
  79493. * Sets a new pivot point to the current node
  79494. * @param point defines the new pivot point to use
  79495. * @param space defines if the point is in world or local space (local by default)
  79496. * @returns the current TransformNode
  79497. */
  79498. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  79499. /**
  79500. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  79501. * @returns the pivot point
  79502. */
  79503. getPivotPoint(): Vector3;
  79504. /**
  79505. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  79506. * @param result the vector3 to store the result
  79507. * @returns this TransformNode.
  79508. */
  79509. getPivotPointToRef(result: Vector3): TransformNode;
  79510. /**
  79511. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  79512. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  79513. */
  79514. getAbsolutePivotPoint(): Vector3;
  79515. /**
  79516. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  79517. * @param result vector3 to store the result
  79518. * @returns this TransformNode.
  79519. */
  79520. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  79521. /**
  79522. * Defines the passed node as the parent of the current node.
  79523. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  79524. * @see https://doc.babylonjs.com/how_to/parenting
  79525. * @param node the node ot set as the parent
  79526. * @returns this TransformNode.
  79527. */
  79528. setParent(node: Nullable<Node>): TransformNode;
  79529. private _nonUniformScaling;
  79530. /**
  79531. * True if the scaling property of this object is non uniform eg. (1,2,1)
  79532. */
  79533. readonly nonUniformScaling: boolean;
  79534. /** @hidden */
  79535. _updateNonUniformScalingState(value: boolean): boolean;
  79536. /**
  79537. * Attach the current TransformNode to another TransformNode associated with a bone
  79538. * @param bone Bone affecting the TransformNode
  79539. * @param affectedTransformNode TransformNode associated with the bone
  79540. * @returns this object
  79541. */
  79542. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  79543. /**
  79544. * Detach the transform node if its associated with a bone
  79545. * @returns this object
  79546. */
  79547. detachFromBone(): TransformNode;
  79548. private static _rotationAxisCache;
  79549. /**
  79550. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  79551. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  79552. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  79553. * The passed axis is also normalized.
  79554. * @param axis the axis to rotate around
  79555. * @param amount the amount to rotate in radians
  79556. * @param space Space to rotate in (Default: local)
  79557. * @returns the TransformNode.
  79558. */
  79559. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  79560. /**
  79561. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  79562. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  79563. * The passed axis is also normalized. .
  79564. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  79565. * @param point the point to rotate around
  79566. * @param axis the axis to rotate around
  79567. * @param amount the amount to rotate in radians
  79568. * @returns the TransformNode
  79569. */
  79570. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  79571. /**
  79572. * Translates the mesh along the axis vector for the passed distance in the given space.
  79573. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  79574. * @param axis the axis to translate in
  79575. * @param distance the distance to translate
  79576. * @param space Space to rotate in (Default: local)
  79577. * @returns the TransformNode.
  79578. */
  79579. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  79580. /**
  79581. * Adds a rotation step to the mesh current rotation.
  79582. * x, y, z are Euler angles expressed in radians.
  79583. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  79584. * This means this rotation is made in the mesh local space only.
  79585. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  79586. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  79587. * ```javascript
  79588. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  79589. * ```
  79590. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  79591. * 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.
  79592. * @param x Rotation to add
  79593. * @param y Rotation to add
  79594. * @param z Rotation to add
  79595. * @returns the TransformNode.
  79596. */
  79597. addRotation(x: number, y: number, z: number): TransformNode;
  79598. /**
  79599. * @hidden
  79600. */
  79601. protected _getEffectiveParent(): Nullable<Node>;
  79602. /**
  79603. * Computes the world matrix of the node
  79604. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  79605. * @returns the world matrix
  79606. */
  79607. computeWorldMatrix(force?: boolean): Matrix;
  79608. protected _afterComputeWorldMatrix(): void;
  79609. /**
  79610. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  79611. * @param func callback function to add
  79612. *
  79613. * @returns the TransformNode.
  79614. */
  79615. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  79616. /**
  79617. * Removes a registered callback function.
  79618. * @param func callback function to remove
  79619. * @returns the TransformNode.
  79620. */
  79621. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  79622. /**
  79623. * Gets the position of the current mesh in camera space
  79624. * @param camera defines the camera to use
  79625. * @returns a position
  79626. */
  79627. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  79628. /**
  79629. * Returns the distance from the mesh to the active camera
  79630. * @param camera defines the camera to use
  79631. * @returns the distance
  79632. */
  79633. getDistanceToCamera(camera?: Nullable<Camera>): number;
  79634. /**
  79635. * Clone the current transform node
  79636. * @param name Name of the new clone
  79637. * @param newParent New parent for the clone
  79638. * @param doNotCloneChildren Do not clone children hierarchy
  79639. * @returns the new transform node
  79640. */
  79641. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  79642. /**
  79643. * Serializes the objects information.
  79644. * @param currentSerializationObject defines the object to serialize in
  79645. * @returns the serialized object
  79646. */
  79647. serialize(currentSerializationObject?: any): any;
  79648. /**
  79649. * Returns a new TransformNode object parsed from the source provided.
  79650. * @param parsedTransformNode is the source.
  79651. * @param scene the scne the object belongs to
  79652. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  79653. * @returns a new TransformNode object parsed from the source provided.
  79654. */
  79655. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  79656. /**
  79657. * Get all child-transformNodes of this node
  79658. * @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
  79659. * @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
  79660. * @returns an array of TransformNode
  79661. */
  79662. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  79663. /**
  79664. * Releases resources associated with this transform node.
  79665. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  79666. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  79667. */
  79668. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  79669. /**
  79670. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  79671. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  79672. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  79673. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  79674. * @returns the current mesh
  79675. */
  79676. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  79677. private _syncAbsoluteScalingAndRotation;
  79678. }
  79679. }
  79680. declare module BABYLON {
  79681. /**
  79682. * Defines the types of pose enabled controllers that are supported
  79683. */
  79684. export enum PoseEnabledControllerType {
  79685. /**
  79686. * HTC Vive
  79687. */
  79688. VIVE = 0,
  79689. /**
  79690. * Oculus Rift
  79691. */
  79692. OCULUS = 1,
  79693. /**
  79694. * Windows mixed reality
  79695. */
  79696. WINDOWS = 2,
  79697. /**
  79698. * Samsung gear VR
  79699. */
  79700. GEAR_VR = 3,
  79701. /**
  79702. * Google Daydream
  79703. */
  79704. DAYDREAM = 4,
  79705. /**
  79706. * Generic
  79707. */
  79708. GENERIC = 5
  79709. }
  79710. /**
  79711. * Defines the MutableGamepadButton interface for the state of a gamepad button
  79712. */
  79713. export interface MutableGamepadButton {
  79714. /**
  79715. * Value of the button/trigger
  79716. */
  79717. value: number;
  79718. /**
  79719. * If the button/trigger is currently touched
  79720. */
  79721. touched: boolean;
  79722. /**
  79723. * If the button/trigger is currently pressed
  79724. */
  79725. pressed: boolean;
  79726. }
  79727. /**
  79728. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  79729. * @hidden
  79730. */
  79731. export interface ExtendedGamepadButton extends GamepadButton {
  79732. /**
  79733. * If the button/trigger is currently pressed
  79734. */
  79735. readonly pressed: boolean;
  79736. /**
  79737. * If the button/trigger is currently touched
  79738. */
  79739. readonly touched: boolean;
  79740. /**
  79741. * Value of the button/trigger
  79742. */
  79743. readonly value: number;
  79744. }
  79745. /** @hidden */
  79746. export interface _GamePadFactory {
  79747. /**
  79748. * Returns wether or not the current gamepad can be created for this type of controller.
  79749. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  79750. * @returns true if it can be created, otherwise false
  79751. */
  79752. canCreate(gamepadInfo: any): boolean;
  79753. /**
  79754. * Creates a new instance of the Gamepad.
  79755. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  79756. * @returns the new gamepad instance
  79757. */
  79758. create(gamepadInfo: any): Gamepad;
  79759. }
  79760. /**
  79761. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  79762. */
  79763. export class PoseEnabledControllerHelper {
  79764. /** @hidden */
  79765. static _ControllerFactories: _GamePadFactory[];
  79766. /** @hidden */
  79767. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  79768. /**
  79769. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  79770. * @param vrGamepad the gamepad to initialized
  79771. * @returns a vr controller of the type the gamepad identified as
  79772. */
  79773. static InitiateController(vrGamepad: any): Gamepad;
  79774. }
  79775. /**
  79776. * Defines the PoseEnabledController object that contains state of a vr capable controller
  79777. */
  79778. export class PoseEnabledController extends Gamepad implements PoseControlled {
  79779. /**
  79780. * If the controller is used in a webXR session
  79781. */
  79782. isXR: boolean;
  79783. private _deviceRoomPosition;
  79784. private _deviceRoomRotationQuaternion;
  79785. /**
  79786. * The device position in babylon space
  79787. */
  79788. devicePosition: Vector3;
  79789. /**
  79790. * The device rotation in babylon space
  79791. */
  79792. deviceRotationQuaternion: Quaternion;
  79793. /**
  79794. * The scale factor of the device in babylon space
  79795. */
  79796. deviceScaleFactor: number;
  79797. /**
  79798. * (Likely devicePosition should be used instead) The device position in its room space
  79799. */
  79800. position: Vector3;
  79801. /**
  79802. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  79803. */
  79804. rotationQuaternion: Quaternion;
  79805. /**
  79806. * The type of controller (Eg. Windows mixed reality)
  79807. */
  79808. controllerType: PoseEnabledControllerType;
  79809. protected _calculatedPosition: Vector3;
  79810. private _calculatedRotation;
  79811. /**
  79812. * The raw pose from the device
  79813. */
  79814. rawPose: DevicePose;
  79815. private _trackPosition;
  79816. private _maxRotationDistFromHeadset;
  79817. private _draggedRoomRotation;
  79818. /**
  79819. * @hidden
  79820. */
  79821. _disableTrackPosition(fixedPosition: Vector3): void;
  79822. /**
  79823. * Internal, the mesh attached to the controller
  79824. * @hidden
  79825. */
  79826. _mesh: Nullable<AbstractMesh>;
  79827. private _poseControlledCamera;
  79828. private _leftHandSystemQuaternion;
  79829. /**
  79830. * Internal, matrix used to convert room space to babylon space
  79831. * @hidden
  79832. */
  79833. _deviceToWorld: Matrix;
  79834. /**
  79835. * Node to be used when casting a ray from the controller
  79836. * @hidden
  79837. */
  79838. _pointingPoseNode: Nullable<TransformNode>;
  79839. /**
  79840. * Name of the child mesh that can be used to cast a ray from the controller
  79841. */
  79842. static readonly POINTING_POSE: string;
  79843. /**
  79844. * Creates a new PoseEnabledController from a gamepad
  79845. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  79846. */
  79847. constructor(browserGamepad: any);
  79848. private _workingMatrix;
  79849. /**
  79850. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  79851. */
  79852. update(): void;
  79853. /**
  79854. * Updates only the pose device and mesh without doing any button event checking
  79855. */
  79856. protected _updatePoseAndMesh(): void;
  79857. /**
  79858. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  79859. * @param poseData raw pose fromthe device
  79860. */
  79861. updateFromDevice(poseData: DevicePose): void;
  79862. /**
  79863. * @hidden
  79864. */
  79865. _meshAttachedObservable: Observable<AbstractMesh>;
  79866. /**
  79867. * Attaches a mesh to the controller
  79868. * @param mesh the mesh to be attached
  79869. */
  79870. attachToMesh(mesh: AbstractMesh): void;
  79871. /**
  79872. * Attaches the controllers mesh to a camera
  79873. * @param camera the camera the mesh should be attached to
  79874. */
  79875. attachToPoseControlledCamera(camera: TargetCamera): void;
  79876. /**
  79877. * Disposes of the controller
  79878. */
  79879. dispose(): void;
  79880. /**
  79881. * The mesh that is attached to the controller
  79882. */
  79883. readonly mesh: Nullable<AbstractMesh>;
  79884. /**
  79885. * Gets the ray of the controller in the direction the controller is pointing
  79886. * @param length the length the resulting ray should be
  79887. * @returns a ray in the direction the controller is pointing
  79888. */
  79889. getForwardRay(length?: number): Ray;
  79890. }
  79891. }
  79892. declare module BABYLON {
  79893. /**
  79894. * Defines the WebVRController object that represents controllers tracked in 3D space
  79895. */
  79896. export abstract class WebVRController extends PoseEnabledController {
  79897. /**
  79898. * Internal, the default controller model for the controller
  79899. */
  79900. protected _defaultModel: AbstractMesh;
  79901. /**
  79902. * Fired when the trigger state has changed
  79903. */
  79904. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  79905. /**
  79906. * Fired when the main button state has changed
  79907. */
  79908. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  79909. /**
  79910. * Fired when the secondary button state has changed
  79911. */
  79912. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  79913. /**
  79914. * Fired when the pad state has changed
  79915. */
  79916. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  79917. /**
  79918. * Fired when controllers stick values have changed
  79919. */
  79920. onPadValuesChangedObservable: Observable<StickValues>;
  79921. /**
  79922. * Array of button availible on the controller
  79923. */
  79924. protected _buttons: Array<MutableGamepadButton>;
  79925. private _onButtonStateChange;
  79926. /**
  79927. * Fired when a controller button's state has changed
  79928. * @param callback the callback containing the button that was modified
  79929. */
  79930. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  79931. /**
  79932. * X and Y axis corresponding to the controllers joystick
  79933. */
  79934. pad: StickValues;
  79935. /**
  79936. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  79937. */
  79938. hand: string;
  79939. /**
  79940. * The default controller model for the controller
  79941. */
  79942. readonly defaultModel: AbstractMesh;
  79943. /**
  79944. * Creates a new WebVRController from a gamepad
  79945. * @param vrGamepad the gamepad that the WebVRController should be created from
  79946. */
  79947. constructor(vrGamepad: any);
  79948. /**
  79949. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  79950. */
  79951. update(): void;
  79952. /**
  79953. * Function to be called when a button is modified
  79954. */
  79955. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  79956. /**
  79957. * Loads a mesh and attaches it to the controller
  79958. * @param scene the scene the mesh should be added to
  79959. * @param meshLoaded callback for when the mesh has been loaded
  79960. */
  79961. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  79962. private _setButtonValue;
  79963. private _changes;
  79964. private _checkChanges;
  79965. /**
  79966. * Disposes of th webVRCOntroller
  79967. */
  79968. dispose(): void;
  79969. }
  79970. }
  79971. declare module BABYLON {
  79972. /**
  79973. * The HemisphericLight simulates the ambient environment light,
  79974. * so the passed direction is the light reflection direction, not the incoming direction.
  79975. */
  79976. export class HemisphericLight extends Light {
  79977. /**
  79978. * The groundColor is the light in the opposite direction to the one specified during creation.
  79979. * 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.
  79980. */
  79981. groundColor: Color3;
  79982. /**
  79983. * The light reflection direction, not the incoming direction.
  79984. */
  79985. direction: Vector3;
  79986. /**
  79987. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  79988. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  79989. * The HemisphericLight can't cast shadows.
  79990. * Documentation : https://doc.babylonjs.com/babylon101/lights
  79991. * @param name The friendly name of the light
  79992. * @param direction The direction of the light reflection
  79993. * @param scene The scene the light belongs to
  79994. */
  79995. constructor(name: string, direction: Vector3, scene: Scene);
  79996. protected _buildUniformLayout(): void;
  79997. /**
  79998. * Returns the string "HemisphericLight".
  79999. * @return The class name
  80000. */
  80001. getClassName(): string;
  80002. /**
  80003. * Sets the HemisphericLight direction towards the passed target (Vector3).
  80004. * Returns the updated direction.
  80005. * @param target The target the direction should point to
  80006. * @return The computed direction
  80007. */
  80008. setDirectionToTarget(target: Vector3): Vector3;
  80009. /**
  80010. * Returns the shadow generator associated to the light.
  80011. * @returns Always null for hemispheric lights because it does not support shadows.
  80012. */
  80013. getShadowGenerator(): Nullable<IShadowGenerator>;
  80014. /**
  80015. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  80016. * @param effect The effect to update
  80017. * @param lightIndex The index of the light in the effect to update
  80018. * @returns The hemispheric light
  80019. */
  80020. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  80021. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  80022. /**
  80023. * Computes the world matrix of the node
  80024. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  80025. * @param useWasUpdatedFlag defines a reserved property
  80026. * @returns the world matrix
  80027. */
  80028. computeWorldMatrix(): Matrix;
  80029. /**
  80030. * Returns the integer 3.
  80031. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  80032. */
  80033. getTypeID(): number;
  80034. /**
  80035. * Prepares the list of defines specific to the light type.
  80036. * @param defines the list of defines
  80037. * @param lightIndex defines the index of the light for the effect
  80038. */
  80039. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  80040. }
  80041. }
  80042. declare module BABYLON {
  80043. /** @hidden */
  80044. export var vrMultiviewToSingleviewPixelShader: {
  80045. name: string;
  80046. shader: string;
  80047. };
  80048. }
  80049. declare module BABYLON {
  80050. /**
  80051. * Renders to multiple views with a single draw call
  80052. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  80053. */
  80054. export class MultiviewRenderTarget extends RenderTargetTexture {
  80055. /**
  80056. * Creates a multiview render target
  80057. * @param scene scene used with the render target
  80058. * @param size the size of the render target (used for each view)
  80059. */
  80060. constructor(scene: Scene, size?: number | {
  80061. width: number;
  80062. height: number;
  80063. } | {
  80064. ratio: number;
  80065. });
  80066. /**
  80067. * @hidden
  80068. * @param faceIndex the face index, if its a cube texture
  80069. */
  80070. _bindFrameBuffer(faceIndex?: number): void;
  80071. /**
  80072. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  80073. * @returns the view count
  80074. */
  80075. getViewCount(): number;
  80076. }
  80077. }
  80078. declare module BABYLON {
  80079. /**
  80080. * Reprasents a camera frustum
  80081. */
  80082. export class Frustum {
  80083. /**
  80084. * Gets the planes representing the frustum
  80085. * @param transform matrix to be applied to the returned planes
  80086. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  80087. */
  80088. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  80089. /**
  80090. * Gets the near frustum plane transformed by the transform matrix
  80091. * @param transform transformation matrix to be applied to the resulting frustum plane
  80092. * @param frustumPlane the resuling frustum plane
  80093. */
  80094. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  80095. /**
  80096. * Gets the far frustum plane transformed by the transform matrix
  80097. * @param transform transformation matrix to be applied to the resulting frustum plane
  80098. * @param frustumPlane the resuling frustum plane
  80099. */
  80100. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  80101. /**
  80102. * Gets the left frustum plane transformed by the transform matrix
  80103. * @param transform transformation matrix to be applied to the resulting frustum plane
  80104. * @param frustumPlane the resuling frustum plane
  80105. */
  80106. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  80107. /**
  80108. * Gets the right frustum plane transformed by the transform matrix
  80109. * @param transform transformation matrix to be applied to the resulting frustum plane
  80110. * @param frustumPlane the resuling frustum plane
  80111. */
  80112. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  80113. /**
  80114. * Gets the top frustum plane transformed by the transform matrix
  80115. * @param transform transformation matrix to be applied to the resulting frustum plane
  80116. * @param frustumPlane the resuling frustum plane
  80117. */
  80118. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  80119. /**
  80120. * Gets the bottom frustum plane transformed by the transform matrix
  80121. * @param transform transformation matrix to be applied to the resulting frustum plane
  80122. * @param frustumPlane the resuling frustum plane
  80123. */
  80124. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  80125. /**
  80126. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  80127. * @param transform transformation matrix to be applied to the resulting frustum planes
  80128. * @param frustumPlanes the resuling frustum planes
  80129. */
  80130. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  80131. }
  80132. }
  80133. declare module BABYLON {
  80134. interface Engine {
  80135. /**
  80136. * Creates a new multiview render target
  80137. * @param width defines the width of the texture
  80138. * @param height defines the height of the texture
  80139. * @returns the created multiview texture
  80140. */
  80141. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  80142. /**
  80143. * Binds a multiview framebuffer to be drawn to
  80144. * @param multiviewTexture texture to bind
  80145. */
  80146. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  80147. }
  80148. interface Camera {
  80149. /**
  80150. * @hidden
  80151. * 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)
  80152. */
  80153. _useMultiviewToSingleView: boolean;
  80154. /**
  80155. * @hidden
  80156. * 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)
  80157. */
  80158. _multiviewTexture: Nullable<RenderTargetTexture>;
  80159. /**
  80160. * @hidden
  80161. * ensures the multiview texture of the camera exists and has the specified width/height
  80162. * @param width height to set on the multiview texture
  80163. * @param height width to set on the multiview texture
  80164. */
  80165. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  80166. }
  80167. interface Scene {
  80168. /** @hidden */
  80169. _transformMatrixR: Matrix;
  80170. /** @hidden */
  80171. _multiviewSceneUbo: Nullable<UniformBuffer>;
  80172. /** @hidden */
  80173. _createMultiviewUbo(): void;
  80174. /** @hidden */
  80175. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  80176. /** @hidden */
  80177. _renderMultiviewToSingleView(camera: Camera): void;
  80178. }
  80179. }
  80180. declare module BABYLON {
  80181. /**
  80182. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  80183. * This will not be used for webXR as it supports displaying texture arrays directly
  80184. */
  80185. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  80186. /**
  80187. * Initializes a VRMultiviewToSingleview
  80188. * @param name name of the post process
  80189. * @param camera camera to be applied to
  80190. * @param scaleFactor scaling factor to the size of the output texture
  80191. */
  80192. constructor(name: string, camera: Camera, scaleFactor: number);
  80193. }
  80194. }
  80195. declare module BABYLON {
  80196. interface Engine {
  80197. /** @hidden */
  80198. _vrDisplay: any;
  80199. /** @hidden */
  80200. _vrSupported: boolean;
  80201. /** @hidden */
  80202. _oldSize: Size;
  80203. /** @hidden */
  80204. _oldHardwareScaleFactor: number;
  80205. /** @hidden */
  80206. _vrExclusivePointerMode: boolean;
  80207. /** @hidden */
  80208. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  80209. /** @hidden */
  80210. _onVRDisplayPointerRestricted: () => void;
  80211. /** @hidden */
  80212. _onVRDisplayPointerUnrestricted: () => void;
  80213. /** @hidden */
  80214. _onVrDisplayConnect: Nullable<(display: any) => void>;
  80215. /** @hidden */
  80216. _onVrDisplayDisconnect: Nullable<() => void>;
  80217. /** @hidden */
  80218. _onVrDisplayPresentChange: Nullable<() => void>;
  80219. /**
  80220. * Observable signaled when VR display mode changes
  80221. */
  80222. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  80223. /**
  80224. * Observable signaled when VR request present is complete
  80225. */
  80226. onVRRequestPresentComplete: Observable<boolean>;
  80227. /**
  80228. * Observable signaled when VR request present starts
  80229. */
  80230. onVRRequestPresentStart: Observable<Engine>;
  80231. /**
  80232. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  80233. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  80234. */
  80235. isInVRExclusivePointerMode: boolean;
  80236. /**
  80237. * Gets a boolean indicating if a webVR device was detected
  80238. * @returns true if a webVR device was detected
  80239. */
  80240. isVRDevicePresent(): boolean;
  80241. /**
  80242. * Gets the current webVR device
  80243. * @returns the current webVR device (or null)
  80244. */
  80245. getVRDevice(): any;
  80246. /**
  80247. * Initializes a webVR display and starts listening to display change events
  80248. * The onVRDisplayChangedObservable will be notified upon these changes
  80249. * @returns A promise containing a VRDisplay and if vr is supported
  80250. */
  80251. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  80252. /** @hidden */
  80253. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  80254. /**
  80255. * Call this function to switch to webVR mode
  80256. * Will do nothing if webVR is not supported or if there is no webVR device
  80257. * @see http://doc.babylonjs.com/how_to/webvr_camera
  80258. */
  80259. enableVR(): void;
  80260. /** @hidden */
  80261. _onVRFullScreenTriggered(): void;
  80262. }
  80263. }
  80264. declare module BABYLON {
  80265. /**
  80266. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  80267. * IMPORTANT!! The data is right-hand data.
  80268. * @export
  80269. * @interface DevicePose
  80270. */
  80271. export interface DevicePose {
  80272. /**
  80273. * The position of the device, values in array are [x,y,z].
  80274. */
  80275. readonly position: Nullable<Float32Array>;
  80276. /**
  80277. * The linearVelocity of the device, values in array are [x,y,z].
  80278. */
  80279. readonly linearVelocity: Nullable<Float32Array>;
  80280. /**
  80281. * The linearAcceleration of the device, values in array are [x,y,z].
  80282. */
  80283. readonly linearAcceleration: Nullable<Float32Array>;
  80284. /**
  80285. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  80286. */
  80287. readonly orientation: Nullable<Float32Array>;
  80288. /**
  80289. * The angularVelocity of the device, values in array are [x,y,z].
  80290. */
  80291. readonly angularVelocity: Nullable<Float32Array>;
  80292. /**
  80293. * The angularAcceleration of the device, values in array are [x,y,z].
  80294. */
  80295. readonly angularAcceleration: Nullable<Float32Array>;
  80296. }
  80297. /**
  80298. * Interface representing a pose controlled object in Babylon.
  80299. * A pose controlled object has both regular pose values as well as pose values
  80300. * from an external device such as a VR head mounted display
  80301. */
  80302. export interface PoseControlled {
  80303. /**
  80304. * The position of the object in babylon space.
  80305. */
  80306. position: Vector3;
  80307. /**
  80308. * The rotation quaternion of the object in babylon space.
  80309. */
  80310. rotationQuaternion: Quaternion;
  80311. /**
  80312. * The position of the device in babylon space.
  80313. */
  80314. devicePosition?: Vector3;
  80315. /**
  80316. * The rotation quaternion of the device in babylon space.
  80317. */
  80318. deviceRotationQuaternion: Quaternion;
  80319. /**
  80320. * The raw pose coming from the device.
  80321. */
  80322. rawPose: Nullable<DevicePose>;
  80323. /**
  80324. * The scale of the device to be used when translating from device space to babylon space.
  80325. */
  80326. deviceScaleFactor: number;
  80327. /**
  80328. * Updates the poseControlled values based on the input device pose.
  80329. * @param poseData the pose data to update the object with
  80330. */
  80331. updateFromDevice(poseData: DevicePose): void;
  80332. }
  80333. /**
  80334. * Set of options to customize the webVRCamera
  80335. */
  80336. export interface WebVROptions {
  80337. /**
  80338. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  80339. */
  80340. trackPosition?: boolean;
  80341. /**
  80342. * Sets the scale of the vrDevice in babylon space. (default: 1)
  80343. */
  80344. positionScale?: number;
  80345. /**
  80346. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  80347. */
  80348. displayName?: string;
  80349. /**
  80350. * Should the native controller meshes be initialized. (default: true)
  80351. */
  80352. controllerMeshes?: boolean;
  80353. /**
  80354. * Creating a default HemiLight only on controllers. (default: true)
  80355. */
  80356. defaultLightingOnControllers?: boolean;
  80357. /**
  80358. * If you don't want to use the default VR button of the helper. (default: false)
  80359. */
  80360. useCustomVRButton?: boolean;
  80361. /**
  80362. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  80363. */
  80364. customVRButton?: HTMLButtonElement;
  80365. /**
  80366. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  80367. */
  80368. rayLength?: number;
  80369. /**
  80370. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  80371. */
  80372. defaultHeight?: number;
  80373. /**
  80374. * If multiview should be used if availible (default: false)
  80375. */
  80376. useMultiview?: boolean;
  80377. }
  80378. /**
  80379. * This represents a WebVR camera.
  80380. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  80381. * @example http://doc.babylonjs.com/how_to/webvr_camera
  80382. */
  80383. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  80384. private webVROptions;
  80385. /**
  80386. * @hidden
  80387. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  80388. */
  80389. _vrDevice: any;
  80390. /**
  80391. * The rawPose of the vrDevice.
  80392. */
  80393. rawPose: Nullable<DevicePose>;
  80394. private _onVREnabled;
  80395. private _specsVersion;
  80396. private _attached;
  80397. private _frameData;
  80398. protected _descendants: Array<Node>;
  80399. private _deviceRoomPosition;
  80400. /** @hidden */
  80401. _deviceRoomRotationQuaternion: Quaternion;
  80402. private _standingMatrix;
  80403. /**
  80404. * Represents device position in babylon space.
  80405. */
  80406. devicePosition: Vector3;
  80407. /**
  80408. * Represents device rotation in babylon space.
  80409. */
  80410. deviceRotationQuaternion: Quaternion;
  80411. /**
  80412. * The scale of the device to be used when translating from device space to babylon space.
  80413. */
  80414. deviceScaleFactor: number;
  80415. private _deviceToWorld;
  80416. private _worldToDevice;
  80417. /**
  80418. * References to the webVR controllers for the vrDevice.
  80419. */
  80420. controllers: Array<WebVRController>;
  80421. /**
  80422. * Emits an event when a controller is attached.
  80423. */
  80424. onControllersAttachedObservable: Observable<WebVRController[]>;
  80425. /**
  80426. * Emits an event when a controller's mesh has been loaded;
  80427. */
  80428. onControllerMeshLoadedObservable: Observable<WebVRController>;
  80429. /**
  80430. * Emits an event when the HMD's pose has been updated.
  80431. */
  80432. onPoseUpdatedFromDeviceObservable: Observable<any>;
  80433. private _poseSet;
  80434. /**
  80435. * If the rig cameras be used as parent instead of this camera.
  80436. */
  80437. rigParenting: boolean;
  80438. private _lightOnControllers;
  80439. private _defaultHeight?;
  80440. /**
  80441. * Instantiates a WebVRFreeCamera.
  80442. * @param name The name of the WebVRFreeCamera
  80443. * @param position The starting anchor position for the camera
  80444. * @param scene The scene the camera belongs to
  80445. * @param webVROptions a set of customizable options for the webVRCamera
  80446. */
  80447. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  80448. /**
  80449. * Gets the device distance from the ground in meters.
  80450. * @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.
  80451. */
  80452. deviceDistanceToRoomGround(): number;
  80453. /**
  80454. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  80455. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  80456. */
  80457. useStandingMatrix(callback?: (bool: boolean) => void): void;
  80458. /**
  80459. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  80460. * @returns A promise with a boolean set to if the standing matrix is supported.
  80461. */
  80462. useStandingMatrixAsync(): Promise<boolean>;
  80463. /**
  80464. * Disposes the camera
  80465. */
  80466. dispose(): void;
  80467. /**
  80468. * Gets a vrController by name.
  80469. * @param name The name of the controller to retreive
  80470. * @returns the controller matching the name specified or null if not found
  80471. */
  80472. getControllerByName(name: string): Nullable<WebVRController>;
  80473. private _leftController;
  80474. /**
  80475. * The controller corresponding to the users left hand.
  80476. */
  80477. readonly leftController: Nullable<WebVRController>;
  80478. private _rightController;
  80479. /**
  80480. * The controller corresponding to the users right hand.
  80481. */
  80482. readonly rightController: Nullable<WebVRController>;
  80483. /**
  80484. * Casts a ray forward from the vrCamera's gaze.
  80485. * @param length Length of the ray (default: 100)
  80486. * @returns the ray corresponding to the gaze
  80487. */
  80488. getForwardRay(length?: number): Ray;
  80489. /**
  80490. * @hidden
  80491. * Updates the camera based on device's frame data
  80492. */
  80493. _checkInputs(): void;
  80494. /**
  80495. * Updates the poseControlled values based on the input device pose.
  80496. * @param poseData Pose coming from the device
  80497. */
  80498. updateFromDevice(poseData: DevicePose): void;
  80499. private _htmlElementAttached;
  80500. private _detachIfAttached;
  80501. /**
  80502. * WebVR's attach control will start broadcasting frames to the device.
  80503. * Note that in certain browsers (chrome for example) this function must be called
  80504. * within a user-interaction callback. Example:
  80505. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  80506. *
  80507. * @param element html element to attach the vrDevice to
  80508. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  80509. */
  80510. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  80511. /**
  80512. * Detaches the camera from the html element and disables VR
  80513. *
  80514. * @param element html element to detach from
  80515. */
  80516. detachControl(element: HTMLElement): void;
  80517. /**
  80518. * @returns the name of this class
  80519. */
  80520. getClassName(): string;
  80521. /**
  80522. * Calls resetPose on the vrDisplay
  80523. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  80524. */
  80525. resetToCurrentRotation(): void;
  80526. /**
  80527. * @hidden
  80528. * Updates the rig cameras (left and right eye)
  80529. */
  80530. _updateRigCameras(): void;
  80531. private _workingVector;
  80532. private _oneVector;
  80533. private _workingMatrix;
  80534. private updateCacheCalled;
  80535. private _correctPositionIfNotTrackPosition;
  80536. /**
  80537. * @hidden
  80538. * Updates the cached values of the camera
  80539. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  80540. */
  80541. _updateCache(ignoreParentClass?: boolean): void;
  80542. /**
  80543. * @hidden
  80544. * Get current device position in babylon world
  80545. */
  80546. _computeDevicePosition(): void;
  80547. /**
  80548. * Updates the current device position and rotation in the babylon world
  80549. */
  80550. update(): void;
  80551. /**
  80552. * @hidden
  80553. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  80554. * @returns an identity matrix
  80555. */
  80556. _getViewMatrix(): Matrix;
  80557. private _tmpMatrix;
  80558. /**
  80559. * This function is called by the two RIG cameras.
  80560. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  80561. * @hidden
  80562. */
  80563. _getWebVRViewMatrix(): Matrix;
  80564. /** @hidden */
  80565. _getWebVRProjectionMatrix(): Matrix;
  80566. private _onGamepadConnectedObserver;
  80567. private _onGamepadDisconnectedObserver;
  80568. private _updateCacheWhenTrackingDisabledObserver;
  80569. /**
  80570. * Initializes the controllers and their meshes
  80571. */
  80572. initControllers(): void;
  80573. }
  80574. }
  80575. declare module BABYLON {
  80576. /**
  80577. * Size options for a post process
  80578. */
  80579. export type PostProcessOptions = {
  80580. width: number;
  80581. height: number;
  80582. };
  80583. /**
  80584. * PostProcess can be used to apply a shader to a texture after it has been rendered
  80585. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  80586. */
  80587. export class PostProcess {
  80588. /** Name of the PostProcess. */
  80589. name: string;
  80590. /**
  80591. * Gets or sets the unique id of the post process
  80592. */
  80593. uniqueId: number;
  80594. /**
  80595. * Width of the texture to apply the post process on
  80596. */
  80597. width: number;
  80598. /**
  80599. * Height of the texture to apply the post process on
  80600. */
  80601. height: number;
  80602. /**
  80603. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  80604. * @hidden
  80605. */
  80606. _outputTexture: Nullable<InternalTexture>;
  80607. /**
  80608. * Sampling mode used by the shader
  80609. * See https://doc.babylonjs.com/classes/3.1/texture
  80610. */
  80611. renderTargetSamplingMode: number;
  80612. /**
  80613. * Clear color to use when screen clearing
  80614. */
  80615. clearColor: Color4;
  80616. /**
  80617. * If the buffer needs to be cleared before applying the post process. (default: true)
  80618. * Should be set to false if shader will overwrite all previous pixels.
  80619. */
  80620. autoClear: boolean;
  80621. /**
  80622. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  80623. */
  80624. alphaMode: number;
  80625. /**
  80626. * Sets the setAlphaBlendConstants of the babylon engine
  80627. */
  80628. alphaConstants: Color4;
  80629. /**
  80630. * Animations to be used for the post processing
  80631. */
  80632. animations: Animation[];
  80633. /**
  80634. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  80635. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  80636. */
  80637. enablePixelPerfectMode: boolean;
  80638. /**
  80639. * Force the postprocess to be applied without taking in account viewport
  80640. */
  80641. forceFullscreenViewport: boolean;
  80642. /**
  80643. * List of inspectable custom properties (used by the Inspector)
  80644. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  80645. */
  80646. inspectableCustomProperties: IInspectable[];
  80647. /**
  80648. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  80649. *
  80650. * | Value | Type | Description |
  80651. * | ----- | ----------------------------------- | ----------- |
  80652. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  80653. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  80654. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  80655. *
  80656. */
  80657. scaleMode: number;
  80658. /**
  80659. * Force textures to be a power of two (default: false)
  80660. */
  80661. alwaysForcePOT: boolean;
  80662. private _samples;
  80663. /**
  80664. * Number of sample textures (default: 1)
  80665. */
  80666. samples: number;
  80667. /**
  80668. * Modify the scale of the post process to be the same as the viewport (default: false)
  80669. */
  80670. adaptScaleToCurrentViewport: boolean;
  80671. private _camera;
  80672. private _scene;
  80673. private _engine;
  80674. private _options;
  80675. private _reusable;
  80676. private _textureType;
  80677. /**
  80678. * Smart array of input and output textures for the post process.
  80679. * @hidden
  80680. */
  80681. _textures: SmartArray<InternalTexture>;
  80682. /**
  80683. * The index in _textures that corresponds to the output texture.
  80684. * @hidden
  80685. */
  80686. _currentRenderTextureInd: number;
  80687. private _effect;
  80688. private _samplers;
  80689. private _fragmentUrl;
  80690. private _vertexUrl;
  80691. private _parameters;
  80692. private _scaleRatio;
  80693. protected _indexParameters: any;
  80694. private _shareOutputWithPostProcess;
  80695. private _texelSize;
  80696. private _forcedOutputTexture;
  80697. /**
  80698. * Returns the fragment url or shader name used in the post process.
  80699. * @returns the fragment url or name in the shader store.
  80700. */
  80701. getEffectName(): string;
  80702. /**
  80703. * An event triggered when the postprocess is activated.
  80704. */
  80705. onActivateObservable: Observable<Camera>;
  80706. private _onActivateObserver;
  80707. /**
  80708. * A function that is added to the onActivateObservable
  80709. */
  80710. onActivate: Nullable<(camera: Camera) => void>;
  80711. /**
  80712. * An event triggered when the postprocess changes its size.
  80713. */
  80714. onSizeChangedObservable: Observable<PostProcess>;
  80715. private _onSizeChangedObserver;
  80716. /**
  80717. * A function that is added to the onSizeChangedObservable
  80718. */
  80719. onSizeChanged: (postProcess: PostProcess) => void;
  80720. /**
  80721. * An event triggered when the postprocess applies its effect.
  80722. */
  80723. onApplyObservable: Observable<Effect>;
  80724. private _onApplyObserver;
  80725. /**
  80726. * A function that is added to the onApplyObservable
  80727. */
  80728. onApply: (effect: Effect) => void;
  80729. /**
  80730. * An event triggered before rendering the postprocess
  80731. */
  80732. onBeforeRenderObservable: Observable<Effect>;
  80733. private _onBeforeRenderObserver;
  80734. /**
  80735. * A function that is added to the onBeforeRenderObservable
  80736. */
  80737. onBeforeRender: (effect: Effect) => void;
  80738. /**
  80739. * An event triggered after rendering the postprocess
  80740. */
  80741. onAfterRenderObservable: Observable<Effect>;
  80742. private _onAfterRenderObserver;
  80743. /**
  80744. * A function that is added to the onAfterRenderObservable
  80745. */
  80746. onAfterRender: (efect: Effect) => void;
  80747. /**
  80748. * 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
  80749. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  80750. */
  80751. inputTexture: InternalTexture;
  80752. /**
  80753. * Gets the camera which post process is applied to.
  80754. * @returns The camera the post process is applied to.
  80755. */
  80756. getCamera(): Camera;
  80757. /**
  80758. * Gets the texel size of the postprocess.
  80759. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  80760. */
  80761. readonly texelSize: Vector2;
  80762. /**
  80763. * Creates a new instance PostProcess
  80764. * @param name The name of the PostProcess.
  80765. * @param fragmentUrl The url of the fragment shader to be used.
  80766. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  80767. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  80768. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  80769. * @param camera The camera to apply the render pass to.
  80770. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  80771. * @param engine The engine which the post process will be applied. (default: current engine)
  80772. * @param reusable If the post process can be reused on the same frame. (default: false)
  80773. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  80774. * @param textureType Type of textures used when performing the post process. (default: 0)
  80775. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  80776. * @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
  80777. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  80778. */
  80779. constructor(
  80780. /** Name of the PostProcess. */
  80781. 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);
  80782. /**
  80783. * Gets a string idenfifying the name of the class
  80784. * @returns "PostProcess" string
  80785. */
  80786. getClassName(): string;
  80787. /**
  80788. * Gets the engine which this post process belongs to.
  80789. * @returns The engine the post process was enabled with.
  80790. */
  80791. getEngine(): Engine;
  80792. /**
  80793. * The effect that is created when initializing the post process.
  80794. * @returns The created effect corresponding the the postprocess.
  80795. */
  80796. getEffect(): Effect;
  80797. /**
  80798. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  80799. * @param postProcess The post process to share the output with.
  80800. * @returns This post process.
  80801. */
  80802. shareOutputWith(postProcess: PostProcess): PostProcess;
  80803. /**
  80804. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  80805. * This should be called if the post process that shares output with this post process is disabled/disposed.
  80806. */
  80807. useOwnOutput(): void;
  80808. /**
  80809. * Updates the effect with the current post process compile time values and recompiles the shader.
  80810. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  80811. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  80812. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  80813. * @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
  80814. * @param onCompiled Called when the shader has been compiled.
  80815. * @param onError Called if there is an error when compiling a shader.
  80816. */
  80817. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  80818. /**
  80819. * The post process is reusable if it can be used multiple times within one frame.
  80820. * @returns If the post process is reusable
  80821. */
  80822. isReusable(): boolean;
  80823. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  80824. markTextureDirty(): void;
  80825. /**
  80826. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  80827. * 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.
  80828. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  80829. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  80830. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  80831. * @returns The target texture that was bound to be written to.
  80832. */
  80833. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  80834. /**
  80835. * If the post process is supported.
  80836. */
  80837. readonly isSupported: boolean;
  80838. /**
  80839. * The aspect ratio of the output texture.
  80840. */
  80841. readonly aspectRatio: number;
  80842. /**
  80843. * Get a value indicating if the post-process is ready to be used
  80844. * @returns true if the post-process is ready (shader is compiled)
  80845. */
  80846. isReady(): boolean;
  80847. /**
  80848. * Binds all textures and uniforms to the shader, this will be run on every pass.
  80849. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  80850. */
  80851. apply(): Nullable<Effect>;
  80852. private _disposeTextures;
  80853. /**
  80854. * Disposes the post process.
  80855. * @param camera The camera to dispose the post process on.
  80856. */
  80857. dispose(camera?: Camera): void;
  80858. }
  80859. }
  80860. declare module BABYLON {
  80861. /** @hidden */
  80862. export var kernelBlurVaryingDeclaration: {
  80863. name: string;
  80864. shader: string;
  80865. };
  80866. }
  80867. declare module BABYLON {
  80868. /** @hidden */
  80869. export var kernelBlurFragment: {
  80870. name: string;
  80871. shader: string;
  80872. };
  80873. }
  80874. declare module BABYLON {
  80875. /** @hidden */
  80876. export var kernelBlurFragment2: {
  80877. name: string;
  80878. shader: string;
  80879. };
  80880. }
  80881. declare module BABYLON {
  80882. /** @hidden */
  80883. export var kernelBlurPixelShader: {
  80884. name: string;
  80885. shader: string;
  80886. };
  80887. }
  80888. declare module BABYLON {
  80889. /** @hidden */
  80890. export var kernelBlurVertex: {
  80891. name: string;
  80892. shader: string;
  80893. };
  80894. }
  80895. declare module BABYLON {
  80896. /** @hidden */
  80897. export var kernelBlurVertexShader: {
  80898. name: string;
  80899. shader: string;
  80900. };
  80901. }
  80902. declare module BABYLON {
  80903. /**
  80904. * The Blur Post Process which blurs an image based on a kernel and direction.
  80905. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  80906. */
  80907. export class BlurPostProcess extends PostProcess {
  80908. /** The direction in which to blur the image. */
  80909. direction: Vector2;
  80910. private blockCompilation;
  80911. protected _kernel: number;
  80912. protected _idealKernel: number;
  80913. protected _packedFloat: boolean;
  80914. private _staticDefines;
  80915. /**
  80916. * Sets the length in pixels of the blur sample region
  80917. */
  80918. /**
  80919. * Gets the length in pixels of the blur sample region
  80920. */
  80921. kernel: number;
  80922. /**
  80923. * Sets wether or not the blur needs to unpack/repack floats
  80924. */
  80925. /**
  80926. * Gets wether or not the blur is unpacking/repacking floats
  80927. */
  80928. packedFloat: boolean;
  80929. /**
  80930. * Creates a new instance BlurPostProcess
  80931. * @param name The name of the effect.
  80932. * @param direction The direction in which to blur the image.
  80933. * @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.
  80934. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  80935. * @param camera The camera to apply the render pass to.
  80936. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  80937. * @param engine The engine which the post process will be applied. (default: current engine)
  80938. * @param reusable If the post process can be reused on the same frame. (default: false)
  80939. * @param textureType Type of textures used when performing the post process. (default: 0)
  80940. * @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)
  80941. */
  80942. constructor(name: string,
  80943. /** The direction in which to blur the image. */
  80944. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  80945. /**
  80946. * Updates the effect with the current post process compile time values and recompiles the shader.
  80947. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  80948. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  80949. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  80950. * @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
  80951. * @param onCompiled Called when the shader has been compiled.
  80952. * @param onError Called if there is an error when compiling a shader.
  80953. */
  80954. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  80955. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  80956. /**
  80957. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  80958. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  80959. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  80960. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  80961. * The gaps between physical kernels are compensated for in the weighting of the samples
  80962. * @param idealKernel Ideal blur kernel.
  80963. * @return Nearest best kernel.
  80964. */
  80965. protected _nearestBestKernel(idealKernel: number): number;
  80966. /**
  80967. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  80968. * @param x The point on the Gaussian distribution to sample.
  80969. * @return the value of the Gaussian function at x.
  80970. */
  80971. protected _gaussianWeight(x: number): number;
  80972. /**
  80973. * Generates a string that can be used as a floating point number in GLSL.
  80974. * @param x Value to print.
  80975. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  80976. * @return GLSL float string.
  80977. */
  80978. protected _glslFloat(x: number, decimalFigures?: number): string;
  80979. }
  80980. }
  80981. declare module BABYLON {
  80982. /**
  80983. * Mirror texture can be used to simulate the view from a mirror in a scene.
  80984. * It will dynamically be rendered every frame to adapt to the camera point of view.
  80985. * You can then easily use it as a reflectionTexture on a flat surface.
  80986. * In case the surface is not a plane, please consider relying on reflection probes.
  80987. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  80988. */
  80989. export class MirrorTexture extends RenderTargetTexture {
  80990. private scene;
  80991. /**
  80992. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  80993. * 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.
  80994. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  80995. */
  80996. mirrorPlane: Plane;
  80997. /**
  80998. * Define the blur ratio used to blur the reflection if needed.
  80999. */
  81000. blurRatio: number;
  81001. /**
  81002. * Define the adaptive blur kernel used to blur the reflection if needed.
  81003. * This will autocompute the closest best match for the `blurKernel`
  81004. */
  81005. adaptiveBlurKernel: number;
  81006. /**
  81007. * Define the blur kernel used to blur the reflection if needed.
  81008. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  81009. */
  81010. blurKernel: number;
  81011. /**
  81012. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  81013. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  81014. */
  81015. blurKernelX: number;
  81016. /**
  81017. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  81018. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  81019. */
  81020. blurKernelY: number;
  81021. private _autoComputeBlurKernel;
  81022. protected _onRatioRescale(): void;
  81023. private _updateGammaSpace;
  81024. private _imageProcessingConfigChangeObserver;
  81025. private _transformMatrix;
  81026. private _mirrorMatrix;
  81027. private _savedViewMatrix;
  81028. private _blurX;
  81029. private _blurY;
  81030. private _adaptiveBlurKernel;
  81031. private _blurKernelX;
  81032. private _blurKernelY;
  81033. private _blurRatio;
  81034. /**
  81035. * Instantiates a Mirror Texture.
  81036. * Mirror texture can be used to simulate the view from a mirror in a scene.
  81037. * It will dynamically be rendered every frame to adapt to the camera point of view.
  81038. * You can then easily use it as a reflectionTexture on a flat surface.
  81039. * In case the surface is not a plane, please consider relying on reflection probes.
  81040. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  81041. * @param name
  81042. * @param size
  81043. * @param scene
  81044. * @param generateMipMaps
  81045. * @param type
  81046. * @param samplingMode
  81047. * @param generateDepthBuffer
  81048. */
  81049. constructor(name: string, size: number | {
  81050. width: number;
  81051. height: number;
  81052. } | {
  81053. ratio: number;
  81054. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  81055. private _preparePostProcesses;
  81056. /**
  81057. * Clone the mirror texture.
  81058. * @returns the cloned texture
  81059. */
  81060. clone(): MirrorTexture;
  81061. /**
  81062. * Serialize the texture to a JSON representation you could use in Parse later on
  81063. * @returns the serialized JSON representation
  81064. */
  81065. serialize(): any;
  81066. /**
  81067. * Dispose the texture and release its associated resources.
  81068. */
  81069. dispose(): void;
  81070. }
  81071. }
  81072. declare module BABYLON {
  81073. /**
  81074. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  81075. * @see http://doc.babylonjs.com/babylon101/materials#texture
  81076. */
  81077. export class Texture extends BaseTexture {
  81078. /** @hidden */
  81079. static _CubeTextureParser: (jsonTexture: any, scene: Scene, rootUrl: string) => CubeTexture;
  81080. /** @hidden */
  81081. static _CreateMirror: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => MirrorTexture;
  81082. /** @hidden */
  81083. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => RenderTargetTexture;
  81084. /** nearest is mag = nearest and min = nearest and mip = linear */
  81085. static readonly NEAREST_SAMPLINGMODE: number;
  81086. /** nearest is mag = nearest and min = nearest and mip = linear */
  81087. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  81088. /** Bilinear is mag = linear and min = linear and mip = nearest */
  81089. static readonly BILINEAR_SAMPLINGMODE: number;
  81090. /** Bilinear is mag = linear and min = linear and mip = nearest */
  81091. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  81092. /** Trilinear is mag = linear and min = linear and mip = linear */
  81093. static readonly TRILINEAR_SAMPLINGMODE: number;
  81094. /** Trilinear is mag = linear and min = linear and mip = linear */
  81095. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  81096. /** mag = nearest and min = nearest and mip = nearest */
  81097. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  81098. /** mag = nearest and min = linear and mip = nearest */
  81099. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  81100. /** mag = nearest and min = linear and mip = linear */
  81101. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  81102. /** mag = nearest and min = linear and mip = none */
  81103. static readonly NEAREST_LINEAR: number;
  81104. /** mag = nearest and min = nearest and mip = none */
  81105. static readonly NEAREST_NEAREST: number;
  81106. /** mag = linear and min = nearest and mip = nearest */
  81107. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  81108. /** mag = linear and min = nearest and mip = linear */
  81109. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  81110. /** mag = linear and min = linear and mip = none */
  81111. static readonly LINEAR_LINEAR: number;
  81112. /** mag = linear and min = nearest and mip = none */
  81113. static readonly LINEAR_NEAREST: number;
  81114. /** Explicit coordinates mode */
  81115. static readonly EXPLICIT_MODE: number;
  81116. /** Spherical coordinates mode */
  81117. static readonly SPHERICAL_MODE: number;
  81118. /** Planar coordinates mode */
  81119. static readonly PLANAR_MODE: number;
  81120. /** Cubic coordinates mode */
  81121. static readonly CUBIC_MODE: number;
  81122. /** Projection coordinates mode */
  81123. static readonly PROJECTION_MODE: number;
  81124. /** Inverse Cubic coordinates mode */
  81125. static readonly SKYBOX_MODE: number;
  81126. /** Inverse Cubic coordinates mode */
  81127. static readonly INVCUBIC_MODE: number;
  81128. /** Equirectangular coordinates mode */
  81129. static readonly EQUIRECTANGULAR_MODE: number;
  81130. /** Equirectangular Fixed coordinates mode */
  81131. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  81132. /** Equirectangular Fixed Mirrored coordinates mode */
  81133. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  81134. /** Texture is not repeating outside of 0..1 UVs */
  81135. static readonly CLAMP_ADDRESSMODE: number;
  81136. /** Texture is repeating outside of 0..1 UVs */
  81137. static readonly WRAP_ADDRESSMODE: number;
  81138. /** Texture is repeating and mirrored */
  81139. static readonly MIRROR_ADDRESSMODE: number;
  81140. /**
  81141. * 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
  81142. */
  81143. static UseSerializedUrlIfAny: boolean;
  81144. /**
  81145. * Define the url of the texture.
  81146. */
  81147. url: Nullable<string>;
  81148. /**
  81149. * Define an offset on the texture to offset the u coordinates of the UVs
  81150. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  81151. */
  81152. uOffset: number;
  81153. /**
  81154. * Define an offset on the texture to offset the v coordinates of the UVs
  81155. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  81156. */
  81157. vOffset: number;
  81158. /**
  81159. * Define an offset on the texture to scale the u coordinates of the UVs
  81160. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  81161. */
  81162. uScale: number;
  81163. /**
  81164. * Define an offset on the texture to scale the v coordinates of the UVs
  81165. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  81166. */
  81167. vScale: number;
  81168. /**
  81169. * Define an offset on the texture to rotate around the u coordinates of the UVs
  81170. * @see http://doc.babylonjs.com/how_to/more_materials
  81171. */
  81172. uAng: number;
  81173. /**
  81174. * Define an offset on the texture to rotate around the v coordinates of the UVs
  81175. * @see http://doc.babylonjs.com/how_to/more_materials
  81176. */
  81177. vAng: number;
  81178. /**
  81179. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  81180. * @see http://doc.babylonjs.com/how_to/more_materials
  81181. */
  81182. wAng: number;
  81183. /**
  81184. * Defines the center of rotation (U)
  81185. */
  81186. uRotationCenter: number;
  81187. /**
  81188. * Defines the center of rotation (V)
  81189. */
  81190. vRotationCenter: number;
  81191. /**
  81192. * Defines the center of rotation (W)
  81193. */
  81194. wRotationCenter: number;
  81195. /**
  81196. * Are mip maps generated for this texture or not.
  81197. */
  81198. readonly noMipmap: boolean;
  81199. /**
  81200. * List of inspectable custom properties (used by the Inspector)
  81201. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  81202. */
  81203. inspectableCustomProperties: Nullable<IInspectable[]>;
  81204. private _noMipmap;
  81205. /** @hidden */
  81206. _invertY: boolean;
  81207. private _rowGenerationMatrix;
  81208. private _cachedTextureMatrix;
  81209. private _projectionModeMatrix;
  81210. private _t0;
  81211. private _t1;
  81212. private _t2;
  81213. private _cachedUOffset;
  81214. private _cachedVOffset;
  81215. private _cachedUScale;
  81216. private _cachedVScale;
  81217. private _cachedUAng;
  81218. private _cachedVAng;
  81219. private _cachedWAng;
  81220. private _cachedProjectionMatrixId;
  81221. private _cachedCoordinatesMode;
  81222. /** @hidden */
  81223. protected _initialSamplingMode: number;
  81224. /** @hidden */
  81225. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>;
  81226. private _deleteBuffer;
  81227. protected _format: Nullable<number>;
  81228. private _delayedOnLoad;
  81229. private _delayedOnError;
  81230. /**
  81231. * Observable triggered once the texture has been loaded.
  81232. */
  81233. onLoadObservable: Observable<Texture>;
  81234. protected _isBlocking: boolean;
  81235. /**
  81236. * Is the texture preventing material to render while loading.
  81237. * If false, a default texture will be used instead of the loading one during the preparation step.
  81238. */
  81239. isBlocking: boolean;
  81240. /**
  81241. * Get the current sampling mode associated with the texture.
  81242. */
  81243. readonly samplingMode: number;
  81244. /**
  81245. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  81246. */
  81247. readonly invertY: boolean;
  81248. /**
  81249. * Instantiates a new texture.
  81250. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  81251. * @see http://doc.babylonjs.com/babylon101/materials#texture
  81252. * @param url define the url of the picture to load as a texture
  81253. * @param scene define the scene or engine the texture will belong to
  81254. * @param noMipmap define if the texture will require mip maps or not
  81255. * @param invertY define if the texture needs to be inverted on the y axis during loading
  81256. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  81257. * @param onLoad define a callback triggered when the texture has been loaded
  81258. * @param onError define a callback triggered when an error occurred during the loading session
  81259. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  81260. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  81261. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  81262. */
  81263. constructor(url: Nullable<string>, sceneOrEngine: Nullable<Scene | Engine>, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, deleteBuffer?: boolean, format?: number);
  81264. /**
  81265. * Update the url (and optional buffer) of this texture if url was null during construction.
  81266. * @param url the url of the texture
  81267. * @param buffer the buffer of the texture (defaults to null)
  81268. * @param onLoad callback called when the texture is loaded (defaults to null)
  81269. */
  81270. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, onLoad?: () => void): void;
  81271. /**
  81272. * Finish the loading sequence of a texture flagged as delayed load.
  81273. * @hidden
  81274. */
  81275. delayLoad(): void;
  81276. private _prepareRowForTextureGeneration;
  81277. /**
  81278. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  81279. * @returns the transform matrix of the texture.
  81280. */
  81281. getTextureMatrix(): Matrix;
  81282. /**
  81283. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  81284. * @returns The reflection texture transform
  81285. */
  81286. getReflectionTextureMatrix(): Matrix;
  81287. /**
  81288. * Clones the texture.
  81289. * @returns the cloned texture
  81290. */
  81291. clone(): Texture;
  81292. /**
  81293. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  81294. * @returns The JSON representation of the texture
  81295. */
  81296. serialize(): any;
  81297. /**
  81298. * Get the current class name of the texture useful for serialization or dynamic coding.
  81299. * @returns "Texture"
  81300. */
  81301. getClassName(): string;
  81302. /**
  81303. * Dispose the texture and release its associated resources.
  81304. */
  81305. dispose(): void;
  81306. /**
  81307. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  81308. * @param parsedTexture Define the JSON representation of the texture
  81309. * @param scene Define the scene the parsed texture should be instantiated in
  81310. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  81311. * @returns The parsed texture if successful
  81312. */
  81313. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  81314. /**
  81315. * Creates a texture from its base 64 representation.
  81316. * @param data Define the base64 payload without the data: prefix
  81317. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  81318. * @param scene Define the scene the texture should belong to
  81319. * @param noMipmap Forces the texture to not create mip map information if true
  81320. * @param invertY define if the texture needs to be inverted on the y axis during loading
  81321. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  81322. * @param onLoad define a callback triggered when the texture has been loaded
  81323. * @param onError define a callback triggered when an error occurred during the loading session
  81324. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  81325. * @returns the created texture
  81326. */
  81327. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  81328. /**
  81329. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  81330. * @param data Define the base64 payload without the data: prefix
  81331. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  81332. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  81333. * @param scene Define the scene the texture should belong to
  81334. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  81335. * @param noMipmap Forces the texture to not create mip map information if true
  81336. * @param invertY define if the texture needs to be inverted on the y axis during loading
  81337. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  81338. * @param onLoad define a callback triggered when the texture has been loaded
  81339. * @param onError define a callback triggered when an error occurred during the loading session
  81340. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  81341. * @returns the created texture
  81342. */
  81343. 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;
  81344. }
  81345. }
  81346. declare module BABYLON {
  81347. /**
  81348. * PostProcessManager is used to manage one or more post processes or post process pipelines
  81349. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  81350. */
  81351. export class PostProcessManager {
  81352. private _scene;
  81353. private _indexBuffer;
  81354. private _vertexBuffers;
  81355. /**
  81356. * Creates a new instance PostProcess
  81357. * @param scene The scene that the post process is associated with.
  81358. */
  81359. constructor(scene: Scene);
  81360. private _prepareBuffers;
  81361. private _buildIndexBuffer;
  81362. /**
  81363. * Rebuilds the vertex buffers of the manager.
  81364. * @hidden
  81365. */
  81366. _rebuild(): void;
  81367. /**
  81368. * Prepares a frame to be run through a post process.
  81369. * @param sourceTexture The input texture to the post procesess. (default: null)
  81370. * @param postProcesses An array of post processes to be run. (default: null)
  81371. * @returns True if the post processes were able to be run.
  81372. * @hidden
  81373. */
  81374. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  81375. /**
  81376. * Manually render a set of post processes to a texture.
  81377. * @param postProcesses An array of post processes to be run.
  81378. * @param targetTexture The target texture to render to.
  81379. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  81380. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  81381. * @param lodLevel defines which lod of the texture to render to
  81382. */
  81383. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  81384. /**
  81385. * Finalize the result of the output of the postprocesses.
  81386. * @param doNotPresent If true the result will not be displayed to the screen.
  81387. * @param targetTexture The target texture to render to.
  81388. * @param faceIndex The index of the face to bind the target texture to.
  81389. * @param postProcesses The array of post processes to render.
  81390. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  81391. * @hidden
  81392. */
  81393. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  81394. /**
  81395. * Disposes of the post process manager.
  81396. */
  81397. dispose(): void;
  81398. }
  81399. }
  81400. declare module BABYLON {
  81401. /** Interface used by value gradients (color, factor, ...) */
  81402. export interface IValueGradient {
  81403. /**
  81404. * Gets or sets the gradient value (between 0 and 1)
  81405. */
  81406. gradient: number;
  81407. }
  81408. /** Class used to store color4 gradient */
  81409. export class ColorGradient implements IValueGradient {
  81410. /**
  81411. * Gets or sets the gradient value (between 0 and 1)
  81412. */
  81413. gradient: number;
  81414. /**
  81415. * Gets or sets first associated color
  81416. */
  81417. color1: Color4;
  81418. /**
  81419. * Gets or sets second associated color
  81420. */
  81421. color2?: Color4;
  81422. /**
  81423. * Will get a color picked randomly between color1 and color2.
  81424. * If color2 is undefined then color1 will be used
  81425. * @param result defines the target Color4 to store the result in
  81426. */
  81427. getColorToRef(result: Color4): void;
  81428. }
  81429. /** Class used to store color 3 gradient */
  81430. export class Color3Gradient implements IValueGradient {
  81431. /**
  81432. * Gets or sets the gradient value (between 0 and 1)
  81433. */
  81434. gradient: number;
  81435. /**
  81436. * Gets or sets the associated color
  81437. */
  81438. color: Color3;
  81439. }
  81440. /** Class used to store factor gradient */
  81441. export class FactorGradient implements IValueGradient {
  81442. /**
  81443. * Gets or sets the gradient value (between 0 and 1)
  81444. */
  81445. gradient: number;
  81446. /**
  81447. * Gets or sets first associated factor
  81448. */
  81449. factor1: number;
  81450. /**
  81451. * Gets or sets second associated factor
  81452. */
  81453. factor2?: number;
  81454. /**
  81455. * Will get a number picked randomly between factor1 and factor2.
  81456. * If factor2 is undefined then factor1 will be used
  81457. * @returns the picked number
  81458. */
  81459. getFactor(): number;
  81460. }
  81461. /**
  81462. * Helper used to simplify some generic gradient tasks
  81463. */
  81464. export class GradientHelper {
  81465. /**
  81466. * Gets the current gradient from an array of IValueGradient
  81467. * @param ratio defines the current ratio to get
  81468. * @param gradients defines the array of IValueGradient
  81469. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  81470. */
  81471. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  81472. }
  81473. }
  81474. declare module BABYLON {
  81475. interface AbstractScene {
  81476. /**
  81477. * The list of procedural textures added to the scene
  81478. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  81479. */
  81480. proceduralTextures: Array<ProceduralTexture>;
  81481. }
  81482. /**
  81483. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  81484. * in a given scene.
  81485. */
  81486. export class ProceduralTextureSceneComponent implements ISceneComponent {
  81487. /**
  81488. * The component name helpfull to identify the component in the list of scene components.
  81489. */
  81490. readonly name: string;
  81491. /**
  81492. * The scene the component belongs to.
  81493. */
  81494. scene: Scene;
  81495. /**
  81496. * Creates a new instance of the component for the given scene
  81497. * @param scene Defines the scene to register the component in
  81498. */
  81499. constructor(scene: Scene);
  81500. /**
  81501. * Registers the component in a given scene
  81502. */
  81503. register(): void;
  81504. /**
  81505. * Rebuilds the elements related to this component in case of
  81506. * context lost for instance.
  81507. */
  81508. rebuild(): void;
  81509. /**
  81510. * Disposes the component and the associated ressources.
  81511. */
  81512. dispose(): void;
  81513. private _beforeClear;
  81514. }
  81515. }
  81516. declare module BABYLON {
  81517. interface Engine {
  81518. /**
  81519. * Creates a new render target cube texture
  81520. * @param size defines the size of the texture
  81521. * @param options defines the options used to create the texture
  81522. * @returns a new render target cube texture stored in an InternalTexture
  81523. */
  81524. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  81525. }
  81526. }
  81527. declare module BABYLON {
  81528. /** @hidden */
  81529. export var proceduralVertexShader: {
  81530. name: string;
  81531. shader: string;
  81532. };
  81533. }
  81534. declare module BABYLON {
  81535. /**
  81536. * 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.
  81537. * This is the base class of any Procedural texture and contains most of the shareable code.
  81538. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  81539. */
  81540. export class ProceduralTexture extends Texture {
  81541. isCube: boolean;
  81542. /**
  81543. * Define if the texture is enabled or not (disabled texture will not render)
  81544. */
  81545. isEnabled: boolean;
  81546. /**
  81547. * Define if the texture must be cleared before rendering (default is true)
  81548. */
  81549. autoClear: boolean;
  81550. /**
  81551. * Callback called when the texture is generated
  81552. */
  81553. onGenerated: () => void;
  81554. /**
  81555. * Event raised when the texture is generated
  81556. */
  81557. onGeneratedObservable: Observable<ProceduralTexture>;
  81558. /** @hidden */
  81559. _generateMipMaps: boolean;
  81560. /** @hidden **/
  81561. _effect: Effect;
  81562. /** @hidden */
  81563. _textures: {
  81564. [key: string]: Texture;
  81565. };
  81566. private _size;
  81567. private _currentRefreshId;
  81568. private _refreshRate;
  81569. private _vertexBuffers;
  81570. private _indexBuffer;
  81571. private _uniforms;
  81572. private _samplers;
  81573. private _fragment;
  81574. private _floats;
  81575. private _ints;
  81576. private _floatsArrays;
  81577. private _colors3;
  81578. private _colors4;
  81579. private _vectors2;
  81580. private _vectors3;
  81581. private _matrices;
  81582. private _fallbackTexture;
  81583. private _fallbackTextureUsed;
  81584. private _engine;
  81585. private _cachedDefines;
  81586. private _contentUpdateId;
  81587. private _contentData;
  81588. /**
  81589. * Instantiates a new procedural texture.
  81590. * 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.
  81591. * This is the base class of any Procedural texture and contains most of the shareable code.
  81592. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  81593. * @param name Define the name of the texture
  81594. * @param size Define the size of the texture to create
  81595. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  81596. * @param scene Define the scene the texture belongs to
  81597. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  81598. * @param generateMipMaps Define if the texture should creates mip maps or not
  81599. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  81600. */
  81601. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  81602. /**
  81603. * The effect that is created when initializing the post process.
  81604. * @returns The created effect corresponding the the postprocess.
  81605. */
  81606. getEffect(): Effect;
  81607. /**
  81608. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  81609. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  81610. */
  81611. getContent(): Nullable<ArrayBufferView>;
  81612. private _createIndexBuffer;
  81613. /** @hidden */
  81614. _rebuild(): void;
  81615. /**
  81616. * Resets the texture in order to recreate its associated resources.
  81617. * This can be called in case of context loss
  81618. */
  81619. reset(): void;
  81620. protected _getDefines(): string;
  81621. /**
  81622. * Is the texture ready to be used ? (rendered at least once)
  81623. * @returns true if ready, otherwise, false.
  81624. */
  81625. isReady(): boolean;
  81626. /**
  81627. * Resets the refresh counter of the texture and start bak from scratch.
  81628. * Could be useful to regenerate the texture if it is setup to render only once.
  81629. */
  81630. resetRefreshCounter(): void;
  81631. /**
  81632. * Set the fragment shader to use in order to render the texture.
  81633. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  81634. */
  81635. setFragment(fragment: any): void;
  81636. /**
  81637. * Define the refresh rate of the texture or the rendering frequency.
  81638. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  81639. */
  81640. refreshRate: number;
  81641. /** @hidden */
  81642. _shouldRender(): boolean;
  81643. /**
  81644. * Get the size the texture is rendering at.
  81645. * @returns the size (texture is always squared)
  81646. */
  81647. getRenderSize(): number;
  81648. /**
  81649. * Resize the texture to new value.
  81650. * @param size Define the new size the texture should have
  81651. * @param generateMipMaps Define whether the new texture should create mip maps
  81652. */
  81653. resize(size: number, generateMipMaps: boolean): void;
  81654. private _checkUniform;
  81655. /**
  81656. * Set a texture in the shader program used to render.
  81657. * @param name Define the name of the uniform samplers as defined in the shader
  81658. * @param texture Define the texture to bind to this sampler
  81659. * @return the texture itself allowing "fluent" like uniform updates
  81660. */
  81661. setTexture(name: string, texture: Texture): ProceduralTexture;
  81662. /**
  81663. * Set a float in the shader.
  81664. * @param name Define the name of the uniform as defined in the shader
  81665. * @param value Define the value to give to the uniform
  81666. * @return the texture itself allowing "fluent" like uniform updates
  81667. */
  81668. setFloat(name: string, value: number): ProceduralTexture;
  81669. /**
  81670. * Set a int in the shader.
  81671. * @param name Define the name of the uniform as defined in the shader
  81672. * @param value Define the value to give to the uniform
  81673. * @return the texture itself allowing "fluent" like uniform updates
  81674. */
  81675. setInt(name: string, value: number): ProceduralTexture;
  81676. /**
  81677. * Set an array of floats in the shader.
  81678. * @param name Define the name of the uniform as defined in the shader
  81679. * @param value Define the value to give to the uniform
  81680. * @return the texture itself allowing "fluent" like uniform updates
  81681. */
  81682. setFloats(name: string, value: number[]): ProceduralTexture;
  81683. /**
  81684. * Set a vec3 in the shader from a Color3.
  81685. * @param name Define the name of the uniform as defined in the shader
  81686. * @param value Define the value to give to the uniform
  81687. * @return the texture itself allowing "fluent" like uniform updates
  81688. */
  81689. setColor3(name: string, value: Color3): ProceduralTexture;
  81690. /**
  81691. * Set a vec4 in the shader from a Color4.
  81692. * @param name Define the name of the uniform as defined in the shader
  81693. * @param value Define the value to give to the uniform
  81694. * @return the texture itself allowing "fluent" like uniform updates
  81695. */
  81696. setColor4(name: string, value: Color4): ProceduralTexture;
  81697. /**
  81698. * Set a vec2 in the shader from a Vector2.
  81699. * @param name Define the name of the uniform as defined in the shader
  81700. * @param value Define the value to give to the uniform
  81701. * @return the texture itself allowing "fluent" like uniform updates
  81702. */
  81703. setVector2(name: string, value: Vector2): ProceduralTexture;
  81704. /**
  81705. * Set a vec3 in the shader from a Vector3.
  81706. * @param name Define the name of the uniform as defined in the shader
  81707. * @param value Define the value to give to the uniform
  81708. * @return the texture itself allowing "fluent" like uniform updates
  81709. */
  81710. setVector3(name: string, value: Vector3): ProceduralTexture;
  81711. /**
  81712. * Set a mat4 in the shader from a MAtrix.
  81713. * @param name Define the name of the uniform as defined in the shader
  81714. * @param value Define the value to give to the uniform
  81715. * @return the texture itself allowing "fluent" like uniform updates
  81716. */
  81717. setMatrix(name: string, value: Matrix): ProceduralTexture;
  81718. /**
  81719. * Render the texture to its associated render target.
  81720. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  81721. */
  81722. render(useCameraPostProcess?: boolean): void;
  81723. /**
  81724. * Clone the texture.
  81725. * @returns the cloned texture
  81726. */
  81727. clone(): ProceduralTexture;
  81728. /**
  81729. * Dispose the texture and release its asoociated resources.
  81730. */
  81731. dispose(): void;
  81732. }
  81733. }
  81734. declare module BABYLON {
  81735. /**
  81736. * This represents the base class for particle system in Babylon.
  81737. * 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.
  81738. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  81739. * @example https://doc.babylonjs.com/babylon101/particles
  81740. */
  81741. export class BaseParticleSystem {
  81742. /**
  81743. * Source color is added to the destination color without alpha affecting the result
  81744. */
  81745. static BLENDMODE_ONEONE: number;
  81746. /**
  81747. * Blend current color and particle color using particle’s alpha
  81748. */
  81749. static BLENDMODE_STANDARD: number;
  81750. /**
  81751. * Add current color and particle color multiplied by particle’s alpha
  81752. */
  81753. static BLENDMODE_ADD: number;
  81754. /**
  81755. * Multiply current color with particle color
  81756. */
  81757. static BLENDMODE_MULTIPLY: number;
  81758. /**
  81759. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  81760. */
  81761. static BLENDMODE_MULTIPLYADD: number;
  81762. /**
  81763. * List of animations used by the particle system.
  81764. */
  81765. animations: Animation[];
  81766. /**
  81767. * The id of the Particle system.
  81768. */
  81769. id: string;
  81770. /**
  81771. * The friendly name of the Particle system.
  81772. */
  81773. name: string;
  81774. /**
  81775. * The rendering group used by the Particle system to chose when to render.
  81776. */
  81777. renderingGroupId: number;
  81778. /**
  81779. * The emitter represents the Mesh or position we are attaching the particle system to.
  81780. */
  81781. emitter: Nullable<AbstractMesh | Vector3>;
  81782. /**
  81783. * The maximum number of particles to emit per frame
  81784. */
  81785. emitRate: number;
  81786. /**
  81787. * If you want to launch only a few particles at once, that can be done, as well.
  81788. */
  81789. manualEmitCount: number;
  81790. /**
  81791. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  81792. */
  81793. updateSpeed: number;
  81794. /**
  81795. * The amount of time the particle system is running (depends of the overall update speed).
  81796. */
  81797. targetStopDuration: number;
  81798. /**
  81799. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  81800. */
  81801. disposeOnStop: boolean;
  81802. /**
  81803. * Minimum power of emitting particles.
  81804. */
  81805. minEmitPower: number;
  81806. /**
  81807. * Maximum power of emitting particles.
  81808. */
  81809. maxEmitPower: number;
  81810. /**
  81811. * Minimum life time of emitting particles.
  81812. */
  81813. minLifeTime: number;
  81814. /**
  81815. * Maximum life time of emitting particles.
  81816. */
  81817. maxLifeTime: number;
  81818. /**
  81819. * Minimum Size of emitting particles.
  81820. */
  81821. minSize: number;
  81822. /**
  81823. * Maximum Size of emitting particles.
  81824. */
  81825. maxSize: number;
  81826. /**
  81827. * Minimum scale of emitting particles on X axis.
  81828. */
  81829. minScaleX: number;
  81830. /**
  81831. * Maximum scale of emitting particles on X axis.
  81832. */
  81833. maxScaleX: number;
  81834. /**
  81835. * Minimum scale of emitting particles on Y axis.
  81836. */
  81837. minScaleY: number;
  81838. /**
  81839. * Maximum scale of emitting particles on Y axis.
  81840. */
  81841. maxScaleY: number;
  81842. /**
  81843. * Gets or sets the minimal initial rotation in radians.
  81844. */
  81845. minInitialRotation: number;
  81846. /**
  81847. * Gets or sets the maximal initial rotation in radians.
  81848. */
  81849. maxInitialRotation: number;
  81850. /**
  81851. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  81852. */
  81853. minAngularSpeed: number;
  81854. /**
  81855. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  81856. */
  81857. maxAngularSpeed: number;
  81858. /**
  81859. * The texture used to render each particle. (this can be a spritesheet)
  81860. */
  81861. particleTexture: Nullable<Texture>;
  81862. /**
  81863. * The layer mask we are rendering the particles through.
  81864. */
  81865. layerMask: number;
  81866. /**
  81867. * This can help using your own shader to render the particle system.
  81868. * The according effect will be created
  81869. */
  81870. customShader: any;
  81871. /**
  81872. * By default particle system starts as soon as they are created. This prevents the
  81873. * automatic start to happen and let you decide when to start emitting particles.
  81874. */
  81875. preventAutoStart: boolean;
  81876. private _noiseTexture;
  81877. /**
  81878. * Gets or sets a texture used to add random noise to particle positions
  81879. */
  81880. noiseTexture: Nullable<ProceduralTexture>;
  81881. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  81882. noiseStrength: Vector3;
  81883. /**
  81884. * Callback triggered when the particle animation is ending.
  81885. */
  81886. onAnimationEnd: Nullable<() => void>;
  81887. /**
  81888. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  81889. */
  81890. blendMode: number;
  81891. /**
  81892. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  81893. * to override the particles.
  81894. */
  81895. forceDepthWrite: boolean;
  81896. /** 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 */
  81897. preWarmCycles: number;
  81898. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  81899. preWarmStepOffset: number;
  81900. /**
  81901. * 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)
  81902. */
  81903. spriteCellChangeSpeed: number;
  81904. /**
  81905. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  81906. */
  81907. startSpriteCellID: number;
  81908. /**
  81909. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  81910. */
  81911. endSpriteCellID: number;
  81912. /**
  81913. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  81914. */
  81915. spriteCellWidth: number;
  81916. /**
  81917. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  81918. */
  81919. spriteCellHeight: number;
  81920. /**
  81921. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  81922. */
  81923. spriteRandomStartCell: boolean;
  81924. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  81925. translationPivot: Vector2;
  81926. /** @hidden */
  81927. protected _isAnimationSheetEnabled: boolean;
  81928. /**
  81929. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  81930. */
  81931. beginAnimationOnStart: boolean;
  81932. /**
  81933. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  81934. */
  81935. beginAnimationFrom: number;
  81936. /**
  81937. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  81938. */
  81939. beginAnimationTo: number;
  81940. /**
  81941. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  81942. */
  81943. beginAnimationLoop: boolean;
  81944. /**
  81945. * Gets or sets a world offset applied to all particles
  81946. */
  81947. worldOffset: Vector3;
  81948. /**
  81949. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  81950. */
  81951. isAnimationSheetEnabled: boolean;
  81952. /**
  81953. * Get hosting scene
  81954. * @returns the scene
  81955. */
  81956. getScene(): Scene;
  81957. /**
  81958. * You can use gravity if you want to give an orientation to your particles.
  81959. */
  81960. gravity: Vector3;
  81961. protected _colorGradients: Nullable<Array<ColorGradient>>;
  81962. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  81963. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  81964. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  81965. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  81966. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  81967. protected _dragGradients: Nullable<Array<FactorGradient>>;
  81968. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  81969. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  81970. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  81971. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  81972. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  81973. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  81974. /**
  81975. * Defines the delay in milliseconds before starting the system (0 by default)
  81976. */
  81977. startDelay: number;
  81978. /**
  81979. * Gets the current list of drag gradients.
  81980. * You must use addDragGradient and removeDragGradient to udpate this list
  81981. * @returns the list of drag gradients
  81982. */
  81983. getDragGradients(): Nullable<Array<FactorGradient>>;
  81984. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  81985. limitVelocityDamping: number;
  81986. /**
  81987. * Gets the current list of limit velocity gradients.
  81988. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  81989. * @returns the list of limit velocity gradients
  81990. */
  81991. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  81992. /**
  81993. * Gets the current list of color gradients.
  81994. * You must use addColorGradient and removeColorGradient to udpate this list
  81995. * @returns the list of color gradients
  81996. */
  81997. getColorGradients(): Nullable<Array<ColorGradient>>;
  81998. /**
  81999. * Gets the current list of size gradients.
  82000. * You must use addSizeGradient and removeSizeGradient to udpate this list
  82001. * @returns the list of size gradients
  82002. */
  82003. getSizeGradients(): Nullable<Array<FactorGradient>>;
  82004. /**
  82005. * Gets the current list of color remap gradients.
  82006. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  82007. * @returns the list of color remap gradients
  82008. */
  82009. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  82010. /**
  82011. * Gets the current list of alpha remap gradients.
  82012. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  82013. * @returns the list of alpha remap gradients
  82014. */
  82015. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  82016. /**
  82017. * Gets the current list of life time gradients.
  82018. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  82019. * @returns the list of life time gradients
  82020. */
  82021. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  82022. /**
  82023. * Gets the current list of angular speed gradients.
  82024. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  82025. * @returns the list of angular speed gradients
  82026. */
  82027. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  82028. /**
  82029. * Gets the current list of velocity gradients.
  82030. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  82031. * @returns the list of velocity gradients
  82032. */
  82033. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  82034. /**
  82035. * Gets the current list of start size gradients.
  82036. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  82037. * @returns the list of start size gradients
  82038. */
  82039. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  82040. /**
  82041. * Gets the current list of emit rate gradients.
  82042. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  82043. * @returns the list of emit rate gradients
  82044. */
  82045. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  82046. /**
  82047. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  82048. * This only works when particleEmitterTyps is a BoxParticleEmitter
  82049. */
  82050. direction1: Vector3;
  82051. /**
  82052. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  82053. * This only works when particleEmitterTyps is a BoxParticleEmitter
  82054. */
  82055. direction2: Vector3;
  82056. /**
  82057. * 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.
  82058. * This only works when particleEmitterTyps is a BoxParticleEmitter
  82059. */
  82060. minEmitBox: Vector3;
  82061. /**
  82062. * 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.
  82063. * This only works when particleEmitterTyps is a BoxParticleEmitter
  82064. */
  82065. maxEmitBox: Vector3;
  82066. /**
  82067. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  82068. */
  82069. color1: Color4;
  82070. /**
  82071. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  82072. */
  82073. color2: Color4;
  82074. /**
  82075. * Color the particle will have at the end of its lifetime
  82076. */
  82077. colorDead: Color4;
  82078. /**
  82079. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  82080. */
  82081. textureMask: Color4;
  82082. /**
  82083. * The particle emitter type defines the emitter used by the particle system.
  82084. * It can be for example box, sphere, or cone...
  82085. */
  82086. particleEmitterType: IParticleEmitterType;
  82087. /** @hidden */
  82088. _isSubEmitter: boolean;
  82089. /**
  82090. * Gets or sets the billboard mode to use when isBillboardBased = true.
  82091. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  82092. */
  82093. billboardMode: number;
  82094. protected _isBillboardBased: boolean;
  82095. /**
  82096. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  82097. */
  82098. isBillboardBased: boolean;
  82099. /**
  82100. * The scene the particle system belongs to.
  82101. */
  82102. protected _scene: Scene;
  82103. /**
  82104. * Local cache of defines for image processing.
  82105. */
  82106. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  82107. /**
  82108. * Default configuration related to image processing available in the standard Material.
  82109. */
  82110. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  82111. /**
  82112. * Gets the image processing configuration used either in this material.
  82113. */
  82114. /**
  82115. * Sets the Default image processing configuration used either in the this material.
  82116. *
  82117. * If sets to null, the scene one is in use.
  82118. */
  82119. imageProcessingConfiguration: ImageProcessingConfiguration;
  82120. /**
  82121. * Attaches a new image processing configuration to the Standard Material.
  82122. * @param configuration
  82123. */
  82124. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  82125. /** @hidden */
  82126. protected _reset(): void;
  82127. /** @hidden */
  82128. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  82129. /**
  82130. * Instantiates a particle system.
  82131. * 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.
  82132. * @param name The name of the particle system
  82133. */
  82134. constructor(name: string);
  82135. /**
  82136. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  82137. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  82138. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  82139. * @returns the emitter
  82140. */
  82141. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  82142. /**
  82143. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  82144. * @param radius The radius of the hemisphere to emit from
  82145. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  82146. * @returns the emitter
  82147. */
  82148. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  82149. /**
  82150. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  82151. * @param radius The radius of the sphere to emit from
  82152. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  82153. * @returns the emitter
  82154. */
  82155. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  82156. /**
  82157. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  82158. * @param radius The radius of the sphere to emit from
  82159. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  82160. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  82161. * @returns the emitter
  82162. */
  82163. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  82164. /**
  82165. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  82166. * @param radius The radius of the emission cylinder
  82167. * @param height The height of the emission cylinder
  82168. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  82169. * @param directionRandomizer How much to randomize the particle direction [0-1]
  82170. * @returns the emitter
  82171. */
  82172. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  82173. /**
  82174. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  82175. * @param radius The radius of the cylinder to emit from
  82176. * @param height The height of the emission cylinder
  82177. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  82178. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  82179. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  82180. * @returns the emitter
  82181. */
  82182. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  82183. /**
  82184. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  82185. * @param radius The radius of the cone to emit from
  82186. * @param angle The base angle of the cone
  82187. * @returns the emitter
  82188. */
  82189. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  82190. /**
  82191. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  82192. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  82193. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  82194. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  82195. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  82196. * @returns the emitter
  82197. */
  82198. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  82199. }
  82200. }
  82201. declare module BABYLON {
  82202. /**
  82203. * Type of sub emitter
  82204. */
  82205. export enum SubEmitterType {
  82206. /**
  82207. * Attached to the particle over it's lifetime
  82208. */
  82209. ATTACHED = 0,
  82210. /**
  82211. * Created when the particle dies
  82212. */
  82213. END = 1
  82214. }
  82215. /**
  82216. * Sub emitter class used to emit particles from an existing particle
  82217. */
  82218. export class SubEmitter {
  82219. /**
  82220. * the particle system to be used by the sub emitter
  82221. */
  82222. particleSystem: ParticleSystem;
  82223. /**
  82224. * Type of the submitter (Default: END)
  82225. */
  82226. type: SubEmitterType;
  82227. /**
  82228. * 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)
  82229. * Note: This only is supported when using an emitter of type Mesh
  82230. */
  82231. inheritDirection: boolean;
  82232. /**
  82233. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  82234. */
  82235. inheritedVelocityAmount: number;
  82236. /**
  82237. * Creates a sub emitter
  82238. * @param particleSystem the particle system to be used by the sub emitter
  82239. */
  82240. constructor(
  82241. /**
  82242. * the particle system to be used by the sub emitter
  82243. */
  82244. particleSystem: ParticleSystem);
  82245. /**
  82246. * Clones the sub emitter
  82247. * @returns the cloned sub emitter
  82248. */
  82249. clone(): SubEmitter;
  82250. /**
  82251. * Serialize current object to a JSON object
  82252. * @returns the serialized object
  82253. */
  82254. serialize(): any;
  82255. /** @hidden */
  82256. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  82257. /**
  82258. * Creates a new SubEmitter from a serialized JSON version
  82259. * @param serializationObject defines the JSON object to read from
  82260. * @param scene defines the hosting scene
  82261. * @param rootUrl defines the rootUrl for data loading
  82262. * @returns a new SubEmitter
  82263. */
  82264. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  82265. /** Release associated resources */
  82266. dispose(): void;
  82267. }
  82268. }
  82269. declare module BABYLON {
  82270. /** @hidden */
  82271. export var clipPlaneFragmentDeclaration: {
  82272. name: string;
  82273. shader: string;
  82274. };
  82275. }
  82276. declare module BABYLON {
  82277. /** @hidden */
  82278. export var imageProcessingDeclaration: {
  82279. name: string;
  82280. shader: string;
  82281. };
  82282. }
  82283. declare module BABYLON {
  82284. /** @hidden */
  82285. export var imageProcessingFunctions: {
  82286. name: string;
  82287. shader: string;
  82288. };
  82289. }
  82290. declare module BABYLON {
  82291. /** @hidden */
  82292. export var clipPlaneFragment: {
  82293. name: string;
  82294. shader: string;
  82295. };
  82296. }
  82297. declare module BABYLON {
  82298. /** @hidden */
  82299. export var particlesPixelShader: {
  82300. name: string;
  82301. shader: string;
  82302. };
  82303. }
  82304. declare module BABYLON {
  82305. /** @hidden */
  82306. export var clipPlaneVertexDeclaration: {
  82307. name: string;
  82308. shader: string;
  82309. };
  82310. }
  82311. declare module BABYLON {
  82312. /** @hidden */
  82313. export var clipPlaneVertex: {
  82314. name: string;
  82315. shader: string;
  82316. };
  82317. }
  82318. declare module BABYLON {
  82319. /** @hidden */
  82320. export var particlesVertexShader: {
  82321. name: string;
  82322. shader: string;
  82323. };
  82324. }
  82325. declare module BABYLON {
  82326. /**
  82327. * This represents a particle system in Babylon.
  82328. * 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.
  82329. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  82330. * @example https://doc.babylonjs.com/babylon101/particles
  82331. */
  82332. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  82333. /**
  82334. * Billboard mode will only apply to Y axis
  82335. */
  82336. static readonly BILLBOARDMODE_Y: number;
  82337. /**
  82338. * Billboard mode will apply to all axes
  82339. */
  82340. static readonly BILLBOARDMODE_ALL: number;
  82341. /**
  82342. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  82343. */
  82344. static readonly BILLBOARDMODE_STRETCHED: number;
  82345. /**
  82346. * This function can be defined to provide custom update for active particles.
  82347. * This function will be called instead of regular update (age, position, color, etc.).
  82348. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  82349. */
  82350. updateFunction: (particles: Particle[]) => void;
  82351. private _emitterWorldMatrix;
  82352. /**
  82353. * This function can be defined to specify initial direction for every new particle.
  82354. * It by default use the emitterType defined function
  82355. */
  82356. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  82357. /**
  82358. * This function can be defined to specify initial position for every new particle.
  82359. * It by default use the emitterType defined function
  82360. */
  82361. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  82362. /**
  82363. * @hidden
  82364. */
  82365. _inheritedVelocityOffset: Vector3;
  82366. /**
  82367. * An event triggered when the system is disposed
  82368. */
  82369. onDisposeObservable: Observable<ParticleSystem>;
  82370. private _onDisposeObserver;
  82371. /**
  82372. * Sets a callback that will be triggered when the system is disposed
  82373. */
  82374. onDispose: () => void;
  82375. private _particles;
  82376. private _epsilon;
  82377. private _capacity;
  82378. private _stockParticles;
  82379. private _newPartsExcess;
  82380. private _vertexData;
  82381. private _vertexBuffer;
  82382. private _vertexBuffers;
  82383. private _spriteBuffer;
  82384. private _indexBuffer;
  82385. private _effect;
  82386. private _customEffect;
  82387. private _cachedDefines;
  82388. private _scaledColorStep;
  82389. private _colorDiff;
  82390. private _scaledDirection;
  82391. private _scaledGravity;
  82392. private _currentRenderId;
  82393. private _alive;
  82394. private _useInstancing;
  82395. private _started;
  82396. private _stopped;
  82397. private _actualFrame;
  82398. private _scaledUpdateSpeed;
  82399. private _vertexBufferSize;
  82400. /** @hidden */
  82401. _currentEmitRateGradient: Nullable<FactorGradient>;
  82402. /** @hidden */
  82403. _currentEmitRate1: number;
  82404. /** @hidden */
  82405. _currentEmitRate2: number;
  82406. /** @hidden */
  82407. _currentStartSizeGradient: Nullable<FactorGradient>;
  82408. /** @hidden */
  82409. _currentStartSize1: number;
  82410. /** @hidden */
  82411. _currentStartSize2: number;
  82412. private readonly _rawTextureWidth;
  82413. private _rampGradientsTexture;
  82414. private _useRampGradients;
  82415. /** Gets or sets a boolean indicating that ramp gradients must be used
  82416. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  82417. */
  82418. useRampGradients: boolean;
  82419. /**
  82420. * 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.
  82421. * 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: [])
  82422. */
  82423. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  82424. private _subEmitters;
  82425. /**
  82426. * @hidden
  82427. * If the particle systems emitter should be disposed when the particle system is disposed
  82428. */
  82429. _disposeEmitterOnDispose: boolean;
  82430. /**
  82431. * The current active Sub-systems, this property is used by the root particle system only.
  82432. */
  82433. activeSubSystems: Array<ParticleSystem>;
  82434. private _rootParticleSystem;
  82435. /**
  82436. * Gets the current list of active particles
  82437. */
  82438. readonly particles: Particle[];
  82439. /**
  82440. * Returns the string "ParticleSystem"
  82441. * @returns a string containing the class name
  82442. */
  82443. getClassName(): string;
  82444. /**
  82445. * Instantiates a particle system.
  82446. * 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.
  82447. * @param name The name of the particle system
  82448. * @param capacity The max number of particles alive at the same time
  82449. * @param scene The scene the particle system belongs to
  82450. * @param customEffect a custom effect used to change the way particles are rendered by default
  82451. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  82452. * @param epsilon Offset used to render the particles
  82453. */
  82454. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  82455. private _addFactorGradient;
  82456. private _removeFactorGradient;
  82457. /**
  82458. * Adds a new life time gradient
  82459. * @param gradient defines the gradient to use (between 0 and 1)
  82460. * @param factor defines the life time factor to affect to the specified gradient
  82461. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82462. * @returns the current particle system
  82463. */
  82464. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82465. /**
  82466. * Remove a specific life time gradient
  82467. * @param gradient defines the gradient to remove
  82468. * @returns the current particle system
  82469. */
  82470. removeLifeTimeGradient(gradient: number): IParticleSystem;
  82471. /**
  82472. * Adds a new size gradient
  82473. * @param gradient defines the gradient to use (between 0 and 1)
  82474. * @param factor defines the size factor to affect to the specified gradient
  82475. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82476. * @returns the current particle system
  82477. */
  82478. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82479. /**
  82480. * Remove a specific size gradient
  82481. * @param gradient defines the gradient to remove
  82482. * @returns the current particle system
  82483. */
  82484. removeSizeGradient(gradient: number): IParticleSystem;
  82485. /**
  82486. * Adds a new color remap gradient
  82487. * @param gradient defines the gradient to use (between 0 and 1)
  82488. * @param min defines the color remap minimal range
  82489. * @param max defines the color remap maximal range
  82490. * @returns the current particle system
  82491. */
  82492. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  82493. /**
  82494. * Remove a specific color remap gradient
  82495. * @param gradient defines the gradient to remove
  82496. * @returns the current particle system
  82497. */
  82498. removeColorRemapGradient(gradient: number): IParticleSystem;
  82499. /**
  82500. * Adds a new alpha remap gradient
  82501. * @param gradient defines the gradient to use (between 0 and 1)
  82502. * @param min defines the alpha remap minimal range
  82503. * @param max defines the alpha remap maximal range
  82504. * @returns the current particle system
  82505. */
  82506. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  82507. /**
  82508. * Remove a specific alpha remap gradient
  82509. * @param gradient defines the gradient to remove
  82510. * @returns the current particle system
  82511. */
  82512. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  82513. /**
  82514. * Adds a new angular speed gradient
  82515. * @param gradient defines the gradient to use (between 0 and 1)
  82516. * @param factor defines the angular speed to affect to the specified gradient
  82517. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82518. * @returns the current particle system
  82519. */
  82520. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82521. /**
  82522. * Remove a specific angular speed gradient
  82523. * @param gradient defines the gradient to remove
  82524. * @returns the current particle system
  82525. */
  82526. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  82527. /**
  82528. * Adds a new velocity gradient
  82529. * @param gradient defines the gradient to use (between 0 and 1)
  82530. * @param factor defines the velocity to affect to the specified gradient
  82531. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82532. * @returns the current particle system
  82533. */
  82534. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82535. /**
  82536. * Remove a specific velocity gradient
  82537. * @param gradient defines the gradient to remove
  82538. * @returns the current particle system
  82539. */
  82540. removeVelocityGradient(gradient: number): IParticleSystem;
  82541. /**
  82542. * Adds a new limit velocity gradient
  82543. * @param gradient defines the gradient to use (between 0 and 1)
  82544. * @param factor defines the limit velocity value to affect to the specified gradient
  82545. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82546. * @returns the current particle system
  82547. */
  82548. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82549. /**
  82550. * Remove a specific limit velocity gradient
  82551. * @param gradient defines the gradient to remove
  82552. * @returns the current particle system
  82553. */
  82554. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  82555. /**
  82556. * Adds a new drag gradient
  82557. * @param gradient defines the gradient to use (between 0 and 1)
  82558. * @param factor defines the drag value to affect to the specified gradient
  82559. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82560. * @returns the current particle system
  82561. */
  82562. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82563. /**
  82564. * Remove a specific drag gradient
  82565. * @param gradient defines the gradient to remove
  82566. * @returns the current particle system
  82567. */
  82568. removeDragGradient(gradient: number): IParticleSystem;
  82569. /**
  82570. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  82571. * @param gradient defines the gradient to use (between 0 and 1)
  82572. * @param factor defines the emit rate value to affect to the specified gradient
  82573. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82574. * @returns the current particle system
  82575. */
  82576. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82577. /**
  82578. * Remove a specific emit rate gradient
  82579. * @param gradient defines the gradient to remove
  82580. * @returns the current particle system
  82581. */
  82582. removeEmitRateGradient(gradient: number): IParticleSystem;
  82583. /**
  82584. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  82585. * @param gradient defines the gradient to use (between 0 and 1)
  82586. * @param factor defines the start size value to affect to the specified gradient
  82587. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82588. * @returns the current particle system
  82589. */
  82590. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82591. /**
  82592. * Remove a specific start size gradient
  82593. * @param gradient defines the gradient to remove
  82594. * @returns the current particle system
  82595. */
  82596. removeStartSizeGradient(gradient: number): IParticleSystem;
  82597. private _createRampGradientTexture;
  82598. /**
  82599. * Gets the current list of ramp gradients.
  82600. * You must use addRampGradient and removeRampGradient to udpate this list
  82601. * @returns the list of ramp gradients
  82602. */
  82603. getRampGradients(): Nullable<Array<Color3Gradient>>;
  82604. /**
  82605. * Adds a new ramp gradient used to remap particle colors
  82606. * @param gradient defines the gradient to use (between 0 and 1)
  82607. * @param color defines the color to affect to the specified gradient
  82608. * @returns the current particle system
  82609. */
  82610. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  82611. /**
  82612. * Remove a specific ramp gradient
  82613. * @param gradient defines the gradient to remove
  82614. * @returns the current particle system
  82615. */
  82616. removeRampGradient(gradient: number): ParticleSystem;
  82617. /**
  82618. * Adds a new color gradient
  82619. * @param gradient defines the gradient to use (between 0 and 1)
  82620. * @param color1 defines the color to affect to the specified gradient
  82621. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  82622. * @returns this particle system
  82623. */
  82624. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  82625. /**
  82626. * Remove a specific color gradient
  82627. * @param gradient defines the gradient to remove
  82628. * @returns this particle system
  82629. */
  82630. removeColorGradient(gradient: number): IParticleSystem;
  82631. private _fetchR;
  82632. protected _reset(): void;
  82633. private _resetEffect;
  82634. private _createVertexBuffers;
  82635. private _createIndexBuffer;
  82636. /**
  82637. * Gets the maximum number of particles active at the same time.
  82638. * @returns The max number of active particles.
  82639. */
  82640. getCapacity(): number;
  82641. /**
  82642. * Gets whether there are still active particles in the system.
  82643. * @returns True if it is alive, otherwise false.
  82644. */
  82645. isAlive(): boolean;
  82646. /**
  82647. * Gets if the system has been started. (Note: this will still be true after stop is called)
  82648. * @returns True if it has been started, otherwise false.
  82649. */
  82650. isStarted(): boolean;
  82651. private _prepareSubEmitterInternalArray;
  82652. /**
  82653. * Starts the particle system and begins to emit
  82654. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  82655. */
  82656. start(delay?: number): void;
  82657. /**
  82658. * Stops the particle system.
  82659. * @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.
  82660. */
  82661. stop(stopSubEmitters?: boolean): void;
  82662. /**
  82663. * Remove all active particles
  82664. */
  82665. reset(): void;
  82666. /**
  82667. * @hidden (for internal use only)
  82668. */
  82669. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  82670. /**
  82671. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  82672. * Its lifetime will start back at 0.
  82673. */
  82674. recycleParticle: (particle: Particle) => void;
  82675. private _stopSubEmitters;
  82676. private _createParticle;
  82677. private _removeFromRoot;
  82678. private _emitFromParticle;
  82679. private _update;
  82680. /** @hidden */
  82681. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  82682. /** @hidden */
  82683. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  82684. /** @hidden */
  82685. private _getEffect;
  82686. /**
  82687. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  82688. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  82689. */
  82690. animate(preWarmOnly?: boolean): void;
  82691. private _appendParticleVertices;
  82692. /**
  82693. * Rebuilds the particle system.
  82694. */
  82695. rebuild(): void;
  82696. /**
  82697. * Is this system ready to be used/rendered
  82698. * @return true if the system is ready
  82699. */
  82700. isReady(): boolean;
  82701. private _render;
  82702. /**
  82703. * Renders the particle system in its current state.
  82704. * @returns the current number of particles
  82705. */
  82706. render(): number;
  82707. /**
  82708. * Disposes the particle system and free the associated resources
  82709. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  82710. */
  82711. dispose(disposeTexture?: boolean): void;
  82712. /**
  82713. * Clones the particle system.
  82714. * @param name The name of the cloned object
  82715. * @param newEmitter The new emitter to use
  82716. * @returns the cloned particle system
  82717. */
  82718. clone(name: string, newEmitter: any): ParticleSystem;
  82719. /**
  82720. * Serializes the particle system to a JSON object.
  82721. * @returns the JSON object
  82722. */
  82723. serialize(): any;
  82724. /** @hidden */
  82725. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  82726. /** @hidden */
  82727. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  82728. /**
  82729. * Parses a JSON object to create a particle system.
  82730. * @param parsedParticleSystem The JSON object to parse
  82731. * @param scene The scene to create the particle system in
  82732. * @param rootUrl The root url to use to load external dependencies like texture
  82733. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  82734. * @returns the Parsed particle system
  82735. */
  82736. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  82737. }
  82738. }
  82739. declare module BABYLON {
  82740. /**
  82741. * A particle represents one of the element emitted by a particle system.
  82742. * This is mainly define by its coordinates, direction, velocity and age.
  82743. */
  82744. export class Particle {
  82745. /**
  82746. * The particle system the particle belongs to.
  82747. */
  82748. particleSystem: ParticleSystem;
  82749. private static _Count;
  82750. /**
  82751. * Unique ID of the particle
  82752. */
  82753. id: number;
  82754. /**
  82755. * The world position of the particle in the scene.
  82756. */
  82757. position: Vector3;
  82758. /**
  82759. * The world direction of the particle in the scene.
  82760. */
  82761. direction: Vector3;
  82762. /**
  82763. * The color of the particle.
  82764. */
  82765. color: Color4;
  82766. /**
  82767. * The color change of the particle per step.
  82768. */
  82769. colorStep: Color4;
  82770. /**
  82771. * Defines how long will the life of the particle be.
  82772. */
  82773. lifeTime: number;
  82774. /**
  82775. * The current age of the particle.
  82776. */
  82777. age: number;
  82778. /**
  82779. * The current size of the particle.
  82780. */
  82781. size: number;
  82782. /**
  82783. * The current scale of the particle.
  82784. */
  82785. scale: Vector2;
  82786. /**
  82787. * The current angle of the particle.
  82788. */
  82789. angle: number;
  82790. /**
  82791. * Defines how fast is the angle changing.
  82792. */
  82793. angularSpeed: number;
  82794. /**
  82795. * Defines the cell index used by the particle to be rendered from a sprite.
  82796. */
  82797. cellIndex: number;
  82798. /**
  82799. * The information required to support color remapping
  82800. */
  82801. remapData: Vector4;
  82802. /** @hidden */
  82803. _randomCellOffset?: number;
  82804. /** @hidden */
  82805. _initialDirection: Nullable<Vector3>;
  82806. /** @hidden */
  82807. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  82808. /** @hidden */
  82809. _initialStartSpriteCellID: number;
  82810. /** @hidden */
  82811. _initialEndSpriteCellID: number;
  82812. /** @hidden */
  82813. _currentColorGradient: Nullable<ColorGradient>;
  82814. /** @hidden */
  82815. _currentColor1: Color4;
  82816. /** @hidden */
  82817. _currentColor2: Color4;
  82818. /** @hidden */
  82819. _currentSizeGradient: Nullable<FactorGradient>;
  82820. /** @hidden */
  82821. _currentSize1: number;
  82822. /** @hidden */
  82823. _currentSize2: number;
  82824. /** @hidden */
  82825. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  82826. /** @hidden */
  82827. _currentAngularSpeed1: number;
  82828. /** @hidden */
  82829. _currentAngularSpeed2: number;
  82830. /** @hidden */
  82831. _currentVelocityGradient: Nullable<FactorGradient>;
  82832. /** @hidden */
  82833. _currentVelocity1: number;
  82834. /** @hidden */
  82835. _currentVelocity2: number;
  82836. /** @hidden */
  82837. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  82838. /** @hidden */
  82839. _currentLimitVelocity1: number;
  82840. /** @hidden */
  82841. _currentLimitVelocity2: number;
  82842. /** @hidden */
  82843. _currentDragGradient: Nullable<FactorGradient>;
  82844. /** @hidden */
  82845. _currentDrag1: number;
  82846. /** @hidden */
  82847. _currentDrag2: number;
  82848. /** @hidden */
  82849. _randomNoiseCoordinates1: Vector3;
  82850. /** @hidden */
  82851. _randomNoiseCoordinates2: Vector3;
  82852. /**
  82853. * Creates a new instance Particle
  82854. * @param particleSystem the particle system the particle belongs to
  82855. */
  82856. constructor(
  82857. /**
  82858. * The particle system the particle belongs to.
  82859. */
  82860. particleSystem: ParticleSystem);
  82861. private updateCellInfoFromSystem;
  82862. /**
  82863. * Defines how the sprite cell index is updated for the particle
  82864. */
  82865. updateCellIndex(): void;
  82866. /** @hidden */
  82867. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  82868. /** @hidden */
  82869. _inheritParticleInfoToSubEmitters(): void;
  82870. /** @hidden */
  82871. _reset(): void;
  82872. /**
  82873. * Copy the properties of particle to another one.
  82874. * @param other the particle to copy the information to.
  82875. */
  82876. copyTo(other: Particle): void;
  82877. }
  82878. }
  82879. declare module BABYLON {
  82880. /**
  82881. * Particle emitter represents a volume emitting particles.
  82882. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  82883. */
  82884. export interface IParticleEmitterType {
  82885. /**
  82886. * Called by the particle System when the direction is computed for the created particle.
  82887. * @param worldMatrix is the world matrix of the particle system
  82888. * @param directionToUpdate is the direction vector to update with the result
  82889. * @param particle is the particle we are computed the direction for
  82890. */
  82891. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82892. /**
  82893. * Called by the particle System when the position is computed for the created particle.
  82894. * @param worldMatrix is the world matrix of the particle system
  82895. * @param positionToUpdate is the position vector to update with the result
  82896. * @param particle is the particle we are computed the position for
  82897. */
  82898. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  82899. /**
  82900. * Clones the current emitter and returns a copy of it
  82901. * @returns the new emitter
  82902. */
  82903. clone(): IParticleEmitterType;
  82904. /**
  82905. * Called by the GPUParticleSystem to setup the update shader
  82906. * @param effect defines the update shader
  82907. */
  82908. applyToShader(effect: Effect): void;
  82909. /**
  82910. * Returns a string to use to update the GPU particles update shader
  82911. * @returns the effect defines string
  82912. */
  82913. getEffectDefines(): string;
  82914. /**
  82915. * Returns a string representing the class name
  82916. * @returns a string containing the class name
  82917. */
  82918. getClassName(): string;
  82919. /**
  82920. * Serializes the particle system to a JSON object.
  82921. * @returns the JSON object
  82922. */
  82923. serialize(): any;
  82924. /**
  82925. * Parse properties from a JSON object
  82926. * @param serializationObject defines the JSON object
  82927. */
  82928. parse(serializationObject: any): void;
  82929. }
  82930. }
  82931. declare module BABYLON {
  82932. /**
  82933. * Particle emitter emitting particles from the inside of a box.
  82934. * It emits the particles randomly between 2 given directions.
  82935. */
  82936. export class BoxParticleEmitter implements IParticleEmitterType {
  82937. /**
  82938. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  82939. */
  82940. direction1: Vector3;
  82941. /**
  82942. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  82943. */
  82944. direction2: Vector3;
  82945. /**
  82946. * 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.
  82947. */
  82948. minEmitBox: Vector3;
  82949. /**
  82950. * 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.
  82951. */
  82952. maxEmitBox: Vector3;
  82953. /**
  82954. * Creates a new instance BoxParticleEmitter
  82955. */
  82956. constructor();
  82957. /**
  82958. * Called by the particle System when the direction is computed for the created particle.
  82959. * @param worldMatrix is the world matrix of the particle system
  82960. * @param directionToUpdate is the direction vector to update with the result
  82961. * @param particle is the particle we are computed the direction for
  82962. */
  82963. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82964. /**
  82965. * Called by the particle System when the position is computed for the created particle.
  82966. * @param worldMatrix is the world matrix of the particle system
  82967. * @param positionToUpdate is the position vector to update with the result
  82968. * @param particle is the particle we are computed the position for
  82969. */
  82970. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  82971. /**
  82972. * Clones the current emitter and returns a copy of it
  82973. * @returns the new emitter
  82974. */
  82975. clone(): BoxParticleEmitter;
  82976. /**
  82977. * Called by the GPUParticleSystem to setup the update shader
  82978. * @param effect defines the update shader
  82979. */
  82980. applyToShader(effect: Effect): void;
  82981. /**
  82982. * Returns a string to use to update the GPU particles update shader
  82983. * @returns a string containng the defines string
  82984. */
  82985. getEffectDefines(): string;
  82986. /**
  82987. * Returns the string "BoxParticleEmitter"
  82988. * @returns a string containing the class name
  82989. */
  82990. getClassName(): string;
  82991. /**
  82992. * Serializes the particle system to a JSON object.
  82993. * @returns the JSON object
  82994. */
  82995. serialize(): any;
  82996. /**
  82997. * Parse properties from a JSON object
  82998. * @param serializationObject defines the JSON object
  82999. */
  83000. parse(serializationObject: any): void;
  83001. }
  83002. }
  83003. declare module BABYLON {
  83004. /**
  83005. * Particle emitter emitting particles from the inside of a cone.
  83006. * It emits the particles alongside the cone volume from the base to the particle.
  83007. * The emission direction might be randomized.
  83008. */
  83009. export class ConeParticleEmitter implements IParticleEmitterType {
  83010. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  83011. directionRandomizer: number;
  83012. private _radius;
  83013. private _angle;
  83014. private _height;
  83015. /**
  83016. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  83017. */
  83018. radiusRange: number;
  83019. /**
  83020. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  83021. */
  83022. heightRange: number;
  83023. /**
  83024. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  83025. */
  83026. emitFromSpawnPointOnly: boolean;
  83027. /**
  83028. * Gets or sets the radius of the emission cone
  83029. */
  83030. radius: number;
  83031. /**
  83032. * Gets or sets the angle of the emission cone
  83033. */
  83034. angle: number;
  83035. private _buildHeight;
  83036. /**
  83037. * Creates a new instance ConeParticleEmitter
  83038. * @param radius the radius of the emission cone (1 by default)
  83039. * @param angle the cone base angle (PI by default)
  83040. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  83041. */
  83042. constructor(radius?: number, angle?: number,
  83043. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  83044. directionRandomizer?: number);
  83045. /**
  83046. * Called by the particle System when the direction is computed for the created particle.
  83047. * @param worldMatrix is the world matrix of the particle system
  83048. * @param directionToUpdate is the direction vector to update with the result
  83049. * @param particle is the particle we are computed the direction for
  83050. */
  83051. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  83052. /**
  83053. * Called by the particle System when the position is computed for the created particle.
  83054. * @param worldMatrix is the world matrix of the particle system
  83055. * @param positionToUpdate is the position vector to update with the result
  83056. * @param particle is the particle we are computed the position for
  83057. */
  83058. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  83059. /**
  83060. * Clones the current emitter and returns a copy of it
  83061. * @returns the new emitter
  83062. */
  83063. clone(): ConeParticleEmitter;
  83064. /**
  83065. * Called by the GPUParticleSystem to setup the update shader
  83066. * @param effect defines the update shader
  83067. */
  83068. applyToShader(effect: Effect): void;
  83069. /**
  83070. * Returns a string to use to update the GPU particles update shader
  83071. * @returns a string containng the defines string
  83072. */
  83073. getEffectDefines(): string;
  83074. /**
  83075. * Returns the string "ConeParticleEmitter"
  83076. * @returns a string containing the class name
  83077. */
  83078. getClassName(): string;
  83079. /**
  83080. * Serializes the particle system to a JSON object.
  83081. * @returns the JSON object
  83082. */
  83083. serialize(): any;
  83084. /**
  83085. * Parse properties from a JSON object
  83086. * @param serializationObject defines the JSON object
  83087. */
  83088. parse(serializationObject: any): void;
  83089. }
  83090. }
  83091. declare module BABYLON {
  83092. /**
  83093. * Particle emitter emitting particles from the inside of a cylinder.
  83094. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  83095. */
  83096. export class CylinderParticleEmitter implements IParticleEmitterType {
  83097. /**
  83098. * The radius of the emission cylinder.
  83099. */
  83100. radius: number;
  83101. /**
  83102. * The height of the emission cylinder.
  83103. */
  83104. height: number;
  83105. /**
  83106. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  83107. */
  83108. radiusRange: number;
  83109. /**
  83110. * How much to randomize the particle direction [0-1].
  83111. */
  83112. directionRandomizer: number;
  83113. /**
  83114. * Creates a new instance CylinderParticleEmitter
  83115. * @param radius the radius of the emission cylinder (1 by default)
  83116. * @param height the height of the emission cylinder (1 by default)
  83117. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  83118. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  83119. */
  83120. constructor(
  83121. /**
  83122. * The radius of the emission cylinder.
  83123. */
  83124. radius?: number,
  83125. /**
  83126. * The height of the emission cylinder.
  83127. */
  83128. height?: number,
  83129. /**
  83130. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  83131. */
  83132. radiusRange?: number,
  83133. /**
  83134. * How much to randomize the particle direction [0-1].
  83135. */
  83136. directionRandomizer?: number);
  83137. /**
  83138. * Called by the particle System when the direction is computed for the created particle.
  83139. * @param worldMatrix is the world matrix of the particle system
  83140. * @param directionToUpdate is the direction vector to update with the result
  83141. * @param particle is the particle we are computed the direction for
  83142. */
  83143. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  83144. /**
  83145. * Called by the particle System when the position is computed for the created particle.
  83146. * @param worldMatrix is the world matrix of the particle system
  83147. * @param positionToUpdate is the position vector to update with the result
  83148. * @param particle is the particle we are computed the position for
  83149. */
  83150. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  83151. /**
  83152. * Clones the current emitter and returns a copy of it
  83153. * @returns the new emitter
  83154. */
  83155. clone(): CylinderParticleEmitter;
  83156. /**
  83157. * Called by the GPUParticleSystem to setup the update shader
  83158. * @param effect defines the update shader
  83159. */
  83160. applyToShader(effect: Effect): void;
  83161. /**
  83162. * Returns a string to use to update the GPU particles update shader
  83163. * @returns a string containng the defines string
  83164. */
  83165. getEffectDefines(): string;
  83166. /**
  83167. * Returns the string "CylinderParticleEmitter"
  83168. * @returns a string containing the class name
  83169. */
  83170. getClassName(): string;
  83171. /**
  83172. * Serializes the particle system to a JSON object.
  83173. * @returns the JSON object
  83174. */
  83175. serialize(): any;
  83176. /**
  83177. * Parse properties from a JSON object
  83178. * @param serializationObject defines the JSON object
  83179. */
  83180. parse(serializationObject: any): void;
  83181. }
  83182. /**
  83183. * Particle emitter emitting particles from the inside of a cylinder.
  83184. * It emits the particles randomly between two vectors.
  83185. */
  83186. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  83187. /**
  83188. * The min limit of the emission direction.
  83189. */
  83190. direction1: Vector3;
  83191. /**
  83192. * The max limit of the emission direction.
  83193. */
  83194. direction2: Vector3;
  83195. /**
  83196. * Creates a new instance CylinderDirectedParticleEmitter
  83197. * @param radius the radius of the emission cylinder (1 by default)
  83198. * @param height the height of the emission cylinder (1 by default)
  83199. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  83200. * @param direction1 the min limit of the emission direction (up vector by default)
  83201. * @param direction2 the max limit of the emission direction (up vector by default)
  83202. */
  83203. constructor(radius?: number, height?: number, radiusRange?: number,
  83204. /**
  83205. * The min limit of the emission direction.
  83206. */
  83207. direction1?: Vector3,
  83208. /**
  83209. * The max limit of the emission direction.
  83210. */
  83211. direction2?: Vector3);
  83212. /**
  83213. * Called by the particle System when the direction is computed for the created particle.
  83214. * @param worldMatrix is the world matrix of the particle system
  83215. * @param directionToUpdate is the direction vector to update with the result
  83216. * @param particle is the particle we are computed the direction for
  83217. */
  83218. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  83219. /**
  83220. * Clones the current emitter and returns a copy of it
  83221. * @returns the new emitter
  83222. */
  83223. clone(): CylinderDirectedParticleEmitter;
  83224. /**
  83225. * Called by the GPUParticleSystem to setup the update shader
  83226. * @param effect defines the update shader
  83227. */
  83228. applyToShader(effect: Effect): void;
  83229. /**
  83230. * Returns a string to use to update the GPU particles update shader
  83231. * @returns a string containng the defines string
  83232. */
  83233. getEffectDefines(): string;
  83234. /**
  83235. * Returns the string "CylinderDirectedParticleEmitter"
  83236. * @returns a string containing the class name
  83237. */
  83238. getClassName(): string;
  83239. /**
  83240. * Serializes the particle system to a JSON object.
  83241. * @returns the JSON object
  83242. */
  83243. serialize(): any;
  83244. /**
  83245. * Parse properties from a JSON object
  83246. * @param serializationObject defines the JSON object
  83247. */
  83248. parse(serializationObject: any): void;
  83249. }
  83250. }
  83251. declare module BABYLON {
  83252. /**
  83253. * Particle emitter emitting particles from the inside of a hemisphere.
  83254. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  83255. */
  83256. export class HemisphericParticleEmitter implements IParticleEmitterType {
  83257. /**
  83258. * The radius of the emission hemisphere.
  83259. */
  83260. radius: number;
  83261. /**
  83262. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  83263. */
  83264. radiusRange: number;
  83265. /**
  83266. * How much to randomize the particle direction [0-1].
  83267. */
  83268. directionRandomizer: number;
  83269. /**
  83270. * Creates a new instance HemisphericParticleEmitter
  83271. * @param radius the radius of the emission hemisphere (1 by default)
  83272. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  83273. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  83274. */
  83275. constructor(
  83276. /**
  83277. * The radius of the emission hemisphere.
  83278. */
  83279. radius?: number,
  83280. /**
  83281. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  83282. */
  83283. radiusRange?: number,
  83284. /**
  83285. * How much to randomize the particle direction [0-1].
  83286. */
  83287. directionRandomizer?: number);
  83288. /**
  83289. * Called by the particle System when the direction is computed for the created particle.
  83290. * @param worldMatrix is the world matrix of the particle system
  83291. * @param directionToUpdate is the direction vector to update with the result
  83292. * @param particle is the particle we are computed the direction for
  83293. */
  83294. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  83295. /**
  83296. * Called by the particle System when the position is computed for the created particle.
  83297. * @param worldMatrix is the world matrix of the particle system
  83298. * @param positionToUpdate is the position vector to update with the result
  83299. * @param particle is the particle we are computed the position for
  83300. */
  83301. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  83302. /**
  83303. * Clones the current emitter and returns a copy of it
  83304. * @returns the new emitter
  83305. */
  83306. clone(): HemisphericParticleEmitter;
  83307. /**
  83308. * Called by the GPUParticleSystem to setup the update shader
  83309. * @param effect defines the update shader
  83310. */
  83311. applyToShader(effect: Effect): void;
  83312. /**
  83313. * Returns a string to use to update the GPU particles update shader
  83314. * @returns a string containng the defines string
  83315. */
  83316. getEffectDefines(): string;
  83317. /**
  83318. * Returns the string "HemisphericParticleEmitter"
  83319. * @returns a string containing the class name
  83320. */
  83321. getClassName(): string;
  83322. /**
  83323. * Serializes the particle system to a JSON object.
  83324. * @returns the JSON object
  83325. */
  83326. serialize(): any;
  83327. /**
  83328. * Parse properties from a JSON object
  83329. * @param serializationObject defines the JSON object
  83330. */
  83331. parse(serializationObject: any): void;
  83332. }
  83333. }
  83334. declare module BABYLON {
  83335. /**
  83336. * Particle emitter emitting particles from a point.
  83337. * It emits the particles randomly between 2 given directions.
  83338. */
  83339. export class PointParticleEmitter implements IParticleEmitterType {
  83340. /**
  83341. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  83342. */
  83343. direction1: Vector3;
  83344. /**
  83345. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  83346. */
  83347. direction2: Vector3;
  83348. /**
  83349. * Creates a new instance PointParticleEmitter
  83350. */
  83351. constructor();
  83352. /**
  83353. * Called by the particle System when the direction is computed for the created particle.
  83354. * @param worldMatrix is the world matrix of the particle system
  83355. * @param directionToUpdate is the direction vector to update with the result
  83356. * @param particle is the particle we are computed the direction for
  83357. */
  83358. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  83359. /**
  83360. * Called by the particle System when the position is computed for the created particle.
  83361. * @param worldMatrix is the world matrix of the particle system
  83362. * @param positionToUpdate is the position vector to update with the result
  83363. * @param particle is the particle we are computed the position for
  83364. */
  83365. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  83366. /**
  83367. * Clones the current emitter and returns a copy of it
  83368. * @returns the new emitter
  83369. */
  83370. clone(): PointParticleEmitter;
  83371. /**
  83372. * Called by the GPUParticleSystem to setup the update shader
  83373. * @param effect defines the update shader
  83374. */
  83375. applyToShader(effect: Effect): void;
  83376. /**
  83377. * Returns a string to use to update the GPU particles update shader
  83378. * @returns a string containng the defines string
  83379. */
  83380. getEffectDefines(): string;
  83381. /**
  83382. * Returns the string "PointParticleEmitter"
  83383. * @returns a string containing the class name
  83384. */
  83385. getClassName(): string;
  83386. /**
  83387. * Serializes the particle system to a JSON object.
  83388. * @returns the JSON object
  83389. */
  83390. serialize(): any;
  83391. /**
  83392. * Parse properties from a JSON object
  83393. * @param serializationObject defines the JSON object
  83394. */
  83395. parse(serializationObject: any): void;
  83396. }
  83397. }
  83398. declare module BABYLON {
  83399. /**
  83400. * Particle emitter emitting particles from the inside of a sphere.
  83401. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  83402. */
  83403. export class SphereParticleEmitter implements IParticleEmitterType {
  83404. /**
  83405. * The radius of the emission sphere.
  83406. */
  83407. radius: number;
  83408. /**
  83409. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  83410. */
  83411. radiusRange: number;
  83412. /**
  83413. * How much to randomize the particle direction [0-1].
  83414. */
  83415. directionRandomizer: number;
  83416. /**
  83417. * Creates a new instance SphereParticleEmitter
  83418. * @param radius the radius of the emission sphere (1 by default)
  83419. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  83420. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  83421. */
  83422. constructor(
  83423. /**
  83424. * The radius of the emission sphere.
  83425. */
  83426. radius?: number,
  83427. /**
  83428. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  83429. */
  83430. radiusRange?: number,
  83431. /**
  83432. * How much to randomize the particle direction [0-1].
  83433. */
  83434. directionRandomizer?: number);
  83435. /**
  83436. * Called by the particle System when the direction is computed for the created particle.
  83437. * @param worldMatrix is the world matrix of the particle system
  83438. * @param directionToUpdate is the direction vector to update with the result
  83439. * @param particle is the particle we are computed the direction for
  83440. */
  83441. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  83442. /**
  83443. * Called by the particle System when the position is computed for the created particle.
  83444. * @param worldMatrix is the world matrix of the particle system
  83445. * @param positionToUpdate is the position vector to update with the result
  83446. * @param particle is the particle we are computed the position for
  83447. */
  83448. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  83449. /**
  83450. * Clones the current emitter and returns a copy of it
  83451. * @returns the new emitter
  83452. */
  83453. clone(): SphereParticleEmitter;
  83454. /**
  83455. * Called by the GPUParticleSystem to setup the update shader
  83456. * @param effect defines the update shader
  83457. */
  83458. applyToShader(effect: Effect): void;
  83459. /**
  83460. * Returns a string to use to update the GPU particles update shader
  83461. * @returns a string containng the defines string
  83462. */
  83463. getEffectDefines(): string;
  83464. /**
  83465. * Returns the string "SphereParticleEmitter"
  83466. * @returns a string containing the class name
  83467. */
  83468. getClassName(): string;
  83469. /**
  83470. * Serializes the particle system to a JSON object.
  83471. * @returns the JSON object
  83472. */
  83473. serialize(): any;
  83474. /**
  83475. * Parse properties from a JSON object
  83476. * @param serializationObject defines the JSON object
  83477. */
  83478. parse(serializationObject: any): void;
  83479. }
  83480. /**
  83481. * Particle emitter emitting particles from the inside of a sphere.
  83482. * It emits the particles randomly between two vectors.
  83483. */
  83484. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  83485. /**
  83486. * The min limit of the emission direction.
  83487. */
  83488. direction1: Vector3;
  83489. /**
  83490. * The max limit of the emission direction.
  83491. */
  83492. direction2: Vector3;
  83493. /**
  83494. * Creates a new instance SphereDirectedParticleEmitter
  83495. * @param radius the radius of the emission sphere (1 by default)
  83496. * @param direction1 the min limit of the emission direction (up vector by default)
  83497. * @param direction2 the max limit of the emission direction (up vector by default)
  83498. */
  83499. constructor(radius?: number,
  83500. /**
  83501. * The min limit of the emission direction.
  83502. */
  83503. direction1?: Vector3,
  83504. /**
  83505. * The max limit of the emission direction.
  83506. */
  83507. direction2?: Vector3);
  83508. /**
  83509. * Called by the particle System when the direction is computed for the created particle.
  83510. * @param worldMatrix is the world matrix of the particle system
  83511. * @param directionToUpdate is the direction vector to update with the result
  83512. * @param particle is the particle we are computed the direction for
  83513. */
  83514. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  83515. /**
  83516. * Clones the current emitter and returns a copy of it
  83517. * @returns the new emitter
  83518. */
  83519. clone(): SphereDirectedParticleEmitter;
  83520. /**
  83521. * Called by the GPUParticleSystem to setup the update shader
  83522. * @param effect defines the update shader
  83523. */
  83524. applyToShader(effect: Effect): void;
  83525. /**
  83526. * Returns a string to use to update the GPU particles update shader
  83527. * @returns a string containng the defines string
  83528. */
  83529. getEffectDefines(): string;
  83530. /**
  83531. * Returns the string "SphereDirectedParticleEmitter"
  83532. * @returns a string containing the class name
  83533. */
  83534. getClassName(): string;
  83535. /**
  83536. * Serializes the particle system to a JSON object.
  83537. * @returns the JSON object
  83538. */
  83539. serialize(): any;
  83540. /**
  83541. * Parse properties from a JSON object
  83542. * @param serializationObject defines the JSON object
  83543. */
  83544. parse(serializationObject: any): void;
  83545. }
  83546. }
  83547. declare module BABYLON {
  83548. /**
  83549. * Interface representing a particle system in Babylon.js.
  83550. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  83551. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  83552. */
  83553. export interface IParticleSystem {
  83554. /**
  83555. * List of animations used by the particle system.
  83556. */
  83557. animations: Animation[];
  83558. /**
  83559. * The id of the Particle system.
  83560. */
  83561. id: string;
  83562. /**
  83563. * The name of the Particle system.
  83564. */
  83565. name: string;
  83566. /**
  83567. * The emitter represents the Mesh or position we are attaching the particle system to.
  83568. */
  83569. emitter: Nullable<AbstractMesh | Vector3>;
  83570. /**
  83571. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  83572. */
  83573. isBillboardBased: boolean;
  83574. /**
  83575. * The rendering group used by the Particle system to chose when to render.
  83576. */
  83577. renderingGroupId: number;
  83578. /**
  83579. * The layer mask we are rendering the particles through.
  83580. */
  83581. layerMask: number;
  83582. /**
  83583. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  83584. */
  83585. updateSpeed: number;
  83586. /**
  83587. * The amount of time the particle system is running (depends of the overall update speed).
  83588. */
  83589. targetStopDuration: number;
  83590. /**
  83591. * The texture used to render each particle. (this can be a spritesheet)
  83592. */
  83593. particleTexture: Nullable<Texture>;
  83594. /**
  83595. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  83596. */
  83597. blendMode: number;
  83598. /**
  83599. * Minimum life time of emitting particles.
  83600. */
  83601. minLifeTime: number;
  83602. /**
  83603. * Maximum life time of emitting particles.
  83604. */
  83605. maxLifeTime: number;
  83606. /**
  83607. * Minimum Size of emitting particles.
  83608. */
  83609. minSize: number;
  83610. /**
  83611. * Maximum Size of emitting particles.
  83612. */
  83613. maxSize: number;
  83614. /**
  83615. * Minimum scale of emitting particles on X axis.
  83616. */
  83617. minScaleX: number;
  83618. /**
  83619. * Maximum scale of emitting particles on X axis.
  83620. */
  83621. maxScaleX: number;
  83622. /**
  83623. * Minimum scale of emitting particles on Y axis.
  83624. */
  83625. minScaleY: number;
  83626. /**
  83627. * Maximum scale of emitting particles on Y axis.
  83628. */
  83629. maxScaleY: number;
  83630. /**
  83631. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  83632. */
  83633. color1: Color4;
  83634. /**
  83635. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  83636. */
  83637. color2: Color4;
  83638. /**
  83639. * Color the particle will have at the end of its lifetime.
  83640. */
  83641. colorDead: Color4;
  83642. /**
  83643. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  83644. */
  83645. emitRate: number;
  83646. /**
  83647. * You can use gravity if you want to give an orientation to your particles.
  83648. */
  83649. gravity: Vector3;
  83650. /**
  83651. * Minimum power of emitting particles.
  83652. */
  83653. minEmitPower: number;
  83654. /**
  83655. * Maximum power of emitting particles.
  83656. */
  83657. maxEmitPower: number;
  83658. /**
  83659. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  83660. */
  83661. minAngularSpeed: number;
  83662. /**
  83663. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  83664. */
  83665. maxAngularSpeed: number;
  83666. /**
  83667. * Gets or sets the minimal initial rotation in radians.
  83668. */
  83669. minInitialRotation: number;
  83670. /**
  83671. * Gets or sets the maximal initial rotation in radians.
  83672. */
  83673. maxInitialRotation: number;
  83674. /**
  83675. * The particle emitter type defines the emitter used by the particle system.
  83676. * It can be for example box, sphere, or cone...
  83677. */
  83678. particleEmitterType: Nullable<IParticleEmitterType>;
  83679. /**
  83680. * Defines the delay in milliseconds before starting the system (0 by default)
  83681. */
  83682. startDelay: number;
  83683. /**
  83684. * 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
  83685. */
  83686. preWarmCycles: number;
  83687. /**
  83688. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  83689. */
  83690. preWarmStepOffset: number;
  83691. /**
  83692. * 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)
  83693. */
  83694. spriteCellChangeSpeed: number;
  83695. /**
  83696. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  83697. */
  83698. startSpriteCellID: number;
  83699. /**
  83700. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  83701. */
  83702. endSpriteCellID: number;
  83703. /**
  83704. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  83705. */
  83706. spriteCellWidth: number;
  83707. /**
  83708. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  83709. */
  83710. spriteCellHeight: number;
  83711. /**
  83712. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  83713. */
  83714. spriteRandomStartCell: boolean;
  83715. /**
  83716. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  83717. */
  83718. isAnimationSheetEnabled: boolean;
  83719. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  83720. translationPivot: Vector2;
  83721. /**
  83722. * Gets or sets a texture used to add random noise to particle positions
  83723. */
  83724. noiseTexture: Nullable<BaseTexture>;
  83725. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  83726. noiseStrength: Vector3;
  83727. /**
  83728. * Gets or sets the billboard mode to use when isBillboardBased = true.
  83729. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  83730. */
  83731. billboardMode: number;
  83732. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  83733. limitVelocityDamping: number;
  83734. /**
  83735. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  83736. */
  83737. beginAnimationOnStart: boolean;
  83738. /**
  83739. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  83740. */
  83741. beginAnimationFrom: number;
  83742. /**
  83743. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  83744. */
  83745. beginAnimationTo: number;
  83746. /**
  83747. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  83748. */
  83749. beginAnimationLoop: boolean;
  83750. /**
  83751. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  83752. */
  83753. disposeOnStop: boolean;
  83754. /**
  83755. * Gets the maximum number of particles active at the same time.
  83756. * @returns The max number of active particles.
  83757. */
  83758. getCapacity(): number;
  83759. /**
  83760. * Gets if the system has been started. (Note: this will still be true after stop is called)
  83761. * @returns True if it has been started, otherwise false.
  83762. */
  83763. isStarted(): boolean;
  83764. /**
  83765. * Animates the particle system for this frame.
  83766. */
  83767. animate(): void;
  83768. /**
  83769. * Renders the particle system in its current state.
  83770. * @returns the current number of particles
  83771. */
  83772. render(): number;
  83773. /**
  83774. * Dispose the particle system and frees its associated resources.
  83775. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  83776. */
  83777. dispose(disposeTexture?: boolean): void;
  83778. /**
  83779. * Clones the particle system.
  83780. * @param name The name of the cloned object
  83781. * @param newEmitter The new emitter to use
  83782. * @returns the cloned particle system
  83783. */
  83784. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  83785. /**
  83786. * Serializes the particle system to a JSON object.
  83787. * @returns the JSON object
  83788. */
  83789. serialize(): any;
  83790. /**
  83791. * Rebuild the particle system
  83792. */
  83793. rebuild(): void;
  83794. /**
  83795. * Starts the particle system and begins to emit
  83796. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  83797. */
  83798. start(delay?: number): void;
  83799. /**
  83800. * Stops the particle system.
  83801. */
  83802. stop(): void;
  83803. /**
  83804. * Remove all active particles
  83805. */
  83806. reset(): void;
  83807. /**
  83808. * Is this system ready to be used/rendered
  83809. * @return true if the system is ready
  83810. */
  83811. isReady(): boolean;
  83812. /**
  83813. * Adds a new color gradient
  83814. * @param gradient defines the gradient to use (between 0 and 1)
  83815. * @param color1 defines the color to affect to the specified gradient
  83816. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  83817. * @returns the current particle system
  83818. */
  83819. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  83820. /**
  83821. * Remove a specific color gradient
  83822. * @param gradient defines the gradient to remove
  83823. * @returns the current particle system
  83824. */
  83825. removeColorGradient(gradient: number): IParticleSystem;
  83826. /**
  83827. * Adds a new size gradient
  83828. * @param gradient defines the gradient to use (between 0 and 1)
  83829. * @param factor defines the size factor to affect to the specified gradient
  83830. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  83831. * @returns the current particle system
  83832. */
  83833. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  83834. /**
  83835. * Remove a specific size gradient
  83836. * @param gradient defines the gradient to remove
  83837. * @returns the current particle system
  83838. */
  83839. removeSizeGradient(gradient: number): IParticleSystem;
  83840. /**
  83841. * Gets the current list of color gradients.
  83842. * You must use addColorGradient and removeColorGradient to udpate this list
  83843. * @returns the list of color gradients
  83844. */
  83845. getColorGradients(): Nullable<Array<ColorGradient>>;
  83846. /**
  83847. * Gets the current list of size gradients.
  83848. * You must use addSizeGradient and removeSizeGradient to udpate this list
  83849. * @returns the list of size gradients
  83850. */
  83851. getSizeGradients(): Nullable<Array<FactorGradient>>;
  83852. /**
  83853. * Gets the current list of angular speed gradients.
  83854. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  83855. * @returns the list of angular speed gradients
  83856. */
  83857. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  83858. /**
  83859. * Adds a new angular speed gradient
  83860. * @param gradient defines the gradient to use (between 0 and 1)
  83861. * @param factor defines the angular speed to affect to the specified gradient
  83862. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  83863. * @returns the current particle system
  83864. */
  83865. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  83866. /**
  83867. * Remove a specific angular speed gradient
  83868. * @param gradient defines the gradient to remove
  83869. * @returns the current particle system
  83870. */
  83871. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  83872. /**
  83873. * Gets the current list of velocity gradients.
  83874. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  83875. * @returns the list of velocity gradients
  83876. */
  83877. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  83878. /**
  83879. * Adds a new velocity gradient
  83880. * @param gradient defines the gradient to use (between 0 and 1)
  83881. * @param factor defines the velocity to affect to the specified gradient
  83882. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  83883. * @returns the current particle system
  83884. */
  83885. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  83886. /**
  83887. * Remove a specific velocity gradient
  83888. * @param gradient defines the gradient to remove
  83889. * @returns the current particle system
  83890. */
  83891. removeVelocityGradient(gradient: number): IParticleSystem;
  83892. /**
  83893. * Gets the current list of limit velocity gradients.
  83894. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  83895. * @returns the list of limit velocity gradients
  83896. */
  83897. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  83898. /**
  83899. * Adds a new limit velocity gradient
  83900. * @param gradient defines the gradient to use (between 0 and 1)
  83901. * @param factor defines the limit velocity to affect to the specified gradient
  83902. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  83903. * @returns the current particle system
  83904. */
  83905. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  83906. /**
  83907. * Remove a specific limit velocity gradient
  83908. * @param gradient defines the gradient to remove
  83909. * @returns the current particle system
  83910. */
  83911. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  83912. /**
  83913. * Adds a new drag gradient
  83914. * @param gradient defines the gradient to use (between 0 and 1)
  83915. * @param factor defines the drag to affect to the specified gradient
  83916. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  83917. * @returns the current particle system
  83918. */
  83919. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  83920. /**
  83921. * Remove a specific drag gradient
  83922. * @param gradient defines the gradient to remove
  83923. * @returns the current particle system
  83924. */
  83925. removeDragGradient(gradient: number): IParticleSystem;
  83926. /**
  83927. * Gets the current list of drag gradients.
  83928. * You must use addDragGradient and removeDragGradient to udpate this list
  83929. * @returns the list of drag gradients
  83930. */
  83931. getDragGradients(): Nullable<Array<FactorGradient>>;
  83932. /**
  83933. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  83934. * @param gradient defines the gradient to use (between 0 and 1)
  83935. * @param factor defines the emit rate to affect to the specified gradient
  83936. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  83937. * @returns the current particle system
  83938. */
  83939. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  83940. /**
  83941. * Remove a specific emit rate gradient
  83942. * @param gradient defines the gradient to remove
  83943. * @returns the current particle system
  83944. */
  83945. removeEmitRateGradient(gradient: number): IParticleSystem;
  83946. /**
  83947. * Gets the current list of emit rate gradients.
  83948. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  83949. * @returns the list of emit rate gradients
  83950. */
  83951. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  83952. /**
  83953. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  83954. * @param gradient defines the gradient to use (between 0 and 1)
  83955. * @param factor defines the start size to affect to the specified gradient
  83956. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  83957. * @returns the current particle system
  83958. */
  83959. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  83960. /**
  83961. * Remove a specific start size gradient
  83962. * @param gradient defines the gradient to remove
  83963. * @returns the current particle system
  83964. */
  83965. removeStartSizeGradient(gradient: number): IParticleSystem;
  83966. /**
  83967. * Gets the current list of start size gradients.
  83968. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  83969. * @returns the list of start size gradients
  83970. */
  83971. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  83972. /**
  83973. * Adds a new life time gradient
  83974. * @param gradient defines the gradient to use (between 0 and 1)
  83975. * @param factor defines the life time factor to affect to the specified gradient
  83976. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  83977. * @returns the current particle system
  83978. */
  83979. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  83980. /**
  83981. * Remove a specific life time gradient
  83982. * @param gradient defines the gradient to remove
  83983. * @returns the current particle system
  83984. */
  83985. removeLifeTimeGradient(gradient: number): IParticleSystem;
  83986. /**
  83987. * Gets the current list of life time gradients.
  83988. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  83989. * @returns the list of life time gradients
  83990. */
  83991. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  83992. /**
  83993. * Gets the current list of color gradients.
  83994. * You must use addColorGradient and removeColorGradient to udpate this list
  83995. * @returns the list of color gradients
  83996. */
  83997. getColorGradients(): Nullable<Array<ColorGradient>>;
  83998. /**
  83999. * Adds a new ramp gradient used to remap particle colors
  84000. * @param gradient defines the gradient to use (between 0 and 1)
  84001. * @param color defines the color to affect to the specified gradient
  84002. * @returns the current particle system
  84003. */
  84004. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  84005. /**
  84006. * Gets the current list of ramp gradients.
  84007. * You must use addRampGradient and removeRampGradient to udpate this list
  84008. * @returns the list of ramp gradients
  84009. */
  84010. getRampGradients(): Nullable<Array<Color3Gradient>>;
  84011. /** Gets or sets a boolean indicating that ramp gradients must be used
  84012. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  84013. */
  84014. useRampGradients: boolean;
  84015. /**
  84016. * Adds a new color remap gradient
  84017. * @param gradient defines the gradient to use (between 0 and 1)
  84018. * @param min defines the color remap minimal range
  84019. * @param max defines the color remap maximal range
  84020. * @returns the current particle system
  84021. */
  84022. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  84023. /**
  84024. * Gets the current list of color remap gradients.
  84025. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  84026. * @returns the list of color remap gradients
  84027. */
  84028. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  84029. /**
  84030. * Adds a new alpha remap gradient
  84031. * @param gradient defines the gradient to use (between 0 and 1)
  84032. * @param min defines the alpha remap minimal range
  84033. * @param max defines the alpha remap maximal range
  84034. * @returns the current particle system
  84035. */
  84036. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  84037. /**
  84038. * Gets the current list of alpha remap gradients.
  84039. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  84040. * @returns the list of alpha remap gradients
  84041. */
  84042. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  84043. /**
  84044. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  84045. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  84046. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  84047. * @returns the emitter
  84048. */
  84049. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  84050. /**
  84051. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  84052. * @param radius The radius of the hemisphere to emit from
  84053. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  84054. * @returns the emitter
  84055. */
  84056. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  84057. /**
  84058. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  84059. * @param radius The radius of the sphere to emit from
  84060. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  84061. * @returns the emitter
  84062. */
  84063. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  84064. /**
  84065. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  84066. * @param radius The radius of the sphere to emit from
  84067. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  84068. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  84069. * @returns the emitter
  84070. */
  84071. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  84072. /**
  84073. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  84074. * @param radius The radius of the emission cylinder
  84075. * @param height The height of the emission cylinder
  84076. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  84077. * @param directionRandomizer How much to randomize the particle direction [0-1]
  84078. * @returns the emitter
  84079. */
  84080. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  84081. /**
  84082. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  84083. * @param radius The radius of the cylinder to emit from
  84084. * @param height The height of the emission cylinder
  84085. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  84086. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  84087. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  84088. * @returns the emitter
  84089. */
  84090. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  84091. /**
  84092. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  84093. * @param radius The radius of the cone to emit from
  84094. * @param angle The base angle of the cone
  84095. * @returns the emitter
  84096. */
  84097. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  84098. /**
  84099. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  84100. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  84101. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  84102. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  84103. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  84104. * @returns the emitter
  84105. */
  84106. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  84107. /**
  84108. * Get hosting scene
  84109. * @returns the scene
  84110. */
  84111. getScene(): Scene;
  84112. }
  84113. }
  84114. declare module BABYLON {
  84115. /**
  84116. * Creates an instance based on a source mesh.
  84117. */
  84118. export class InstancedMesh extends AbstractMesh {
  84119. private _sourceMesh;
  84120. private _currentLOD;
  84121. /** @hidden */
  84122. _indexInSourceMeshInstanceArray: number;
  84123. constructor(name: string, source: Mesh);
  84124. /**
  84125. * Returns the string "InstancedMesh".
  84126. */
  84127. getClassName(): string;
  84128. /** Gets the list of lights affecting that mesh */
  84129. readonly lightSources: Light[];
  84130. _resyncLightSources(): void;
  84131. _resyncLighSource(light: Light): void;
  84132. _removeLightSource(light: Light, dispose: boolean): void;
  84133. /**
  84134. * If the source mesh receives shadows
  84135. */
  84136. readonly receiveShadows: boolean;
  84137. /**
  84138. * The material of the source mesh
  84139. */
  84140. readonly material: Nullable<Material>;
  84141. /**
  84142. * Visibility of the source mesh
  84143. */
  84144. readonly visibility: number;
  84145. /**
  84146. * Skeleton of the source mesh
  84147. */
  84148. readonly skeleton: Nullable<Skeleton>;
  84149. /**
  84150. * Rendering ground id of the source mesh
  84151. */
  84152. renderingGroupId: number;
  84153. /**
  84154. * Returns the total number of vertices (integer).
  84155. */
  84156. getTotalVertices(): number;
  84157. /**
  84158. * Returns a positive integer : the total number of indices in this mesh geometry.
  84159. * @returns the numner of indices or zero if the mesh has no geometry.
  84160. */
  84161. getTotalIndices(): number;
  84162. /**
  84163. * The source mesh of the instance
  84164. */
  84165. readonly sourceMesh: Mesh;
  84166. /**
  84167. * Is this node ready to be used/rendered
  84168. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  84169. * @return {boolean} is it ready
  84170. */
  84171. isReady(completeCheck?: boolean): boolean;
  84172. /**
  84173. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  84174. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  84175. * @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.
  84176. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  84177. */
  84178. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  84179. /**
  84180. * Sets the vertex data of the mesh geometry for the requested `kind`.
  84181. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  84182. * The `data` are either a numeric array either a Float32Array.
  84183. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  84184. * 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).
  84185. * Note that a new underlying VertexBuffer object is created each call.
  84186. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  84187. *
  84188. * Possible `kind` values :
  84189. * - VertexBuffer.PositionKind
  84190. * - VertexBuffer.UVKind
  84191. * - VertexBuffer.UV2Kind
  84192. * - VertexBuffer.UV3Kind
  84193. * - VertexBuffer.UV4Kind
  84194. * - VertexBuffer.UV5Kind
  84195. * - VertexBuffer.UV6Kind
  84196. * - VertexBuffer.ColorKind
  84197. * - VertexBuffer.MatricesIndicesKind
  84198. * - VertexBuffer.MatricesIndicesExtraKind
  84199. * - VertexBuffer.MatricesWeightsKind
  84200. * - VertexBuffer.MatricesWeightsExtraKind
  84201. *
  84202. * Returns the Mesh.
  84203. */
  84204. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  84205. /**
  84206. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  84207. * If the mesh has no geometry, it is simply returned as it is.
  84208. * The `data` are either a numeric array either a Float32Array.
  84209. * No new underlying VertexBuffer object is created.
  84210. * 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.
  84211. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  84212. *
  84213. * Possible `kind` values :
  84214. * - VertexBuffer.PositionKind
  84215. * - VertexBuffer.UVKind
  84216. * - VertexBuffer.UV2Kind
  84217. * - VertexBuffer.UV3Kind
  84218. * - VertexBuffer.UV4Kind
  84219. * - VertexBuffer.UV5Kind
  84220. * - VertexBuffer.UV6Kind
  84221. * - VertexBuffer.ColorKind
  84222. * - VertexBuffer.MatricesIndicesKind
  84223. * - VertexBuffer.MatricesIndicesExtraKind
  84224. * - VertexBuffer.MatricesWeightsKind
  84225. * - VertexBuffer.MatricesWeightsExtraKind
  84226. *
  84227. * Returns the Mesh.
  84228. */
  84229. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  84230. /**
  84231. * Sets the mesh indices.
  84232. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  84233. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  84234. * This method creates a new index buffer each call.
  84235. * Returns the Mesh.
  84236. */
  84237. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  84238. /**
  84239. * Boolean : True if the mesh owns the requested kind of data.
  84240. */
  84241. isVerticesDataPresent(kind: string): boolean;
  84242. /**
  84243. * Returns an array of indices (IndicesArray).
  84244. */
  84245. getIndices(): Nullable<IndicesArray>;
  84246. readonly _positions: Nullable<Vector3[]>;
  84247. /**
  84248. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  84249. * This means the mesh underlying bounding box and sphere are recomputed.
  84250. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  84251. * @returns the current mesh
  84252. */
  84253. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  84254. /** @hidden */
  84255. _preActivate(): InstancedMesh;
  84256. /** @hidden */
  84257. _activate(renderId: number, intermediateRendering: boolean): boolean;
  84258. /** @hidden */
  84259. _postActivate(): void;
  84260. getWorldMatrix(): Matrix;
  84261. readonly isAnInstance: boolean;
  84262. /**
  84263. * Returns the current associated LOD AbstractMesh.
  84264. */
  84265. getLOD(camera: Camera): AbstractMesh;
  84266. /** @hidden */
  84267. _syncSubMeshes(): InstancedMesh;
  84268. /** @hidden */
  84269. _generatePointsArray(): boolean;
  84270. /**
  84271. * Creates a new InstancedMesh from the current mesh.
  84272. * - name (string) : the cloned mesh name
  84273. * - newParent (optional Node) : the optional Node to parent the clone to.
  84274. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  84275. *
  84276. * Returns the clone.
  84277. */
  84278. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  84279. /**
  84280. * Disposes the InstancedMesh.
  84281. * Returns nothing.
  84282. */
  84283. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  84284. }
  84285. }
  84286. declare module BABYLON {
  84287. /**
  84288. * Defines the options associated with the creation of a shader material.
  84289. */
  84290. export interface IShaderMaterialOptions {
  84291. /**
  84292. * Does the material work in alpha blend mode
  84293. */
  84294. needAlphaBlending: boolean;
  84295. /**
  84296. * Does the material work in alpha test mode
  84297. */
  84298. needAlphaTesting: boolean;
  84299. /**
  84300. * The list of attribute names used in the shader
  84301. */
  84302. attributes: string[];
  84303. /**
  84304. * The list of unifrom names used in the shader
  84305. */
  84306. uniforms: string[];
  84307. /**
  84308. * The list of UBO names used in the shader
  84309. */
  84310. uniformBuffers: string[];
  84311. /**
  84312. * The list of sampler names used in the shader
  84313. */
  84314. samplers: string[];
  84315. /**
  84316. * The list of defines used in the shader
  84317. */
  84318. defines: string[];
  84319. }
  84320. /**
  84321. * 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.
  84322. *
  84323. * This returned material effects how the mesh will look based on the code in the shaders.
  84324. *
  84325. * @see http://doc.babylonjs.com/how_to/shader_material
  84326. */
  84327. export class ShaderMaterial extends Material {
  84328. private _shaderPath;
  84329. private _options;
  84330. private _textures;
  84331. private _textureArrays;
  84332. private _floats;
  84333. private _ints;
  84334. private _floatsArrays;
  84335. private _colors3;
  84336. private _colors3Arrays;
  84337. private _colors4;
  84338. private _colors4Arrays;
  84339. private _vectors2;
  84340. private _vectors3;
  84341. private _vectors4;
  84342. private _matrices;
  84343. private _matrices3x3;
  84344. private _matrices2x2;
  84345. private _vectors2Arrays;
  84346. private _vectors3Arrays;
  84347. private _vectors4Arrays;
  84348. private _cachedWorldViewMatrix;
  84349. private _cachedWorldViewProjectionMatrix;
  84350. private _renderId;
  84351. /**
  84352. * Instantiate a new shader material.
  84353. * 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.
  84354. * This returned material effects how the mesh will look based on the code in the shaders.
  84355. * @see http://doc.babylonjs.com/how_to/shader_material
  84356. * @param name Define the name of the material in the scene
  84357. * @param scene Define the scene the material belongs to
  84358. * @param shaderPath Defines the route to the shader code in one of three ways:
  84359. * * object: { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  84360. * * object: { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in script tags
  84361. * * object: { vertexSource: "vertex shader code string", fragmentSource: "fragment shader code string" } using with strings containing the shaders code
  84362. * * string: "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  84363. * @param options Define the options used to create the shader
  84364. */
  84365. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  84366. /**
  84367. * Gets the options used to compile the shader.
  84368. * They can be modified to trigger a new compilation
  84369. */
  84370. readonly options: IShaderMaterialOptions;
  84371. /**
  84372. * Gets the current class name of the material e.g. "ShaderMaterial"
  84373. * Mainly use in serialization.
  84374. * @returns the class name
  84375. */
  84376. getClassName(): string;
  84377. /**
  84378. * Specifies if the material will require alpha blending
  84379. * @returns a boolean specifying if alpha blending is needed
  84380. */
  84381. needAlphaBlending(): boolean;
  84382. /**
  84383. * Specifies if this material should be rendered in alpha test mode
  84384. * @returns a boolean specifying if an alpha test is needed.
  84385. */
  84386. needAlphaTesting(): boolean;
  84387. private _checkUniform;
  84388. /**
  84389. * Set a texture in the shader.
  84390. * @param name Define the name of the uniform samplers as defined in the shader
  84391. * @param texture Define the texture to bind to this sampler
  84392. * @return the material itself allowing "fluent" like uniform updates
  84393. */
  84394. setTexture(name: string, texture: Texture): ShaderMaterial;
  84395. /**
  84396. * Set a texture array in the shader.
  84397. * @param name Define the name of the uniform sampler array as defined in the shader
  84398. * @param textures Define the list of textures to bind to this sampler
  84399. * @return the material itself allowing "fluent" like uniform updates
  84400. */
  84401. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  84402. /**
  84403. * Set a float in the shader.
  84404. * @param name Define the name of the uniform as defined in the shader
  84405. * @param value Define the value to give to the uniform
  84406. * @return the material itself allowing "fluent" like uniform updates
  84407. */
  84408. setFloat(name: string, value: number): ShaderMaterial;
  84409. /**
  84410. * Set a int in the shader.
  84411. * @param name Define the name of the uniform as defined in the shader
  84412. * @param value Define the value to give to the uniform
  84413. * @return the material itself allowing "fluent" like uniform updates
  84414. */
  84415. setInt(name: string, value: number): ShaderMaterial;
  84416. /**
  84417. * Set an array of floats in the shader.
  84418. * @param name Define the name of the uniform as defined in the shader
  84419. * @param value Define the value to give to the uniform
  84420. * @return the material itself allowing "fluent" like uniform updates
  84421. */
  84422. setFloats(name: string, value: number[]): ShaderMaterial;
  84423. /**
  84424. * Set a vec3 in the shader from a Color3.
  84425. * @param name Define the name of the uniform as defined in the shader
  84426. * @param value Define the value to give to the uniform
  84427. * @return the material itself allowing "fluent" like uniform updates
  84428. */
  84429. setColor3(name: string, value: Color3): ShaderMaterial;
  84430. /**
  84431. * Set a vec3 array in the shader from a Color3 array.
  84432. * @param name Define the name of the uniform as defined in the shader
  84433. * @param value Define the value to give to the uniform
  84434. * @return the material itself allowing "fluent" like uniform updates
  84435. */
  84436. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  84437. /**
  84438. * Set a vec4 in the shader from a Color4.
  84439. * @param name Define the name of the uniform as defined in the shader
  84440. * @param value Define the value to give to the uniform
  84441. * @return the material itself allowing "fluent" like uniform updates
  84442. */
  84443. setColor4(name: string, value: Color4): ShaderMaterial;
  84444. /**
  84445. * Set a vec4 array in the shader from a Color4 array.
  84446. * @param name Define the name of the uniform as defined in the shader
  84447. * @param value Define the value to give to the uniform
  84448. * @return the material itself allowing "fluent" like uniform updates
  84449. */
  84450. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  84451. /**
  84452. * Set a vec2 in the shader from a Vector2.
  84453. * @param name Define the name of the uniform as defined in the shader
  84454. * @param value Define the value to give to the uniform
  84455. * @return the material itself allowing "fluent" like uniform updates
  84456. */
  84457. setVector2(name: string, value: Vector2): ShaderMaterial;
  84458. /**
  84459. * Set a vec3 in the shader from a Vector3.
  84460. * @param name Define the name of the uniform as defined in the shader
  84461. * @param value Define the value to give to the uniform
  84462. * @return the material itself allowing "fluent" like uniform updates
  84463. */
  84464. setVector3(name: string, value: Vector3): ShaderMaterial;
  84465. /**
  84466. * Set a vec4 in the shader from a Vector4.
  84467. * @param name Define the name of the uniform as defined in the shader
  84468. * @param value Define the value to give to the uniform
  84469. * @return the material itself allowing "fluent" like uniform updates
  84470. */
  84471. setVector4(name: string, value: Vector4): ShaderMaterial;
  84472. /**
  84473. * Set a mat4 in the shader from a Matrix.
  84474. * @param name Define the name of the uniform as defined in the shader
  84475. * @param value Define the value to give to the uniform
  84476. * @return the material itself allowing "fluent" like uniform updates
  84477. */
  84478. setMatrix(name: string, value: Matrix): ShaderMaterial;
  84479. /**
  84480. * Set a mat3 in the shader from a Float32Array.
  84481. * @param name Define the name of the uniform as defined in the shader
  84482. * @param value Define the value to give to the uniform
  84483. * @return the material itself allowing "fluent" like uniform updates
  84484. */
  84485. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  84486. /**
  84487. * Set a mat2 in the shader from a Float32Array.
  84488. * @param name Define the name of the uniform as defined in the shader
  84489. * @param value Define the value to give to the uniform
  84490. * @return the material itself allowing "fluent" like uniform updates
  84491. */
  84492. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  84493. /**
  84494. * Set a vec2 array in the shader from a number array.
  84495. * @param name Define the name of the uniform as defined in the shader
  84496. * @param value Define the value to give to the uniform
  84497. * @return the material itself allowing "fluent" like uniform updates
  84498. */
  84499. setArray2(name: string, value: number[]): ShaderMaterial;
  84500. /**
  84501. * Set a vec3 array in the shader from a number array.
  84502. * @param name Define the name of the uniform as defined in the shader
  84503. * @param value Define the value to give to the uniform
  84504. * @return the material itself allowing "fluent" like uniform updates
  84505. */
  84506. setArray3(name: string, value: number[]): ShaderMaterial;
  84507. /**
  84508. * Set a vec4 array in the shader from a number array.
  84509. * @param name Define the name of the uniform as defined in the shader
  84510. * @param value Define the value to give to the uniform
  84511. * @return the material itself allowing "fluent" like uniform updates
  84512. */
  84513. setArray4(name: string, value: number[]): ShaderMaterial;
  84514. private _checkCache;
  84515. /**
  84516. * Specifies that the submesh is ready to be used
  84517. * @param mesh defines the mesh to check
  84518. * @param subMesh defines which submesh to check
  84519. * @param useInstances specifies that instances should be used
  84520. * @returns a boolean indicating that the submesh is ready or not
  84521. */
  84522. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  84523. /**
  84524. * Checks if the material is ready to render the requested mesh
  84525. * @param mesh Define the mesh to render
  84526. * @param useInstances Define whether or not the material is used with instances
  84527. * @returns true if ready, otherwise false
  84528. */
  84529. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  84530. /**
  84531. * Binds the world matrix to the material
  84532. * @param world defines the world transformation matrix
  84533. */
  84534. bindOnlyWorldMatrix(world: Matrix): void;
  84535. /**
  84536. * Binds the material to the mesh
  84537. * @param world defines the world transformation matrix
  84538. * @param mesh defines the mesh to bind the material to
  84539. */
  84540. bind(world: Matrix, mesh?: Mesh): void;
  84541. /**
  84542. * Gets the active textures from the material
  84543. * @returns an array of textures
  84544. */
  84545. getActiveTextures(): BaseTexture[];
  84546. /**
  84547. * Specifies if the material uses a texture
  84548. * @param texture defines the texture to check against the material
  84549. * @returns a boolean specifying if the material uses the texture
  84550. */
  84551. hasTexture(texture: BaseTexture): boolean;
  84552. /**
  84553. * Makes a duplicate of the material, and gives it a new name
  84554. * @param name defines the new name for the duplicated material
  84555. * @returns the cloned material
  84556. */
  84557. clone(name: string): ShaderMaterial;
  84558. /**
  84559. * Disposes the material
  84560. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  84561. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  84562. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  84563. */
  84564. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  84565. /**
  84566. * Serializes this material in a JSON representation
  84567. * @returns the serialized material object
  84568. */
  84569. serialize(): any;
  84570. /**
  84571. * Creates a shader material from parsed shader material data
  84572. * @param source defines the JSON represnetation of the material
  84573. * @param scene defines the hosting scene
  84574. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  84575. * @returns a new material
  84576. */
  84577. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  84578. }
  84579. }
  84580. declare module BABYLON {
  84581. /** @hidden */
  84582. export var colorPixelShader: {
  84583. name: string;
  84584. shader: string;
  84585. };
  84586. }
  84587. declare module BABYLON {
  84588. /** @hidden */
  84589. export var colorVertexShader: {
  84590. name: string;
  84591. shader: string;
  84592. };
  84593. }
  84594. declare module BABYLON {
  84595. /**
  84596. * Line mesh
  84597. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  84598. */
  84599. export class LinesMesh extends Mesh {
  84600. /**
  84601. * If vertex color should be applied to the mesh
  84602. */
  84603. readonly useVertexColor?: boolean | undefined;
  84604. /**
  84605. * If vertex alpha should be applied to the mesh
  84606. */
  84607. readonly useVertexAlpha?: boolean | undefined;
  84608. /**
  84609. * Color of the line (Default: White)
  84610. */
  84611. color: Color3;
  84612. /**
  84613. * Alpha of the line (Default: 1)
  84614. */
  84615. alpha: number;
  84616. /**
  84617. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  84618. * This margin is expressed in world space coordinates, so its value may vary.
  84619. * Default value is 0.1
  84620. */
  84621. intersectionThreshold: number;
  84622. private _colorShader;
  84623. private color4;
  84624. /**
  84625. * Creates a new LinesMesh
  84626. * @param name defines the name
  84627. * @param scene defines the hosting scene
  84628. * @param parent defines the parent mesh if any
  84629. * @param source defines the optional source LinesMesh used to clone data from
  84630. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  84631. * When false, achieved by calling a clone(), also passing False.
  84632. * This will make creation of children, recursive.
  84633. * @param useVertexColor defines if this LinesMesh supports vertex color
  84634. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  84635. */
  84636. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<LinesMesh>, doNotCloneChildren?: boolean,
  84637. /**
  84638. * If vertex color should be applied to the mesh
  84639. */
  84640. useVertexColor?: boolean | undefined,
  84641. /**
  84642. * If vertex alpha should be applied to the mesh
  84643. */
  84644. useVertexAlpha?: boolean | undefined);
  84645. private _addClipPlaneDefine;
  84646. private _removeClipPlaneDefine;
  84647. isReady(): boolean;
  84648. /**
  84649. * Returns the string "LineMesh"
  84650. */
  84651. getClassName(): string;
  84652. /**
  84653. * @hidden
  84654. */
  84655. /**
  84656. * @hidden
  84657. */
  84658. material: Material;
  84659. /**
  84660. * @hidden
  84661. */
  84662. readonly checkCollisions: boolean;
  84663. /** @hidden */
  84664. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  84665. /** @hidden */
  84666. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  84667. /**
  84668. * Disposes of the line mesh
  84669. * @param doNotRecurse If children should be disposed
  84670. */
  84671. dispose(doNotRecurse?: boolean): void;
  84672. /**
  84673. * Returns a new LineMesh object cloned from the current one.
  84674. */
  84675. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  84676. /**
  84677. * Creates a new InstancedLinesMesh object from the mesh model.
  84678. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  84679. * @param name defines the name of the new instance
  84680. * @returns a new InstancedLinesMesh
  84681. */
  84682. createInstance(name: string): InstancedLinesMesh;
  84683. }
  84684. /**
  84685. * Creates an instance based on a source LinesMesh
  84686. */
  84687. export class InstancedLinesMesh extends InstancedMesh {
  84688. /**
  84689. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  84690. * This margin is expressed in world space coordinates, so its value may vary.
  84691. * Initilized with the intersectionThreshold value of the source LinesMesh
  84692. */
  84693. intersectionThreshold: number;
  84694. constructor(name: string, source: LinesMesh);
  84695. /**
  84696. * Returns the string "InstancedLinesMesh".
  84697. */
  84698. getClassName(): string;
  84699. }
  84700. }
  84701. declare module BABYLON {
  84702. /** @hidden */
  84703. export var linePixelShader: {
  84704. name: string;
  84705. shader: string;
  84706. };
  84707. }
  84708. declare module BABYLON {
  84709. /** @hidden */
  84710. export var lineVertexShader: {
  84711. name: string;
  84712. shader: string;
  84713. };
  84714. }
  84715. declare module BABYLON {
  84716. interface AbstractMesh {
  84717. /**
  84718. * Gets the edgesRenderer associated with the mesh
  84719. */
  84720. edgesRenderer: Nullable<EdgesRenderer>;
  84721. }
  84722. interface LinesMesh {
  84723. /**
  84724. * Enables the edge rendering mode on the mesh.
  84725. * This mode makes the mesh edges visible
  84726. * @param epsilon defines the maximal distance between two angles to detect a face
  84727. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  84728. * @returns the currentAbstractMesh
  84729. * @see https://www.babylonjs-playground.com/#19O9TU#0
  84730. */
  84731. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  84732. }
  84733. interface InstancedLinesMesh {
  84734. /**
  84735. * Enables the edge rendering mode on the mesh.
  84736. * This mode makes the mesh edges visible
  84737. * @param epsilon defines the maximal distance between two angles to detect a face
  84738. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  84739. * @returns the current InstancedLinesMesh
  84740. * @see https://www.babylonjs-playground.com/#19O9TU#0
  84741. */
  84742. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  84743. }
  84744. /**
  84745. * Defines the minimum contract an Edges renderer should follow.
  84746. */
  84747. export interface IEdgesRenderer extends IDisposable {
  84748. /**
  84749. * Gets or sets a boolean indicating if the edgesRenderer is active
  84750. */
  84751. isEnabled: boolean;
  84752. /**
  84753. * Renders the edges of the attached mesh,
  84754. */
  84755. render(): void;
  84756. /**
  84757. * Checks wether or not the edges renderer is ready to render.
  84758. * @return true if ready, otherwise false.
  84759. */
  84760. isReady(): boolean;
  84761. }
  84762. /**
  84763. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  84764. */
  84765. export class EdgesRenderer implements IEdgesRenderer {
  84766. /**
  84767. * Define the size of the edges with an orthographic camera
  84768. */
  84769. edgesWidthScalerForOrthographic: number;
  84770. /**
  84771. * Define the size of the edges with a perspective camera
  84772. */
  84773. edgesWidthScalerForPerspective: number;
  84774. protected _source: AbstractMesh;
  84775. protected _linesPositions: number[];
  84776. protected _linesNormals: number[];
  84777. protected _linesIndices: number[];
  84778. protected _epsilon: number;
  84779. protected _indicesCount: number;
  84780. protected _lineShader: ShaderMaterial;
  84781. protected _ib: DataBuffer;
  84782. protected _buffers: {
  84783. [key: string]: Nullable<VertexBuffer>;
  84784. };
  84785. protected _checkVerticesInsteadOfIndices: boolean;
  84786. private _meshRebuildObserver;
  84787. private _meshDisposeObserver;
  84788. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  84789. isEnabled: boolean;
  84790. /**
  84791. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  84792. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  84793. * @param source Mesh used to create edges
  84794. * @param epsilon sum of angles in adjacency to check for edge
  84795. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  84796. * @param generateEdgesLines - should generate Lines or only prepare resources.
  84797. */
  84798. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  84799. protected _prepareRessources(): void;
  84800. /** @hidden */
  84801. _rebuild(): void;
  84802. /**
  84803. * Releases the required resources for the edges renderer
  84804. */
  84805. dispose(): void;
  84806. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  84807. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  84808. /**
  84809. * Checks if the pair of p0 and p1 is en edge
  84810. * @param faceIndex
  84811. * @param edge
  84812. * @param faceNormals
  84813. * @param p0
  84814. * @param p1
  84815. * @private
  84816. */
  84817. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  84818. /**
  84819. * push line into the position, normal and index buffer
  84820. * @protected
  84821. */
  84822. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  84823. /**
  84824. * Generates lines edges from adjacencjes
  84825. * @private
  84826. */
  84827. _generateEdgesLines(): void;
  84828. /**
  84829. * Checks wether or not the edges renderer is ready to render.
  84830. * @return true if ready, otherwise false.
  84831. */
  84832. isReady(): boolean;
  84833. /**
  84834. * Renders the edges of the attached mesh,
  84835. */
  84836. render(): void;
  84837. }
  84838. /**
  84839. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  84840. */
  84841. export class LineEdgesRenderer extends EdgesRenderer {
  84842. /**
  84843. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  84844. * @param source LineMesh used to generate edges
  84845. * @param epsilon not important (specified angle for edge detection)
  84846. * @param checkVerticesInsteadOfIndices not important for LineMesh
  84847. */
  84848. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  84849. /**
  84850. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  84851. */
  84852. _generateEdgesLines(): void;
  84853. }
  84854. }
  84855. declare module BABYLON {
  84856. /**
  84857. * This represents the object necessary to create a rendering group.
  84858. * This is exclusively used and created by the rendering manager.
  84859. * To modify the behavior, you use the available helpers in your scene or meshes.
  84860. * @hidden
  84861. */
  84862. export class RenderingGroup {
  84863. index: number;
  84864. private static _zeroVector;
  84865. private _scene;
  84866. private _opaqueSubMeshes;
  84867. private _transparentSubMeshes;
  84868. private _alphaTestSubMeshes;
  84869. private _depthOnlySubMeshes;
  84870. private _particleSystems;
  84871. private _spriteManagers;
  84872. private _opaqueSortCompareFn;
  84873. private _alphaTestSortCompareFn;
  84874. private _transparentSortCompareFn;
  84875. private _renderOpaque;
  84876. private _renderAlphaTest;
  84877. private _renderTransparent;
  84878. /** @hidden */
  84879. _edgesRenderers: SmartArray<IEdgesRenderer>;
  84880. onBeforeTransparentRendering: () => void;
  84881. /**
  84882. * Set the opaque sort comparison function.
  84883. * If null the sub meshes will be render in the order they were created
  84884. */
  84885. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  84886. /**
  84887. * Set the alpha test sort comparison function.
  84888. * If null the sub meshes will be render in the order they were created
  84889. */
  84890. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  84891. /**
  84892. * Set the transparent sort comparison function.
  84893. * If null the sub meshes will be render in the order they were created
  84894. */
  84895. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  84896. /**
  84897. * Creates a new rendering group.
  84898. * @param index The rendering group index
  84899. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  84900. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  84901. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  84902. */
  84903. 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>);
  84904. /**
  84905. * Render all the sub meshes contained in the group.
  84906. * @param customRenderFunction Used to override the default render behaviour of the group.
  84907. * @returns true if rendered some submeshes.
  84908. */
  84909. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  84910. /**
  84911. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  84912. * @param subMeshes The submeshes to render
  84913. */
  84914. private renderOpaqueSorted;
  84915. /**
  84916. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  84917. * @param subMeshes The submeshes to render
  84918. */
  84919. private renderAlphaTestSorted;
  84920. /**
  84921. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  84922. * @param subMeshes The submeshes to render
  84923. */
  84924. private renderTransparentSorted;
  84925. /**
  84926. * Renders the submeshes in a specified order.
  84927. * @param subMeshes The submeshes to sort before render
  84928. * @param sortCompareFn The comparison function use to sort
  84929. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  84930. * @param transparent Specifies to activate blending if true
  84931. */
  84932. private static renderSorted;
  84933. /**
  84934. * Renders the submeshes in the order they were dispatched (no sort applied).
  84935. * @param subMeshes The submeshes to render
  84936. */
  84937. private static renderUnsorted;
  84938. /**
  84939. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  84940. * are rendered back to front if in the same alpha index.
  84941. *
  84942. * @param a The first submesh
  84943. * @param b The second submesh
  84944. * @returns The result of the comparison
  84945. */
  84946. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  84947. /**
  84948. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  84949. * are rendered back to front.
  84950. *
  84951. * @param a The first submesh
  84952. * @param b The second submesh
  84953. * @returns The result of the comparison
  84954. */
  84955. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  84956. /**
  84957. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  84958. * are rendered front to back (prevent overdraw).
  84959. *
  84960. * @param a The first submesh
  84961. * @param b The second submesh
  84962. * @returns The result of the comparison
  84963. */
  84964. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  84965. /**
  84966. * Resets the different lists of submeshes to prepare a new frame.
  84967. */
  84968. prepare(): void;
  84969. dispose(): void;
  84970. /**
  84971. * Inserts the submesh in its correct queue depending on its material.
  84972. * @param subMesh The submesh to dispatch
  84973. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  84974. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  84975. */
  84976. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  84977. dispatchSprites(spriteManager: ISpriteManager): void;
  84978. dispatchParticles(particleSystem: IParticleSystem): void;
  84979. private _renderParticles;
  84980. private _renderSprites;
  84981. }
  84982. }
  84983. declare module BABYLON {
  84984. /**
  84985. * Interface describing the different options available in the rendering manager
  84986. * regarding Auto Clear between groups.
  84987. */
  84988. export interface IRenderingManagerAutoClearSetup {
  84989. /**
  84990. * Defines whether or not autoclear is enable.
  84991. */
  84992. autoClear: boolean;
  84993. /**
  84994. * Defines whether or not to autoclear the depth buffer.
  84995. */
  84996. depth: boolean;
  84997. /**
  84998. * Defines whether or not to autoclear the stencil buffer.
  84999. */
  85000. stencil: boolean;
  85001. }
  85002. /**
  85003. * This class is used by the onRenderingGroupObservable
  85004. */
  85005. export class RenderingGroupInfo {
  85006. /**
  85007. * The Scene that being rendered
  85008. */
  85009. scene: Scene;
  85010. /**
  85011. * The camera currently used for the rendering pass
  85012. */
  85013. camera: Nullable<Camera>;
  85014. /**
  85015. * The ID of the renderingGroup being processed
  85016. */
  85017. renderingGroupId: number;
  85018. }
  85019. /**
  85020. * This is the manager responsible of all the rendering for meshes sprites and particles.
  85021. * It is enable to manage the different groups as well as the different necessary sort functions.
  85022. * This should not be used directly aside of the few static configurations
  85023. */
  85024. export class RenderingManager {
  85025. /**
  85026. * The max id used for rendering groups (not included)
  85027. */
  85028. static MAX_RENDERINGGROUPS: number;
  85029. /**
  85030. * The min id used for rendering groups (included)
  85031. */
  85032. static MIN_RENDERINGGROUPS: number;
  85033. /**
  85034. * Used to globally prevent autoclearing scenes.
  85035. */
  85036. static AUTOCLEAR: boolean;
  85037. /**
  85038. * @hidden
  85039. */
  85040. _useSceneAutoClearSetup: boolean;
  85041. private _scene;
  85042. private _renderingGroups;
  85043. private _depthStencilBufferAlreadyCleaned;
  85044. private _autoClearDepthStencil;
  85045. private _customOpaqueSortCompareFn;
  85046. private _customAlphaTestSortCompareFn;
  85047. private _customTransparentSortCompareFn;
  85048. private _renderingGroupInfo;
  85049. /**
  85050. * Instantiates a new rendering group for a particular scene
  85051. * @param scene Defines the scene the groups belongs to
  85052. */
  85053. constructor(scene: Scene);
  85054. private _clearDepthStencilBuffer;
  85055. /**
  85056. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  85057. * @hidden
  85058. */
  85059. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  85060. /**
  85061. * Resets the different information of the group to prepare a new frame
  85062. * @hidden
  85063. */
  85064. reset(): void;
  85065. /**
  85066. * Dispose and release the group and its associated resources.
  85067. * @hidden
  85068. */
  85069. dispose(): void;
  85070. /**
  85071. * Clear the info related to rendering groups preventing retention points during dispose.
  85072. */
  85073. freeRenderingGroups(): void;
  85074. private _prepareRenderingGroup;
  85075. /**
  85076. * Add a sprite manager to the rendering manager in order to render it this frame.
  85077. * @param spriteManager Define the sprite manager to render
  85078. */
  85079. dispatchSprites(spriteManager: ISpriteManager): void;
  85080. /**
  85081. * Add a particle system to the rendering manager in order to render it this frame.
  85082. * @param particleSystem Define the particle system to render
  85083. */
  85084. dispatchParticles(particleSystem: IParticleSystem): void;
  85085. /**
  85086. * Add a submesh to the manager in order to render it this frame
  85087. * @param subMesh The submesh to dispatch
  85088. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  85089. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  85090. */
  85091. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  85092. /**
  85093. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  85094. * This allowed control for front to back rendering or reversly depending of the special needs.
  85095. *
  85096. * @param renderingGroupId The rendering group id corresponding to its index
  85097. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  85098. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  85099. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  85100. */
  85101. 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;
  85102. /**
  85103. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  85104. *
  85105. * @param renderingGroupId The rendering group id corresponding to its index
  85106. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  85107. * @param depth Automatically clears depth between groups if true and autoClear is true.
  85108. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  85109. */
  85110. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  85111. /**
  85112. * Gets the current auto clear configuration for one rendering group of the rendering
  85113. * manager.
  85114. * @param index the rendering group index to get the information for
  85115. * @returns The auto clear setup for the requested rendering group
  85116. */
  85117. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  85118. }
  85119. }
  85120. declare module BABYLON {
  85121. /**
  85122. * This Helps creating a texture that will be created from a camera in your scene.
  85123. * It is basically a dynamic texture that could be used to create special effects for instance.
  85124. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  85125. */
  85126. export class RenderTargetTexture extends Texture {
  85127. isCube: boolean;
  85128. /**
  85129. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  85130. */
  85131. static readonly REFRESHRATE_RENDER_ONCE: number;
  85132. /**
  85133. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  85134. */
  85135. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  85136. /**
  85137. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  85138. * the central point of your effect and can save a lot of performances.
  85139. */
  85140. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  85141. /**
  85142. * Use this predicate to dynamically define the list of mesh you want to render.
  85143. * If set, the renderList property will be overwritten.
  85144. */
  85145. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  85146. private _renderList;
  85147. /**
  85148. * Use this list to define the list of mesh you want to render.
  85149. */
  85150. renderList: Nullable<Array<AbstractMesh>>;
  85151. private _hookArray;
  85152. /**
  85153. * Define if particles should be rendered in your texture.
  85154. */
  85155. renderParticles: boolean;
  85156. /**
  85157. * Define if sprites should be rendered in your texture.
  85158. */
  85159. renderSprites: boolean;
  85160. /**
  85161. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  85162. */
  85163. coordinatesMode: number;
  85164. /**
  85165. * Define the camera used to render the texture.
  85166. */
  85167. activeCamera: Nullable<Camera>;
  85168. /**
  85169. * Override the render function of the texture with your own one.
  85170. */
  85171. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  85172. /**
  85173. * Define if camera post processes should be use while rendering the texture.
  85174. */
  85175. useCameraPostProcesses: boolean;
  85176. /**
  85177. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  85178. */
  85179. ignoreCameraViewport: boolean;
  85180. private _postProcessManager;
  85181. private _postProcesses;
  85182. private _resizeObserver;
  85183. /**
  85184. * An event triggered when the texture is unbind.
  85185. */
  85186. onBeforeBindObservable: Observable<RenderTargetTexture>;
  85187. /**
  85188. * An event triggered when the texture is unbind.
  85189. */
  85190. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  85191. private _onAfterUnbindObserver;
  85192. /**
  85193. * Set a after unbind callback in the texture.
  85194. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  85195. */
  85196. onAfterUnbind: () => void;
  85197. /**
  85198. * An event triggered before rendering the texture
  85199. */
  85200. onBeforeRenderObservable: Observable<number>;
  85201. private _onBeforeRenderObserver;
  85202. /**
  85203. * Set a before render callback in the texture.
  85204. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  85205. */
  85206. onBeforeRender: (faceIndex: number) => void;
  85207. /**
  85208. * An event triggered after rendering the texture
  85209. */
  85210. onAfterRenderObservable: Observable<number>;
  85211. private _onAfterRenderObserver;
  85212. /**
  85213. * Set a after render callback in the texture.
  85214. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  85215. */
  85216. onAfterRender: (faceIndex: number) => void;
  85217. /**
  85218. * An event triggered after the texture clear
  85219. */
  85220. onClearObservable: Observable<Engine>;
  85221. private _onClearObserver;
  85222. /**
  85223. * Set a clear callback in the texture.
  85224. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  85225. */
  85226. onClear: (Engine: Engine) => void;
  85227. /**
  85228. * An event triggered when the texture is resized.
  85229. */
  85230. onResizeObservable: Observable<RenderTargetTexture>;
  85231. /**
  85232. * Define the clear color of the Render Target if it should be different from the scene.
  85233. */
  85234. clearColor: Color4;
  85235. protected _size: number | {
  85236. width: number;
  85237. height: number;
  85238. };
  85239. protected _initialSizeParameter: number | {
  85240. width: number;
  85241. height: number;
  85242. } | {
  85243. ratio: number;
  85244. };
  85245. protected _sizeRatio: Nullable<number>;
  85246. /** @hidden */
  85247. _generateMipMaps: boolean;
  85248. protected _renderingManager: RenderingManager;
  85249. /** @hidden */
  85250. _waitingRenderList: string[];
  85251. protected _doNotChangeAspectRatio: boolean;
  85252. protected _currentRefreshId: number;
  85253. protected _refreshRate: number;
  85254. protected _textureMatrix: Matrix;
  85255. protected _samples: number;
  85256. protected _renderTargetOptions: RenderTargetCreationOptions;
  85257. /**
  85258. * Gets render target creation options that were used.
  85259. */
  85260. readonly renderTargetOptions: RenderTargetCreationOptions;
  85261. protected _engine: Engine;
  85262. protected _onRatioRescale(): void;
  85263. /**
  85264. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  85265. * It must define where the camera used to render the texture is set
  85266. */
  85267. boundingBoxPosition: Vector3;
  85268. private _boundingBoxSize;
  85269. /**
  85270. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  85271. * When defined, the cubemap will switch to local mode
  85272. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  85273. * @example https://www.babylonjs-playground.com/#RNASML
  85274. */
  85275. boundingBoxSize: Vector3;
  85276. /**
  85277. * In case the RTT has been created with a depth texture, get the associated
  85278. * depth texture.
  85279. * Otherwise, return null.
  85280. */
  85281. depthStencilTexture: Nullable<InternalTexture>;
  85282. /**
  85283. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  85284. * or used a shadow, depth texture...
  85285. * @param name The friendly name of the texture
  85286. * @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)
  85287. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  85288. * @param generateMipMaps True if mip maps need to be generated after render.
  85289. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  85290. * @param type The type of the buffer in the RTT (int, half float, float...)
  85291. * @param isCube True if a cube texture needs to be created
  85292. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  85293. * @param generateDepthBuffer True to generate a depth buffer
  85294. * @param generateStencilBuffer True to generate a stencil buffer
  85295. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  85296. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  85297. * @param delayAllocation if the texture allocation should be delayed (default: false)
  85298. */
  85299. constructor(name: string, size: number | {
  85300. width: number;
  85301. height: number;
  85302. } | {
  85303. ratio: number;
  85304. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  85305. /**
  85306. * Creates a depth stencil texture.
  85307. * This is only available in WebGL 2 or with the depth texture extension available.
  85308. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  85309. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  85310. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  85311. */
  85312. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  85313. private _processSizeParameter;
  85314. /**
  85315. * Define the number of samples to use in case of MSAA.
  85316. * It defaults to one meaning no MSAA has been enabled.
  85317. */
  85318. samples: number;
  85319. /**
  85320. * Resets the refresh counter of the texture and start bak from scratch.
  85321. * Could be useful to regenerate the texture if it is setup to render only once.
  85322. */
  85323. resetRefreshCounter(): void;
  85324. /**
  85325. * Define the refresh rate of the texture or the rendering frequency.
  85326. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  85327. */
  85328. refreshRate: number;
  85329. /**
  85330. * Adds a post process to the render target rendering passes.
  85331. * @param postProcess define the post process to add
  85332. */
  85333. addPostProcess(postProcess: PostProcess): void;
  85334. /**
  85335. * Clear all the post processes attached to the render target
  85336. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  85337. */
  85338. clearPostProcesses(dispose?: boolean): void;
  85339. /**
  85340. * Remove one of the post process from the list of attached post processes to the texture
  85341. * @param postProcess define the post process to remove from the list
  85342. */
  85343. removePostProcess(postProcess: PostProcess): void;
  85344. /** @hidden */
  85345. _shouldRender(): boolean;
  85346. /**
  85347. * Gets the actual render size of the texture.
  85348. * @returns the width of the render size
  85349. */
  85350. getRenderSize(): number;
  85351. /**
  85352. * Gets the actual render width of the texture.
  85353. * @returns the width of the render size
  85354. */
  85355. getRenderWidth(): number;
  85356. /**
  85357. * Gets the actual render height of the texture.
  85358. * @returns the height of the render size
  85359. */
  85360. getRenderHeight(): number;
  85361. /**
  85362. * Get if the texture can be rescaled or not.
  85363. */
  85364. readonly canRescale: boolean;
  85365. /**
  85366. * Resize the texture using a ratio.
  85367. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  85368. */
  85369. scale(ratio: number): void;
  85370. /**
  85371. * Get the texture reflection matrix used to rotate/transform the reflection.
  85372. * @returns the reflection matrix
  85373. */
  85374. getReflectionTextureMatrix(): Matrix;
  85375. /**
  85376. * Resize the texture to a new desired size.
  85377. * Be carrefull as it will recreate all the data in the new texture.
  85378. * @param size Define the new size. It can be:
  85379. * - a number for squared texture,
  85380. * - an object containing { width: number, height: number }
  85381. * - or an object containing a ratio { ratio: number }
  85382. */
  85383. resize(size: number | {
  85384. width: number;
  85385. height: number;
  85386. } | {
  85387. ratio: number;
  85388. }): void;
  85389. /**
  85390. * Renders all the objects from the render list into the texture.
  85391. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  85392. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  85393. */
  85394. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  85395. private _bestReflectionRenderTargetDimension;
  85396. /**
  85397. * @hidden
  85398. * @param faceIndex face index to bind to if this is a cubetexture
  85399. */
  85400. _bindFrameBuffer(faceIndex?: number): void;
  85401. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  85402. private renderToTarget;
  85403. /**
  85404. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  85405. * This allowed control for front to back rendering or reversly depending of the special needs.
  85406. *
  85407. * @param renderingGroupId The rendering group id corresponding to its index
  85408. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  85409. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  85410. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  85411. */
  85412. 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;
  85413. /**
  85414. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  85415. *
  85416. * @param renderingGroupId The rendering group id corresponding to its index
  85417. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  85418. */
  85419. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  85420. /**
  85421. * Clones the texture.
  85422. * @returns the cloned texture
  85423. */
  85424. clone(): RenderTargetTexture;
  85425. /**
  85426. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  85427. * @returns The JSON representation of the texture
  85428. */
  85429. serialize(): any;
  85430. /**
  85431. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  85432. */
  85433. disposeFramebufferObjects(): void;
  85434. /**
  85435. * Dispose the texture and release its associated resources.
  85436. */
  85437. dispose(): void;
  85438. /** @hidden */
  85439. _rebuild(): void;
  85440. /**
  85441. * Clear the info related to rendering groups preventing retention point in material dispose.
  85442. */
  85443. freeRenderingGroups(): void;
  85444. /**
  85445. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  85446. * @returns the view count
  85447. */
  85448. getViewCount(): number;
  85449. }
  85450. }
  85451. declare module BABYLON {
  85452. /**
  85453. * Base class for the main features of a material in Babylon.js
  85454. */
  85455. export class Material implements IAnimatable {
  85456. /**
  85457. * Returns the triangle fill mode
  85458. */
  85459. static readonly TriangleFillMode: number;
  85460. /**
  85461. * Returns the wireframe mode
  85462. */
  85463. static readonly WireFrameFillMode: number;
  85464. /**
  85465. * Returns the point fill mode
  85466. */
  85467. static readonly PointFillMode: number;
  85468. /**
  85469. * Returns the point list draw mode
  85470. */
  85471. static readonly PointListDrawMode: number;
  85472. /**
  85473. * Returns the line list draw mode
  85474. */
  85475. static readonly LineListDrawMode: number;
  85476. /**
  85477. * Returns the line loop draw mode
  85478. */
  85479. static readonly LineLoopDrawMode: number;
  85480. /**
  85481. * Returns the line strip draw mode
  85482. */
  85483. static readonly LineStripDrawMode: number;
  85484. /**
  85485. * Returns the triangle strip draw mode
  85486. */
  85487. static readonly TriangleStripDrawMode: number;
  85488. /**
  85489. * Returns the triangle fan draw mode
  85490. */
  85491. static readonly TriangleFanDrawMode: number;
  85492. /**
  85493. * Stores the clock-wise side orientation
  85494. */
  85495. static readonly ClockWiseSideOrientation: number;
  85496. /**
  85497. * Stores the counter clock-wise side orientation
  85498. */
  85499. static readonly CounterClockWiseSideOrientation: number;
  85500. /**
  85501. * The dirty texture flag value
  85502. */
  85503. static readonly TextureDirtyFlag: number;
  85504. /**
  85505. * The dirty light flag value
  85506. */
  85507. static readonly LightDirtyFlag: number;
  85508. /**
  85509. * The dirty fresnel flag value
  85510. */
  85511. static readonly FresnelDirtyFlag: number;
  85512. /**
  85513. * The dirty attribute flag value
  85514. */
  85515. static readonly AttributesDirtyFlag: number;
  85516. /**
  85517. * The dirty misc flag value
  85518. */
  85519. static readonly MiscDirtyFlag: number;
  85520. /**
  85521. * The all dirty flag value
  85522. */
  85523. static readonly AllDirtyFlag: number;
  85524. /**
  85525. * The ID of the material
  85526. */
  85527. id: string;
  85528. /**
  85529. * Gets or sets the unique id of the material
  85530. */
  85531. uniqueId: number;
  85532. /**
  85533. * The name of the material
  85534. */
  85535. name: string;
  85536. /**
  85537. * Gets or sets user defined metadata
  85538. */
  85539. metadata: any;
  85540. /**
  85541. * For internal use only. Please do not use.
  85542. */
  85543. reservedDataStore: any;
  85544. /**
  85545. * Specifies if the ready state should be checked on each call
  85546. */
  85547. checkReadyOnEveryCall: boolean;
  85548. /**
  85549. * Specifies if the ready state should be checked once
  85550. */
  85551. checkReadyOnlyOnce: boolean;
  85552. /**
  85553. * The state of the material
  85554. */
  85555. state: string;
  85556. /**
  85557. * The alpha value of the material
  85558. */
  85559. protected _alpha: number;
  85560. /**
  85561. * List of inspectable custom properties (used by the Inspector)
  85562. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  85563. */
  85564. inspectableCustomProperties: IInspectable[];
  85565. /**
  85566. * Sets the alpha value of the material
  85567. */
  85568. /**
  85569. * Gets the alpha value of the material
  85570. */
  85571. alpha: number;
  85572. /**
  85573. * Specifies if back face culling is enabled
  85574. */
  85575. protected _backFaceCulling: boolean;
  85576. /**
  85577. * Sets the back-face culling state
  85578. */
  85579. /**
  85580. * Gets the back-face culling state
  85581. */
  85582. backFaceCulling: boolean;
  85583. /**
  85584. * Stores the value for side orientation
  85585. */
  85586. sideOrientation: number;
  85587. /**
  85588. * Callback triggered when the material is compiled
  85589. */
  85590. onCompiled: Nullable<(effect: Effect) => void>;
  85591. /**
  85592. * Callback triggered when an error occurs
  85593. */
  85594. onError: Nullable<(effect: Effect, errors: string) => void>;
  85595. /**
  85596. * Callback triggered to get the render target textures
  85597. */
  85598. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  85599. /**
  85600. * Gets a boolean indicating that current material needs to register RTT
  85601. */
  85602. readonly hasRenderTargetTextures: boolean;
  85603. /**
  85604. * Specifies if the material should be serialized
  85605. */
  85606. doNotSerialize: boolean;
  85607. /**
  85608. * @hidden
  85609. */
  85610. _storeEffectOnSubMeshes: boolean;
  85611. /**
  85612. * Stores the animations for the material
  85613. */
  85614. animations: Nullable<Array<Animation>>;
  85615. /**
  85616. * An event triggered when the material is disposed
  85617. */
  85618. onDisposeObservable: Observable<Material>;
  85619. /**
  85620. * An observer which watches for dispose events
  85621. */
  85622. private _onDisposeObserver;
  85623. private _onUnBindObservable;
  85624. /**
  85625. * Called during a dispose event
  85626. */
  85627. onDispose: () => void;
  85628. private _onBindObservable;
  85629. /**
  85630. * An event triggered when the material is bound
  85631. */
  85632. readonly onBindObservable: Observable<AbstractMesh>;
  85633. /**
  85634. * An observer which watches for bind events
  85635. */
  85636. private _onBindObserver;
  85637. /**
  85638. * Called during a bind event
  85639. */
  85640. onBind: (Mesh: AbstractMesh) => void;
  85641. /**
  85642. * An event triggered when the material is unbound
  85643. */
  85644. readonly onUnBindObservable: Observable<Material>;
  85645. /**
  85646. * Stores the value of the alpha mode
  85647. */
  85648. private _alphaMode;
  85649. /**
  85650. * Sets the value of the alpha mode.
  85651. *
  85652. * | Value | Type | Description |
  85653. * | --- | --- | --- |
  85654. * | 0 | ALPHA_DISABLE | |
  85655. * | 1 | ALPHA_ADD | |
  85656. * | 2 | ALPHA_COMBINE | |
  85657. * | 3 | ALPHA_SUBTRACT | |
  85658. * | 4 | ALPHA_MULTIPLY | |
  85659. * | 5 | ALPHA_MAXIMIZED | |
  85660. * | 6 | ALPHA_ONEONE | |
  85661. * | 7 | ALPHA_PREMULTIPLIED | |
  85662. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  85663. * | 9 | ALPHA_INTERPOLATE | |
  85664. * | 10 | ALPHA_SCREENMODE | |
  85665. *
  85666. */
  85667. /**
  85668. * Gets the value of the alpha mode
  85669. */
  85670. alphaMode: number;
  85671. /**
  85672. * Stores the state of the need depth pre-pass value
  85673. */
  85674. private _needDepthPrePass;
  85675. /**
  85676. * Sets the need depth pre-pass value
  85677. */
  85678. /**
  85679. * Gets the depth pre-pass value
  85680. */
  85681. needDepthPrePass: boolean;
  85682. /**
  85683. * Specifies if depth writing should be disabled
  85684. */
  85685. disableDepthWrite: boolean;
  85686. /**
  85687. * Specifies if depth writing should be forced
  85688. */
  85689. forceDepthWrite: boolean;
  85690. /**
  85691. * Specifies if there should be a separate pass for culling
  85692. */
  85693. separateCullingPass: boolean;
  85694. /**
  85695. * Stores the state specifing if fog should be enabled
  85696. */
  85697. private _fogEnabled;
  85698. /**
  85699. * Sets the state for enabling fog
  85700. */
  85701. /**
  85702. * Gets the value of the fog enabled state
  85703. */
  85704. fogEnabled: boolean;
  85705. /**
  85706. * Stores the size of points
  85707. */
  85708. pointSize: number;
  85709. /**
  85710. * Stores the z offset value
  85711. */
  85712. zOffset: number;
  85713. /**
  85714. * Gets a value specifying if wireframe mode is enabled
  85715. */
  85716. /**
  85717. * Sets the state of wireframe mode
  85718. */
  85719. wireframe: boolean;
  85720. /**
  85721. * Gets the value specifying if point clouds are enabled
  85722. */
  85723. /**
  85724. * Sets the state of point cloud mode
  85725. */
  85726. pointsCloud: boolean;
  85727. /**
  85728. * Gets the material fill mode
  85729. */
  85730. /**
  85731. * Sets the material fill mode
  85732. */
  85733. fillMode: number;
  85734. /**
  85735. * @hidden
  85736. * Stores the effects for the material
  85737. */
  85738. _effect: Nullable<Effect>;
  85739. /**
  85740. * @hidden
  85741. * Specifies if the material was previously ready
  85742. */
  85743. _wasPreviouslyReady: boolean;
  85744. /**
  85745. * Specifies if uniform buffers should be used
  85746. */
  85747. private _useUBO;
  85748. /**
  85749. * Stores a reference to the scene
  85750. */
  85751. private _scene;
  85752. /**
  85753. * Stores the fill mode state
  85754. */
  85755. private _fillMode;
  85756. /**
  85757. * Specifies if the depth write state should be cached
  85758. */
  85759. private _cachedDepthWriteState;
  85760. /**
  85761. * Stores the uniform buffer
  85762. */
  85763. protected _uniformBuffer: UniformBuffer;
  85764. /** @hidden */
  85765. _indexInSceneMaterialArray: number;
  85766. /** @hidden */
  85767. meshMap: Nullable<{
  85768. [id: string]: AbstractMesh | undefined;
  85769. }>;
  85770. /**
  85771. * Creates a material instance
  85772. * @param name defines the name of the material
  85773. * @param scene defines the scene to reference
  85774. * @param doNotAdd specifies if the material should be added to the scene
  85775. */
  85776. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  85777. /**
  85778. * Returns a string representation of the current material
  85779. * @param fullDetails defines a boolean indicating which levels of logging is desired
  85780. * @returns a string with material information
  85781. */
  85782. toString(fullDetails?: boolean): string;
  85783. /**
  85784. * Gets the class name of the material
  85785. * @returns a string with the class name of the material
  85786. */
  85787. getClassName(): string;
  85788. /**
  85789. * Specifies if updates for the material been locked
  85790. */
  85791. readonly isFrozen: boolean;
  85792. /**
  85793. * Locks updates for the material
  85794. */
  85795. freeze(): void;
  85796. /**
  85797. * Unlocks updates for the material
  85798. */
  85799. unfreeze(): void;
  85800. /**
  85801. * Specifies if the material is ready to be used
  85802. * @param mesh defines the mesh to check
  85803. * @param useInstances specifies if instances should be used
  85804. * @returns a boolean indicating if the material is ready to be used
  85805. */
  85806. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  85807. /**
  85808. * Specifies that the submesh is ready to be used
  85809. * @param mesh defines the mesh to check
  85810. * @param subMesh defines which submesh to check
  85811. * @param useInstances specifies that instances should be used
  85812. * @returns a boolean indicating that the submesh is ready or not
  85813. */
  85814. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  85815. /**
  85816. * Returns the material effect
  85817. * @returns the effect associated with the material
  85818. */
  85819. getEffect(): Nullable<Effect>;
  85820. /**
  85821. * Returns the current scene
  85822. * @returns a Scene
  85823. */
  85824. getScene(): Scene;
  85825. /**
  85826. * Specifies if the material will require alpha blending
  85827. * @returns a boolean specifying if alpha blending is needed
  85828. */
  85829. needAlphaBlending(): boolean;
  85830. /**
  85831. * Specifies if the mesh will require alpha blending
  85832. * @param mesh defines the mesh to check
  85833. * @returns a boolean specifying if alpha blending is needed for the mesh
  85834. */
  85835. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  85836. /**
  85837. * Specifies if this material should be rendered in alpha test mode
  85838. * @returns a boolean specifying if an alpha test is needed.
  85839. */
  85840. needAlphaTesting(): boolean;
  85841. /**
  85842. * Gets the texture used for the alpha test
  85843. * @returns the texture to use for alpha testing
  85844. */
  85845. getAlphaTestTexture(): Nullable<BaseTexture>;
  85846. /**
  85847. * Marks the material to indicate that it needs to be re-calculated
  85848. */
  85849. markDirty(): void;
  85850. /** @hidden */
  85851. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  85852. /**
  85853. * Binds the material to the mesh
  85854. * @param world defines the world transformation matrix
  85855. * @param mesh defines the mesh to bind the material to
  85856. */
  85857. bind(world: Matrix, mesh?: Mesh): void;
  85858. /**
  85859. * Binds the submesh to the material
  85860. * @param world defines the world transformation matrix
  85861. * @param mesh defines the mesh containing the submesh
  85862. * @param subMesh defines the submesh to bind the material to
  85863. */
  85864. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  85865. /**
  85866. * Binds the world matrix to the material
  85867. * @param world defines the world transformation matrix
  85868. */
  85869. bindOnlyWorldMatrix(world: Matrix): void;
  85870. /**
  85871. * Binds the scene's uniform buffer to the effect.
  85872. * @param effect defines the effect to bind to the scene uniform buffer
  85873. * @param sceneUbo defines the uniform buffer storing scene data
  85874. */
  85875. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  85876. /**
  85877. * Binds the view matrix to the effect
  85878. * @param effect defines the effect to bind the view matrix to
  85879. */
  85880. bindView(effect: Effect): void;
  85881. /**
  85882. * Binds the view projection matrix to the effect
  85883. * @param effect defines the effect to bind the view projection matrix to
  85884. */
  85885. bindViewProjection(effect: Effect): void;
  85886. /**
  85887. * Specifies if material alpha testing should be turned on for the mesh
  85888. * @param mesh defines the mesh to check
  85889. */
  85890. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  85891. /**
  85892. * Processes to execute after binding the material to a mesh
  85893. * @param mesh defines the rendered mesh
  85894. */
  85895. protected _afterBind(mesh?: Mesh): void;
  85896. /**
  85897. * Unbinds the material from the mesh
  85898. */
  85899. unbind(): void;
  85900. /**
  85901. * Gets the active textures from the material
  85902. * @returns an array of textures
  85903. */
  85904. getActiveTextures(): BaseTexture[];
  85905. /**
  85906. * Specifies if the material uses a texture
  85907. * @param texture defines the texture to check against the material
  85908. * @returns a boolean specifying if the material uses the texture
  85909. */
  85910. hasTexture(texture: BaseTexture): boolean;
  85911. /**
  85912. * Makes a duplicate of the material, and gives it a new name
  85913. * @param name defines the new name for the duplicated material
  85914. * @returns the cloned material
  85915. */
  85916. clone(name: string): Nullable<Material>;
  85917. /**
  85918. * Gets the meshes bound to the material
  85919. * @returns an array of meshes bound to the material
  85920. */
  85921. getBindedMeshes(): AbstractMesh[];
  85922. /**
  85923. * Force shader compilation
  85924. * @param mesh defines the mesh associated with this material
  85925. * @param onCompiled defines a function to execute once the material is compiled
  85926. * @param options defines the options to configure the compilation
  85927. */
  85928. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  85929. clipPlane: boolean;
  85930. }>): void;
  85931. /**
  85932. * Force shader compilation
  85933. * @param mesh defines the mesh that will use this material
  85934. * @param options defines additional options for compiling the shaders
  85935. * @returns a promise that resolves when the compilation completes
  85936. */
  85937. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<{
  85938. clipPlane: boolean;
  85939. }>): Promise<void>;
  85940. private static readonly _AllDirtyCallBack;
  85941. private static readonly _ImageProcessingDirtyCallBack;
  85942. private static readonly _TextureDirtyCallBack;
  85943. private static readonly _FresnelDirtyCallBack;
  85944. private static readonly _MiscDirtyCallBack;
  85945. private static readonly _LightsDirtyCallBack;
  85946. private static readonly _AttributeDirtyCallBack;
  85947. private static _FresnelAndMiscDirtyCallBack;
  85948. private static _TextureAndMiscDirtyCallBack;
  85949. private static readonly _DirtyCallbackArray;
  85950. private static readonly _RunDirtyCallBacks;
  85951. /**
  85952. * Marks a define in the material to indicate that it needs to be re-computed
  85953. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  85954. */
  85955. markAsDirty(flag: number): void;
  85956. /**
  85957. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  85958. * @param func defines a function which checks material defines against the submeshes
  85959. */
  85960. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  85961. /**
  85962. * Indicates that we need to re-calculated for all submeshes
  85963. */
  85964. protected _markAllSubMeshesAsAllDirty(): void;
  85965. /**
  85966. * Indicates that image processing needs to be re-calculated for all submeshes
  85967. */
  85968. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  85969. /**
  85970. * Indicates that textures need to be re-calculated for all submeshes
  85971. */
  85972. protected _markAllSubMeshesAsTexturesDirty(): void;
  85973. /**
  85974. * Indicates that fresnel needs to be re-calculated for all submeshes
  85975. */
  85976. protected _markAllSubMeshesAsFresnelDirty(): void;
  85977. /**
  85978. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  85979. */
  85980. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  85981. /**
  85982. * Indicates that lights need to be re-calculated for all submeshes
  85983. */
  85984. protected _markAllSubMeshesAsLightsDirty(): void;
  85985. /**
  85986. * Indicates that attributes need to be re-calculated for all submeshes
  85987. */
  85988. protected _markAllSubMeshesAsAttributesDirty(): void;
  85989. /**
  85990. * Indicates that misc needs to be re-calculated for all submeshes
  85991. */
  85992. protected _markAllSubMeshesAsMiscDirty(): void;
  85993. /**
  85994. * Indicates that textures and misc need to be re-calculated for all submeshes
  85995. */
  85996. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  85997. /**
  85998. * Disposes the material
  85999. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  86000. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  86001. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  86002. */
  86003. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  86004. /** @hidden */
  86005. private releaseVertexArrayObject;
  86006. /**
  86007. * Serializes this material
  86008. * @returns the serialized material object
  86009. */
  86010. serialize(): any;
  86011. /**
  86012. * Creates a material from parsed material data
  86013. * @param parsedMaterial defines parsed material data
  86014. * @param scene defines the hosting scene
  86015. * @param rootUrl defines the root URL to use to load textures
  86016. * @returns a new material
  86017. */
  86018. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  86019. }
  86020. }
  86021. declare module BABYLON {
  86022. /**
  86023. * A multi-material is used to apply different materials to different parts of the same object without the need of
  86024. * separate meshes. This can be use to improve performances.
  86025. * @see http://doc.babylonjs.com/how_to/multi_materials
  86026. */
  86027. export class MultiMaterial extends Material {
  86028. private _subMaterials;
  86029. /**
  86030. * Gets or Sets the list of Materials used within the multi material.
  86031. * They need to be ordered according to the submeshes order in the associated mesh
  86032. */
  86033. subMaterials: Nullable<Material>[];
  86034. /**
  86035. * Function used to align with Node.getChildren()
  86036. * @returns the list of Materials used within the multi material
  86037. */
  86038. getChildren(): Nullable<Material>[];
  86039. /**
  86040. * Instantiates a new Multi Material
  86041. * A multi-material is used to apply different materials to different parts of the same object without the need of
  86042. * separate meshes. This can be use to improve performances.
  86043. * @see http://doc.babylonjs.com/how_to/multi_materials
  86044. * @param name Define the name in the scene
  86045. * @param scene Define the scene the material belongs to
  86046. */
  86047. constructor(name: string, scene: Scene);
  86048. private _hookArray;
  86049. /**
  86050. * Get one of the submaterial by its index in the submaterials array
  86051. * @param index The index to look the sub material at
  86052. * @returns The Material if the index has been defined
  86053. */
  86054. getSubMaterial(index: number): Nullable<Material>;
  86055. /**
  86056. * Get the list of active textures for the whole sub materials list.
  86057. * @returns All the textures that will be used during the rendering
  86058. */
  86059. getActiveTextures(): BaseTexture[];
  86060. /**
  86061. * Gets the current class name of the material e.g. "MultiMaterial"
  86062. * Mainly use in serialization.
  86063. * @returns the class name
  86064. */
  86065. getClassName(): string;
  86066. /**
  86067. * Checks if the material is ready to render the requested sub mesh
  86068. * @param mesh Define the mesh the submesh belongs to
  86069. * @param subMesh Define the sub mesh to look readyness for
  86070. * @param useInstances Define whether or not the material is used with instances
  86071. * @returns true if ready, otherwise false
  86072. */
  86073. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  86074. /**
  86075. * Clones the current material and its related sub materials
  86076. * @param name Define the name of the newly cloned material
  86077. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  86078. * @returns the cloned material
  86079. */
  86080. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  86081. /**
  86082. * Serializes the materials into a JSON representation.
  86083. * @returns the JSON representation
  86084. */
  86085. serialize(): any;
  86086. /**
  86087. * Dispose the material and release its associated resources
  86088. * @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)
  86089. * @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)
  86090. * @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)
  86091. */
  86092. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  86093. /**
  86094. * Creates a MultiMaterial from parsed MultiMaterial data.
  86095. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  86096. * @param scene defines the hosting scene
  86097. * @returns a new MultiMaterial
  86098. */
  86099. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  86100. }
  86101. }
  86102. declare module BABYLON {
  86103. /**
  86104. * Base class for submeshes
  86105. */
  86106. export class BaseSubMesh {
  86107. /** @hidden */
  86108. _materialDefines: Nullable<MaterialDefines>;
  86109. /** @hidden */
  86110. _materialEffect: Nullable<Effect>;
  86111. /**
  86112. * Gets associated effect
  86113. */
  86114. readonly effect: Nullable<Effect>;
  86115. /**
  86116. * Sets associated effect (effect used to render this submesh)
  86117. * @param effect defines the effect to associate with
  86118. * @param defines defines the set of defines used to compile this effect
  86119. */
  86120. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  86121. }
  86122. /**
  86123. * Defines a subdivision inside a mesh
  86124. */
  86125. export class SubMesh extends BaseSubMesh implements ICullable {
  86126. /** the material index to use */
  86127. materialIndex: number;
  86128. /** vertex index start */
  86129. verticesStart: number;
  86130. /** vertices count */
  86131. verticesCount: number;
  86132. /** index start */
  86133. indexStart: number;
  86134. /** indices count */
  86135. indexCount: number;
  86136. /** @hidden */
  86137. _linesIndexCount: number;
  86138. private _mesh;
  86139. private _renderingMesh;
  86140. private _boundingInfo;
  86141. private _linesIndexBuffer;
  86142. /** @hidden */
  86143. _lastColliderWorldVertices: Nullable<Vector3[]>;
  86144. /** @hidden */
  86145. _trianglePlanes: Plane[];
  86146. /** @hidden */
  86147. _lastColliderTransformMatrix: Nullable<Matrix>;
  86148. /** @hidden */
  86149. _renderId: number;
  86150. /** @hidden */
  86151. _alphaIndex: number;
  86152. /** @hidden */
  86153. _distanceToCamera: number;
  86154. /** @hidden */
  86155. _id: number;
  86156. private _currentMaterial;
  86157. /**
  86158. * Add a new submesh to a mesh
  86159. * @param materialIndex defines the material index to use
  86160. * @param verticesStart defines vertex index start
  86161. * @param verticesCount defines vertices count
  86162. * @param indexStart defines index start
  86163. * @param indexCount defines indices count
  86164. * @param mesh defines the parent mesh
  86165. * @param renderingMesh defines an optional rendering mesh
  86166. * @param createBoundingBox defines if bounding box should be created for this submesh
  86167. * @returns the new submesh
  86168. */
  86169. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  86170. /**
  86171. * Creates a new submesh
  86172. * @param materialIndex defines the material index to use
  86173. * @param verticesStart defines vertex index start
  86174. * @param verticesCount defines vertices count
  86175. * @param indexStart defines index start
  86176. * @param indexCount defines indices count
  86177. * @param mesh defines the parent mesh
  86178. * @param renderingMesh defines an optional rendering mesh
  86179. * @param createBoundingBox defines if bounding box should be created for this submesh
  86180. */
  86181. constructor(
  86182. /** the material index to use */
  86183. materialIndex: number,
  86184. /** vertex index start */
  86185. verticesStart: number,
  86186. /** vertices count */
  86187. verticesCount: number,
  86188. /** index start */
  86189. indexStart: number,
  86190. /** indices count */
  86191. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  86192. /**
  86193. * Returns true if this submesh covers the entire parent mesh
  86194. * @ignorenaming
  86195. */
  86196. readonly IsGlobal: boolean;
  86197. /**
  86198. * Returns the submesh BoudingInfo object
  86199. * @returns current bounding info (or mesh's one if the submesh is global)
  86200. */
  86201. getBoundingInfo(): BoundingInfo;
  86202. /**
  86203. * Sets the submesh BoundingInfo
  86204. * @param boundingInfo defines the new bounding info to use
  86205. * @returns the SubMesh
  86206. */
  86207. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  86208. /**
  86209. * Returns the mesh of the current submesh
  86210. * @return the parent mesh
  86211. */
  86212. getMesh(): AbstractMesh;
  86213. /**
  86214. * Returns the rendering mesh of the submesh
  86215. * @returns the rendering mesh (could be different from parent mesh)
  86216. */
  86217. getRenderingMesh(): Mesh;
  86218. /**
  86219. * Returns the submesh material
  86220. * @returns null or the current material
  86221. */
  86222. getMaterial(): Nullable<Material>;
  86223. /**
  86224. * Sets a new updated BoundingInfo object to the submesh
  86225. * @param data defines an optional position array to use to determine the bounding info
  86226. * @returns the SubMesh
  86227. */
  86228. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  86229. /** @hidden */
  86230. _checkCollision(collider: Collider): boolean;
  86231. /**
  86232. * Updates the submesh BoundingInfo
  86233. * @param world defines the world matrix to use to update the bounding info
  86234. * @returns the submesh
  86235. */
  86236. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  86237. /**
  86238. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  86239. * @param frustumPlanes defines the frustum planes
  86240. * @returns true if the submesh is intersecting with the frustum
  86241. */
  86242. isInFrustum(frustumPlanes: Plane[]): boolean;
  86243. /**
  86244. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  86245. * @param frustumPlanes defines the frustum planes
  86246. * @returns true if the submesh is inside the frustum
  86247. */
  86248. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  86249. /**
  86250. * Renders the submesh
  86251. * @param enableAlphaMode defines if alpha needs to be used
  86252. * @returns the submesh
  86253. */
  86254. render(enableAlphaMode: boolean): SubMesh;
  86255. /**
  86256. * @hidden
  86257. */
  86258. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  86259. /**
  86260. * Checks if the submesh intersects with a ray
  86261. * @param ray defines the ray to test
  86262. * @returns true is the passed ray intersects the submesh bounding box
  86263. */
  86264. canIntersects(ray: Ray): boolean;
  86265. /**
  86266. * Intersects current submesh with a ray
  86267. * @param ray defines the ray to test
  86268. * @param positions defines mesh's positions array
  86269. * @param indices defines mesh's indices array
  86270. * @param fastCheck defines if only bounding info should be used
  86271. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  86272. * @returns intersection info or null if no intersection
  86273. */
  86274. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  86275. /** @hidden */
  86276. private _intersectLines;
  86277. /** @hidden */
  86278. private _intersectUnIndexedLines;
  86279. /** @hidden */
  86280. private _intersectTriangles;
  86281. /** @hidden */
  86282. private _intersectUnIndexedTriangles;
  86283. /** @hidden */
  86284. _rebuild(): void;
  86285. /**
  86286. * Creates a new submesh from the passed mesh
  86287. * @param newMesh defines the new hosting mesh
  86288. * @param newRenderingMesh defines an optional rendering mesh
  86289. * @returns the new submesh
  86290. */
  86291. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  86292. /**
  86293. * Release associated resources
  86294. */
  86295. dispose(): void;
  86296. /**
  86297. * Gets the class name
  86298. * @returns the string "SubMesh".
  86299. */
  86300. getClassName(): string;
  86301. /**
  86302. * Creates a new submesh from indices data
  86303. * @param materialIndex the index of the main mesh material
  86304. * @param startIndex the index where to start the copy in the mesh indices array
  86305. * @param indexCount the number of indices to copy then from the startIndex
  86306. * @param mesh the main mesh to create the submesh from
  86307. * @param renderingMesh the optional rendering mesh
  86308. * @returns a new submesh
  86309. */
  86310. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  86311. }
  86312. }
  86313. declare module BABYLON {
  86314. /**
  86315. * Class used to represent data loading progression
  86316. */
  86317. export class SceneLoaderFlags {
  86318. private static _ForceFullSceneLoadingForIncremental;
  86319. private static _ShowLoadingScreen;
  86320. private static _CleanBoneMatrixWeights;
  86321. private static _loggingLevel;
  86322. /**
  86323. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  86324. */
  86325. static ForceFullSceneLoadingForIncremental: boolean;
  86326. /**
  86327. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  86328. */
  86329. static ShowLoadingScreen: boolean;
  86330. /**
  86331. * Defines the current logging level (while loading the scene)
  86332. * @ignorenaming
  86333. */
  86334. static loggingLevel: number;
  86335. /**
  86336. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  86337. */
  86338. static CleanBoneMatrixWeights: boolean;
  86339. }
  86340. }
  86341. declare module BABYLON {
  86342. /**
  86343. * Class used to store geometry data (vertex buffers + index buffer)
  86344. */
  86345. export class Geometry implements IGetSetVerticesData {
  86346. /**
  86347. * Gets or sets the ID of the geometry
  86348. */
  86349. id: string;
  86350. /**
  86351. * Gets or sets the unique ID of the geometry
  86352. */
  86353. uniqueId: number;
  86354. /**
  86355. * Gets the delay loading state of the geometry (none by default which means not delayed)
  86356. */
  86357. delayLoadState: number;
  86358. /**
  86359. * Gets the file containing the data to load when running in delay load state
  86360. */
  86361. delayLoadingFile: Nullable<string>;
  86362. /**
  86363. * Callback called when the geometry is updated
  86364. */
  86365. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  86366. private _scene;
  86367. private _engine;
  86368. private _meshes;
  86369. private _totalVertices;
  86370. /** @hidden */
  86371. _indices: IndicesArray;
  86372. /** @hidden */
  86373. _vertexBuffers: {
  86374. [key: string]: VertexBuffer;
  86375. };
  86376. private _isDisposed;
  86377. private _extend;
  86378. private _boundingBias;
  86379. /** @hidden */
  86380. _delayInfo: Array<string>;
  86381. private _indexBuffer;
  86382. private _indexBufferIsUpdatable;
  86383. /** @hidden */
  86384. _boundingInfo: Nullable<BoundingInfo>;
  86385. /** @hidden */
  86386. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  86387. /** @hidden */
  86388. _softwareSkinningFrameId: number;
  86389. private _vertexArrayObjects;
  86390. private _updatable;
  86391. /** @hidden */
  86392. _positions: Nullable<Vector3[]>;
  86393. /**
  86394. * 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
  86395. */
  86396. /**
  86397. * 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
  86398. */
  86399. boundingBias: Vector2;
  86400. /**
  86401. * Static function used to attach a new empty geometry to a mesh
  86402. * @param mesh defines the mesh to attach the geometry to
  86403. * @returns the new Geometry
  86404. */
  86405. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  86406. /**
  86407. * Creates a new geometry
  86408. * @param id defines the unique ID
  86409. * @param scene defines the hosting scene
  86410. * @param vertexData defines the VertexData used to get geometry data
  86411. * @param updatable defines if geometry must be updatable (false by default)
  86412. * @param mesh defines the mesh that will be associated with the geometry
  86413. */
  86414. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  86415. /**
  86416. * Gets the current extend of the geometry
  86417. */
  86418. readonly extend: {
  86419. minimum: Vector3;
  86420. maximum: Vector3;
  86421. };
  86422. /**
  86423. * Gets the hosting scene
  86424. * @returns the hosting Scene
  86425. */
  86426. getScene(): Scene;
  86427. /**
  86428. * Gets the hosting engine
  86429. * @returns the hosting Engine
  86430. */
  86431. getEngine(): Engine;
  86432. /**
  86433. * Defines if the geometry is ready to use
  86434. * @returns true if the geometry is ready to be used
  86435. */
  86436. isReady(): boolean;
  86437. /**
  86438. * Gets a value indicating that the geometry should not be serialized
  86439. */
  86440. readonly doNotSerialize: boolean;
  86441. /** @hidden */
  86442. _rebuild(): void;
  86443. /**
  86444. * Affects all geometry data in one call
  86445. * @param vertexData defines the geometry data
  86446. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  86447. */
  86448. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  86449. /**
  86450. * Set specific vertex data
  86451. * @param kind defines the data kind (Position, normal, etc...)
  86452. * @param data defines the vertex data to use
  86453. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  86454. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  86455. */
  86456. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  86457. /**
  86458. * Removes a specific vertex data
  86459. * @param kind defines the data kind (Position, normal, etc...)
  86460. */
  86461. removeVerticesData(kind: string): void;
  86462. /**
  86463. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  86464. * @param buffer defines the vertex buffer to use
  86465. * @param totalVertices defines the total number of vertices for position kind (could be null)
  86466. */
  86467. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  86468. /**
  86469. * Update a specific vertex buffer
  86470. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  86471. * It will do nothing if the buffer is not updatable
  86472. * @param kind defines the data kind (Position, normal, etc...)
  86473. * @param data defines the data to use
  86474. * @param offset defines the offset in the target buffer where to store the data
  86475. * @param useBytes set to true if the offset is in bytes
  86476. */
  86477. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  86478. /**
  86479. * Update a specific vertex buffer
  86480. * This function will create a new buffer if the current one is not updatable
  86481. * @param kind defines the data kind (Position, normal, etc...)
  86482. * @param data defines the data to use
  86483. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  86484. */
  86485. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  86486. private _updateBoundingInfo;
  86487. /** @hidden */
  86488. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  86489. /**
  86490. * Gets total number of vertices
  86491. * @returns the total number of vertices
  86492. */
  86493. getTotalVertices(): number;
  86494. /**
  86495. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  86496. * @param kind defines the data kind (Position, normal, etc...)
  86497. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  86498. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  86499. * @returns a float array containing vertex data
  86500. */
  86501. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  86502. /**
  86503. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  86504. * @param kind defines the data kind (Position, normal, etc...)
  86505. * @returns true if the vertex buffer with the specified kind is updatable
  86506. */
  86507. isVertexBufferUpdatable(kind: string): boolean;
  86508. /**
  86509. * Gets a specific vertex buffer
  86510. * @param kind defines the data kind (Position, normal, etc...)
  86511. * @returns a VertexBuffer
  86512. */
  86513. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  86514. /**
  86515. * Returns all vertex buffers
  86516. * @return an object holding all vertex buffers indexed by kind
  86517. */
  86518. getVertexBuffers(): Nullable<{
  86519. [key: string]: VertexBuffer;
  86520. }>;
  86521. /**
  86522. * Gets a boolean indicating if specific vertex buffer is present
  86523. * @param kind defines the data kind (Position, normal, etc...)
  86524. * @returns true if data is present
  86525. */
  86526. isVerticesDataPresent(kind: string): boolean;
  86527. /**
  86528. * Gets a list of all attached data kinds (Position, normal, etc...)
  86529. * @returns a list of string containing all kinds
  86530. */
  86531. getVerticesDataKinds(): string[];
  86532. /**
  86533. * Update index buffer
  86534. * @param indices defines the indices to store in the index buffer
  86535. * @param offset defines the offset in the target buffer where to store the data
  86536. * @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)
  86537. */
  86538. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  86539. /**
  86540. * Creates a new index buffer
  86541. * @param indices defines the indices to store in the index buffer
  86542. * @param totalVertices defines the total number of vertices (could be null)
  86543. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  86544. */
  86545. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  86546. /**
  86547. * Return the total number of indices
  86548. * @returns the total number of indices
  86549. */
  86550. getTotalIndices(): number;
  86551. /**
  86552. * Gets the index buffer array
  86553. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  86554. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  86555. * @returns the index buffer array
  86556. */
  86557. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  86558. /**
  86559. * Gets the index buffer
  86560. * @return the index buffer
  86561. */
  86562. getIndexBuffer(): Nullable<DataBuffer>;
  86563. /** @hidden */
  86564. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  86565. /**
  86566. * Release the associated resources for a specific mesh
  86567. * @param mesh defines the source mesh
  86568. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  86569. */
  86570. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  86571. /**
  86572. * Apply current geometry to a given mesh
  86573. * @param mesh defines the mesh to apply geometry to
  86574. */
  86575. applyToMesh(mesh: Mesh): void;
  86576. private _updateExtend;
  86577. private _applyToMesh;
  86578. private notifyUpdate;
  86579. /**
  86580. * Load the geometry if it was flagged as delay loaded
  86581. * @param scene defines the hosting scene
  86582. * @param onLoaded defines a callback called when the geometry is loaded
  86583. */
  86584. load(scene: Scene, onLoaded?: () => void): void;
  86585. private _queueLoad;
  86586. /**
  86587. * Invert the geometry to move from a right handed system to a left handed one.
  86588. */
  86589. toLeftHanded(): void;
  86590. /** @hidden */
  86591. _resetPointsArrayCache(): void;
  86592. /** @hidden */
  86593. _generatePointsArray(): boolean;
  86594. /**
  86595. * Gets a value indicating if the geometry is disposed
  86596. * @returns true if the geometry was disposed
  86597. */
  86598. isDisposed(): boolean;
  86599. private _disposeVertexArrayObjects;
  86600. /**
  86601. * Free all associated resources
  86602. */
  86603. dispose(): void;
  86604. /**
  86605. * Clone the current geometry into a new geometry
  86606. * @param id defines the unique ID of the new geometry
  86607. * @returns a new geometry object
  86608. */
  86609. copy(id: string): Geometry;
  86610. /**
  86611. * Serialize the current geometry info (and not the vertices data) into a JSON object
  86612. * @return a JSON representation of the current geometry data (without the vertices data)
  86613. */
  86614. serialize(): any;
  86615. private toNumberArray;
  86616. /**
  86617. * Serialize all vertices data into a JSON oject
  86618. * @returns a JSON representation of the current geometry data
  86619. */
  86620. serializeVerticeData(): any;
  86621. /**
  86622. * Extracts a clone of a mesh geometry
  86623. * @param mesh defines the source mesh
  86624. * @param id defines the unique ID of the new geometry object
  86625. * @returns the new geometry object
  86626. */
  86627. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  86628. /**
  86629. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  86630. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  86631. * Be aware Math.random() could cause collisions, but:
  86632. * "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"
  86633. * @returns a string containing a new GUID
  86634. */
  86635. static RandomId(): string;
  86636. /** @hidden */
  86637. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  86638. private static _CleanMatricesWeights;
  86639. /**
  86640. * Create a new geometry from persisted data (Using .babylon file format)
  86641. * @param parsedVertexData defines the persisted data
  86642. * @param scene defines the hosting scene
  86643. * @param rootUrl defines the root url to use to load assets (like delayed data)
  86644. * @returns the new geometry object
  86645. */
  86646. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  86647. }
  86648. }
  86649. declare module BABYLON {
  86650. /**
  86651. * Define an interface for all classes that will get and set the data on vertices
  86652. */
  86653. export interface IGetSetVerticesData {
  86654. /**
  86655. * Gets a boolean indicating if specific vertex data is present
  86656. * @param kind defines the vertex data kind to use
  86657. * @returns true is data kind is present
  86658. */
  86659. isVerticesDataPresent(kind: string): boolean;
  86660. /**
  86661. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  86662. * @param kind defines the data kind (Position, normal, etc...)
  86663. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  86664. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  86665. * @returns a float array containing vertex data
  86666. */
  86667. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  86668. /**
  86669. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  86670. * @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.
  86671. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  86672. * @returns the indices array or an empty array if the mesh has no geometry
  86673. */
  86674. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  86675. /**
  86676. * Set specific vertex data
  86677. * @param kind defines the data kind (Position, normal, etc...)
  86678. * @param data defines the vertex data to use
  86679. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  86680. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  86681. */
  86682. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  86683. /**
  86684. * Update a specific associated vertex buffer
  86685. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  86686. * - VertexBuffer.PositionKind
  86687. * - VertexBuffer.UVKind
  86688. * - VertexBuffer.UV2Kind
  86689. * - VertexBuffer.UV3Kind
  86690. * - VertexBuffer.UV4Kind
  86691. * - VertexBuffer.UV5Kind
  86692. * - VertexBuffer.UV6Kind
  86693. * - VertexBuffer.ColorKind
  86694. * - VertexBuffer.MatricesIndicesKind
  86695. * - VertexBuffer.MatricesIndicesExtraKind
  86696. * - VertexBuffer.MatricesWeightsKind
  86697. * - VertexBuffer.MatricesWeightsExtraKind
  86698. * @param data defines the data source
  86699. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  86700. * @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)
  86701. */
  86702. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  86703. /**
  86704. * Creates a new index buffer
  86705. * @param indices defines the indices to store in the index buffer
  86706. * @param totalVertices defines the total number of vertices (could be null)
  86707. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  86708. */
  86709. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  86710. }
  86711. /**
  86712. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  86713. */
  86714. export class VertexData {
  86715. /**
  86716. * Mesh side orientation : usually the external or front surface
  86717. */
  86718. static readonly FRONTSIDE: number;
  86719. /**
  86720. * Mesh side orientation : usually the internal or back surface
  86721. */
  86722. static readonly BACKSIDE: number;
  86723. /**
  86724. * Mesh side orientation : both internal and external or front and back surfaces
  86725. */
  86726. static readonly DOUBLESIDE: number;
  86727. /**
  86728. * Mesh side orientation : by default, `FRONTSIDE`
  86729. */
  86730. static readonly DEFAULTSIDE: number;
  86731. /**
  86732. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  86733. */
  86734. positions: Nullable<FloatArray>;
  86735. /**
  86736. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  86737. */
  86738. normals: Nullable<FloatArray>;
  86739. /**
  86740. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  86741. */
  86742. tangents: Nullable<FloatArray>;
  86743. /**
  86744. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  86745. */
  86746. uvs: Nullable<FloatArray>;
  86747. /**
  86748. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  86749. */
  86750. uvs2: Nullable<FloatArray>;
  86751. /**
  86752. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  86753. */
  86754. uvs3: Nullable<FloatArray>;
  86755. /**
  86756. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  86757. */
  86758. uvs4: Nullable<FloatArray>;
  86759. /**
  86760. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  86761. */
  86762. uvs5: Nullable<FloatArray>;
  86763. /**
  86764. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  86765. */
  86766. uvs6: Nullable<FloatArray>;
  86767. /**
  86768. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  86769. */
  86770. colors: Nullable<FloatArray>;
  86771. /**
  86772. * 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).
  86773. */
  86774. matricesIndices: Nullable<FloatArray>;
  86775. /**
  86776. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  86777. */
  86778. matricesWeights: Nullable<FloatArray>;
  86779. /**
  86780. * An array extending the number of possible indices
  86781. */
  86782. matricesIndicesExtra: Nullable<FloatArray>;
  86783. /**
  86784. * An array extending the number of possible weights when the number of indices is extended
  86785. */
  86786. matricesWeightsExtra: Nullable<FloatArray>;
  86787. /**
  86788. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  86789. */
  86790. indices: Nullable<IndicesArray>;
  86791. /**
  86792. * Uses the passed data array to set the set the values for the specified kind of data
  86793. * @param data a linear array of floating numbers
  86794. * @param kind the type of data that is being set, eg positions, colors etc
  86795. */
  86796. set(data: FloatArray, kind: string): void;
  86797. /**
  86798. * Associates the vertexData to the passed Mesh.
  86799. * Sets it as updatable or not (default `false`)
  86800. * @param mesh the mesh the vertexData is applied to
  86801. * @param updatable when used and having the value true allows new data to update the vertexData
  86802. * @returns the VertexData
  86803. */
  86804. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  86805. /**
  86806. * Associates the vertexData to the passed Geometry.
  86807. * Sets it as updatable or not (default `false`)
  86808. * @param geometry the geometry the vertexData is applied to
  86809. * @param updatable when used and having the value true allows new data to update the vertexData
  86810. * @returns VertexData
  86811. */
  86812. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  86813. /**
  86814. * Updates the associated mesh
  86815. * @param mesh the mesh to be updated
  86816. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  86817. * @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
  86818. * @returns VertexData
  86819. */
  86820. updateMesh(mesh: Mesh): VertexData;
  86821. /**
  86822. * Updates the associated geometry
  86823. * @param geometry the geometry to be updated
  86824. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  86825. * @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
  86826. * @returns VertexData.
  86827. */
  86828. updateGeometry(geometry: Geometry): VertexData;
  86829. private _applyTo;
  86830. private _update;
  86831. /**
  86832. * Transforms each position and each normal of the vertexData according to the passed Matrix
  86833. * @param matrix the transforming matrix
  86834. * @returns the VertexData
  86835. */
  86836. transform(matrix: Matrix): VertexData;
  86837. /**
  86838. * Merges the passed VertexData into the current one
  86839. * @param other the VertexData to be merged into the current one
  86840. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  86841. * @returns the modified VertexData
  86842. */
  86843. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  86844. private _mergeElement;
  86845. private _validate;
  86846. /**
  86847. * Serializes the VertexData
  86848. * @returns a serialized object
  86849. */
  86850. serialize(): any;
  86851. /**
  86852. * Extracts the vertexData from a mesh
  86853. * @param mesh the mesh from which to extract the VertexData
  86854. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  86855. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  86856. * @returns the object VertexData associated to the passed mesh
  86857. */
  86858. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  86859. /**
  86860. * Extracts the vertexData from the geometry
  86861. * @param geometry the geometry from which to extract the VertexData
  86862. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  86863. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  86864. * @returns the object VertexData associated to the passed mesh
  86865. */
  86866. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  86867. private static _ExtractFrom;
  86868. /**
  86869. * Creates the VertexData for a Ribbon
  86870. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  86871. * * pathArray array of paths, each of which an array of successive Vector3
  86872. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  86873. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  86874. * * 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
  86875. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86876. * * 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)
  86877. * * 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)
  86878. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  86879. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  86880. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  86881. * @returns the VertexData of the ribbon
  86882. */
  86883. static CreateRibbon(options: {
  86884. pathArray: Vector3[][];
  86885. closeArray?: boolean;
  86886. closePath?: boolean;
  86887. offset?: number;
  86888. sideOrientation?: number;
  86889. frontUVs?: Vector4;
  86890. backUVs?: Vector4;
  86891. invertUV?: boolean;
  86892. uvs?: Vector2[];
  86893. colors?: Color4[];
  86894. }): VertexData;
  86895. /**
  86896. * Creates the VertexData for a box
  86897. * @param options an object used to set the following optional parameters for the box, required but can be empty
  86898. * * size sets the width, height and depth of the box to the value of size, optional default 1
  86899. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  86900. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  86901. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  86902. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  86903. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  86904. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86905. * * 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)
  86906. * * 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)
  86907. * @returns the VertexData of the box
  86908. */
  86909. static CreateBox(options: {
  86910. size?: number;
  86911. width?: number;
  86912. height?: number;
  86913. depth?: number;
  86914. faceUV?: Vector4[];
  86915. faceColors?: Color4[];
  86916. sideOrientation?: number;
  86917. frontUVs?: Vector4;
  86918. backUVs?: Vector4;
  86919. }): VertexData;
  86920. /**
  86921. * Creates the VertexData for a tiled box
  86922. * @param options an object used to set the following optional parameters for the box, required but can be empty
  86923. * * faceTiles sets the pattern, tile size and number of tiles for a face
  86924. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  86925. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  86926. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86927. * @returns the VertexData of the box
  86928. */
  86929. static CreateTiledBox(options: {
  86930. pattern?: number;
  86931. width?: number;
  86932. height?: number;
  86933. depth?: number;
  86934. tileSize?: number;
  86935. tileWidth?: number;
  86936. tileHeight?: number;
  86937. alignHorizontal?: number;
  86938. alignVertical?: number;
  86939. faceUV?: Vector4[];
  86940. faceColors?: Color4[];
  86941. sideOrientation?: number;
  86942. }): VertexData;
  86943. /**
  86944. * Creates the VertexData for a tiled plane
  86945. * @param options an object used to set the following optional parameters for the box, required but can be empty
  86946. * * pattern a limited pattern arrangement depending on the number
  86947. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  86948. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  86949. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  86950. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86951. * * 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)
  86952. * * 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)
  86953. * @returns the VertexData of the tiled plane
  86954. */
  86955. static CreateTiledPlane(options: {
  86956. pattern?: number;
  86957. tileSize?: number;
  86958. tileWidth?: number;
  86959. tileHeight?: number;
  86960. size?: number;
  86961. width?: number;
  86962. height?: number;
  86963. alignHorizontal?: number;
  86964. alignVertical?: number;
  86965. sideOrientation?: number;
  86966. frontUVs?: Vector4;
  86967. backUVs?: Vector4;
  86968. }): VertexData;
  86969. /**
  86970. * Creates the VertexData for an ellipsoid, defaults to a sphere
  86971. * @param options an object used to set the following optional parameters for the box, required but can be empty
  86972. * * segments sets the number of horizontal strips optional, default 32
  86973. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  86974. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  86975. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  86976. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  86977. * * 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
  86978. * * 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
  86979. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86980. * * 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)
  86981. * * 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)
  86982. * @returns the VertexData of the ellipsoid
  86983. */
  86984. static CreateSphere(options: {
  86985. segments?: number;
  86986. diameter?: number;
  86987. diameterX?: number;
  86988. diameterY?: number;
  86989. diameterZ?: number;
  86990. arc?: number;
  86991. slice?: number;
  86992. sideOrientation?: number;
  86993. frontUVs?: Vector4;
  86994. backUVs?: Vector4;
  86995. }): VertexData;
  86996. /**
  86997. * Creates the VertexData for a cylinder, cone or prism
  86998. * @param options an object used to set the following optional parameters for the box, required but can be empty
  86999. * * height sets the height (y direction) of the cylinder, optional, default 2
  87000. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  87001. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  87002. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  87003. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  87004. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  87005. * * 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
  87006. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  87007. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  87008. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  87009. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  87010. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87011. * * 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)
  87012. * * 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)
  87013. * @returns the VertexData of the cylinder, cone or prism
  87014. */
  87015. static CreateCylinder(options: {
  87016. height?: number;
  87017. diameterTop?: number;
  87018. diameterBottom?: number;
  87019. diameter?: number;
  87020. tessellation?: number;
  87021. subdivisions?: number;
  87022. arc?: number;
  87023. faceColors?: Color4[];
  87024. faceUV?: Vector4[];
  87025. hasRings?: boolean;
  87026. enclose?: boolean;
  87027. sideOrientation?: number;
  87028. frontUVs?: Vector4;
  87029. backUVs?: Vector4;
  87030. }): VertexData;
  87031. /**
  87032. * Creates the VertexData for a torus
  87033. * @param options an object used to set the following optional parameters for the box, required but can be empty
  87034. * * diameter the diameter of the torus, optional default 1
  87035. * * thickness the diameter of the tube forming the torus, optional default 0.5
  87036. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  87037. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87038. * * 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)
  87039. * * 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)
  87040. * @returns the VertexData of the torus
  87041. */
  87042. static CreateTorus(options: {
  87043. diameter?: number;
  87044. thickness?: number;
  87045. tessellation?: number;
  87046. sideOrientation?: number;
  87047. frontUVs?: Vector4;
  87048. backUVs?: Vector4;
  87049. }): VertexData;
  87050. /**
  87051. * Creates the VertexData of the LineSystem
  87052. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  87053. * - lines an array of lines, each line being an array of successive Vector3
  87054. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  87055. * @returns the VertexData of the LineSystem
  87056. */
  87057. static CreateLineSystem(options: {
  87058. lines: Vector3[][];
  87059. colors?: Nullable<Color4[][]>;
  87060. }): VertexData;
  87061. /**
  87062. * Create the VertexData for a DashedLines
  87063. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  87064. * - points an array successive Vector3
  87065. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  87066. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  87067. * - dashNb the intended total number of dashes, optional, default 200
  87068. * @returns the VertexData for the DashedLines
  87069. */
  87070. static CreateDashedLines(options: {
  87071. points: Vector3[];
  87072. dashSize?: number;
  87073. gapSize?: number;
  87074. dashNb?: number;
  87075. }): VertexData;
  87076. /**
  87077. * Creates the VertexData for a Ground
  87078. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  87079. * - width the width (x direction) of the ground, optional, default 1
  87080. * - height the height (z direction) of the ground, optional, default 1
  87081. * - subdivisions the number of subdivisions per side, optional, default 1
  87082. * @returns the VertexData of the Ground
  87083. */
  87084. static CreateGround(options: {
  87085. width?: number;
  87086. height?: number;
  87087. subdivisions?: number;
  87088. subdivisionsX?: number;
  87089. subdivisionsY?: number;
  87090. }): VertexData;
  87091. /**
  87092. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  87093. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  87094. * * xmin the ground minimum X coordinate, optional, default -1
  87095. * * zmin the ground minimum Z coordinate, optional, default -1
  87096. * * xmax the ground maximum X coordinate, optional, default 1
  87097. * * zmax the ground maximum Z coordinate, optional, default 1
  87098. * * 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}
  87099. * * 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}
  87100. * @returns the VertexData of the TiledGround
  87101. */
  87102. static CreateTiledGround(options: {
  87103. xmin: number;
  87104. zmin: number;
  87105. xmax: number;
  87106. zmax: number;
  87107. subdivisions?: {
  87108. w: number;
  87109. h: number;
  87110. };
  87111. precision?: {
  87112. w: number;
  87113. h: number;
  87114. };
  87115. }): VertexData;
  87116. /**
  87117. * Creates the VertexData of the Ground designed from a heightmap
  87118. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  87119. * * width the width (x direction) of the ground
  87120. * * height the height (z direction) of the ground
  87121. * * subdivisions the number of subdivisions per side
  87122. * * minHeight the minimum altitude on the ground, optional, default 0
  87123. * * maxHeight the maximum altitude on the ground, optional default 1
  87124. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  87125. * * buffer the array holding the image color data
  87126. * * bufferWidth the width of image
  87127. * * bufferHeight the height of image
  87128. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  87129. * @returns the VertexData of the Ground designed from a heightmap
  87130. */
  87131. static CreateGroundFromHeightMap(options: {
  87132. width: number;
  87133. height: number;
  87134. subdivisions: number;
  87135. minHeight: number;
  87136. maxHeight: number;
  87137. colorFilter: Color3;
  87138. buffer: Uint8Array;
  87139. bufferWidth: number;
  87140. bufferHeight: number;
  87141. alphaFilter: number;
  87142. }): VertexData;
  87143. /**
  87144. * Creates the VertexData for a Plane
  87145. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  87146. * * size sets the width and height of the plane to the value of size, optional default 1
  87147. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  87148. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  87149. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87150. * * 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)
  87151. * * 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)
  87152. * @returns the VertexData of the box
  87153. */
  87154. static CreatePlane(options: {
  87155. size?: number;
  87156. width?: number;
  87157. height?: number;
  87158. sideOrientation?: number;
  87159. frontUVs?: Vector4;
  87160. backUVs?: Vector4;
  87161. }): VertexData;
  87162. /**
  87163. * Creates the VertexData of the Disc or regular Polygon
  87164. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  87165. * * radius the radius of the disc, optional default 0.5
  87166. * * tessellation the number of polygon sides, optional, default 64
  87167. * * 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
  87168. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87169. * * 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)
  87170. * * 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)
  87171. * @returns the VertexData of the box
  87172. */
  87173. static CreateDisc(options: {
  87174. radius?: number;
  87175. tessellation?: number;
  87176. arc?: number;
  87177. sideOrientation?: number;
  87178. frontUVs?: Vector4;
  87179. backUVs?: Vector4;
  87180. }): VertexData;
  87181. /**
  87182. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  87183. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  87184. * @param polygon a mesh built from polygonTriangulation.build()
  87185. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87186. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  87187. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  87188. * @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)
  87189. * @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)
  87190. * @returns the VertexData of the Polygon
  87191. */
  87192. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  87193. /**
  87194. * Creates the VertexData of the IcoSphere
  87195. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  87196. * * radius the radius of the IcoSphere, optional default 1
  87197. * * radiusX allows stretching in the x direction, optional, default radius
  87198. * * radiusY allows stretching in the y direction, optional, default radius
  87199. * * radiusZ allows stretching in the z direction, optional, default radius
  87200. * * flat when true creates a flat shaded mesh, optional, default true
  87201. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  87202. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87203. * * 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)
  87204. * * 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)
  87205. * @returns the VertexData of the IcoSphere
  87206. */
  87207. static CreateIcoSphere(options: {
  87208. radius?: number;
  87209. radiusX?: number;
  87210. radiusY?: number;
  87211. radiusZ?: number;
  87212. flat?: boolean;
  87213. subdivisions?: number;
  87214. sideOrientation?: number;
  87215. frontUVs?: Vector4;
  87216. backUVs?: Vector4;
  87217. }): VertexData;
  87218. /**
  87219. * Creates the VertexData for a Polyhedron
  87220. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  87221. * * type provided types are:
  87222. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  87223. * * 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)
  87224. * * size the size of the IcoSphere, optional default 1
  87225. * * sizeX allows stretching in the x direction, optional, default size
  87226. * * sizeY allows stretching in the y direction, optional, default size
  87227. * * sizeZ allows stretching in the z direction, optional, default size
  87228. * * 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
  87229. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  87230. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  87231. * * flat when true creates a flat shaded mesh, optional, default true
  87232. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  87233. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87234. * * 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)
  87235. * * 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)
  87236. * @returns the VertexData of the Polyhedron
  87237. */
  87238. static CreatePolyhedron(options: {
  87239. type?: number;
  87240. size?: number;
  87241. sizeX?: number;
  87242. sizeY?: number;
  87243. sizeZ?: number;
  87244. custom?: any;
  87245. faceUV?: Vector4[];
  87246. faceColors?: Color4[];
  87247. flat?: boolean;
  87248. sideOrientation?: number;
  87249. frontUVs?: Vector4;
  87250. backUVs?: Vector4;
  87251. }): VertexData;
  87252. /**
  87253. * Creates the VertexData for a TorusKnot
  87254. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  87255. * * radius the radius of the torus knot, optional, default 2
  87256. * * tube the thickness of the tube, optional, default 0.5
  87257. * * radialSegments the number of sides on each tube segments, optional, default 32
  87258. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  87259. * * p the number of windings around the z axis, optional, default 2
  87260. * * q the number of windings around the x axis, optional, default 3
  87261. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  87262. * * 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)
  87263. * * 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)
  87264. * @returns the VertexData of the Torus Knot
  87265. */
  87266. static CreateTorusKnot(options: {
  87267. radius?: number;
  87268. tube?: number;
  87269. radialSegments?: number;
  87270. tubularSegments?: number;
  87271. p?: number;
  87272. q?: number;
  87273. sideOrientation?: number;
  87274. frontUVs?: Vector4;
  87275. backUVs?: Vector4;
  87276. }): VertexData;
  87277. /**
  87278. * Compute normals for given positions and indices
  87279. * @param positions an array of vertex positions, [...., x, y, z, ......]
  87280. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  87281. * @param normals an array of vertex normals, [...., x, y, z, ......]
  87282. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  87283. * * facetNormals : optional array of facet normals (vector3)
  87284. * * facetPositions : optional array of facet positions (vector3)
  87285. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  87286. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  87287. * * bInfo : optional bounding info, required for facetPartitioning computation
  87288. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  87289. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  87290. * * useRightHandedSystem: optional boolean to for right handed system computation
  87291. * * depthSort : optional boolean to enable the facet depth sort computation
  87292. * * distanceTo : optional Vector3 to compute the facet depth from this location
  87293. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  87294. */
  87295. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  87296. facetNormals?: any;
  87297. facetPositions?: any;
  87298. facetPartitioning?: any;
  87299. ratio?: number;
  87300. bInfo?: any;
  87301. bbSize?: Vector3;
  87302. subDiv?: any;
  87303. useRightHandedSystem?: boolean;
  87304. depthSort?: boolean;
  87305. distanceTo?: Vector3;
  87306. depthSortedFacets?: any;
  87307. }): void;
  87308. /** @hidden */
  87309. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  87310. /**
  87311. * Applies VertexData created from the imported parameters to the geometry
  87312. * @param parsedVertexData the parsed data from an imported file
  87313. * @param geometry the geometry to apply the VertexData to
  87314. */
  87315. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  87316. }
  87317. }
  87318. declare module BABYLON {
  87319. /**
  87320. * Defines a target to use with MorphTargetManager
  87321. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  87322. */
  87323. export class MorphTarget implements IAnimatable {
  87324. /** defines the name of the target */
  87325. name: string;
  87326. /**
  87327. * Gets or sets the list of animations
  87328. */
  87329. animations: Animation[];
  87330. private _scene;
  87331. private _positions;
  87332. private _normals;
  87333. private _tangents;
  87334. private _uvs;
  87335. private _influence;
  87336. /**
  87337. * Observable raised when the influence changes
  87338. */
  87339. onInfluenceChanged: Observable<boolean>;
  87340. /** @hidden */
  87341. _onDataLayoutChanged: Observable<void>;
  87342. /**
  87343. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  87344. */
  87345. influence: number;
  87346. /**
  87347. * Gets or sets the id of the morph Target
  87348. */
  87349. id: string;
  87350. private _animationPropertiesOverride;
  87351. /**
  87352. * Gets or sets the animation properties override
  87353. */
  87354. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  87355. /**
  87356. * Creates a new MorphTarget
  87357. * @param name defines the name of the target
  87358. * @param influence defines the influence to use
  87359. * @param scene defines the scene the morphtarget belongs to
  87360. */
  87361. constructor(
  87362. /** defines the name of the target */
  87363. name: string, influence?: number, scene?: Nullable<Scene>);
  87364. /**
  87365. * Gets a boolean defining if the target contains position data
  87366. */
  87367. readonly hasPositions: boolean;
  87368. /**
  87369. * Gets a boolean defining if the target contains normal data
  87370. */
  87371. readonly hasNormals: boolean;
  87372. /**
  87373. * Gets a boolean defining if the target contains tangent data
  87374. */
  87375. readonly hasTangents: boolean;
  87376. /**
  87377. * Gets a boolean defining if the target contains texture coordinates data
  87378. */
  87379. readonly hasUVs: boolean;
  87380. /**
  87381. * Affects position data to this target
  87382. * @param data defines the position data to use
  87383. */
  87384. setPositions(data: Nullable<FloatArray>): void;
  87385. /**
  87386. * Gets the position data stored in this target
  87387. * @returns a FloatArray containing the position data (or null if not present)
  87388. */
  87389. getPositions(): Nullable<FloatArray>;
  87390. /**
  87391. * Affects normal data to this target
  87392. * @param data defines the normal data to use
  87393. */
  87394. setNormals(data: Nullable<FloatArray>): void;
  87395. /**
  87396. * Gets the normal data stored in this target
  87397. * @returns a FloatArray containing the normal data (or null if not present)
  87398. */
  87399. getNormals(): Nullable<FloatArray>;
  87400. /**
  87401. * Affects tangent data to this target
  87402. * @param data defines the tangent data to use
  87403. */
  87404. setTangents(data: Nullable<FloatArray>): void;
  87405. /**
  87406. * Gets the tangent data stored in this target
  87407. * @returns a FloatArray containing the tangent data (or null if not present)
  87408. */
  87409. getTangents(): Nullable<FloatArray>;
  87410. /**
  87411. * Affects texture coordinates data to this target
  87412. * @param data defines the texture coordinates data to use
  87413. */
  87414. setUVs(data: Nullable<FloatArray>): void;
  87415. /**
  87416. * Gets the texture coordinates data stored in this target
  87417. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  87418. */
  87419. getUVs(): Nullable<FloatArray>;
  87420. /**
  87421. * Serializes the current target into a Serialization object
  87422. * @returns the serialized object
  87423. */
  87424. serialize(): any;
  87425. /**
  87426. * Returns the string "MorphTarget"
  87427. * @returns "MorphTarget"
  87428. */
  87429. getClassName(): string;
  87430. /**
  87431. * Creates a new target from serialized data
  87432. * @param serializationObject defines the serialized data to use
  87433. * @returns a new MorphTarget
  87434. */
  87435. static Parse(serializationObject: any): MorphTarget;
  87436. /**
  87437. * Creates a MorphTarget from mesh data
  87438. * @param mesh defines the source mesh
  87439. * @param name defines the name to use for the new target
  87440. * @param influence defines the influence to attach to the target
  87441. * @returns a new MorphTarget
  87442. */
  87443. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  87444. }
  87445. }
  87446. declare module BABYLON {
  87447. /**
  87448. * This class is used to deform meshes using morphing between different targets
  87449. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  87450. */
  87451. export class MorphTargetManager {
  87452. private _targets;
  87453. private _targetInfluenceChangedObservers;
  87454. private _targetDataLayoutChangedObservers;
  87455. private _activeTargets;
  87456. private _scene;
  87457. private _influences;
  87458. private _supportsNormals;
  87459. private _supportsTangents;
  87460. private _supportsUVs;
  87461. private _vertexCount;
  87462. private _uniqueId;
  87463. private _tempInfluences;
  87464. /**
  87465. * Gets or sets a boolean indicating if normals must be morphed
  87466. */
  87467. enableNormalMorphing: boolean;
  87468. /**
  87469. * Gets or sets a boolean indicating if tangents must be morphed
  87470. */
  87471. enableTangentMorphing: boolean;
  87472. /**
  87473. * Gets or sets a boolean indicating if UV must be morphed
  87474. */
  87475. enableUVMorphing: boolean;
  87476. /**
  87477. * Creates a new MorphTargetManager
  87478. * @param scene defines the current scene
  87479. */
  87480. constructor(scene?: Nullable<Scene>);
  87481. /**
  87482. * Gets the unique ID of this manager
  87483. */
  87484. readonly uniqueId: number;
  87485. /**
  87486. * Gets the number of vertices handled by this manager
  87487. */
  87488. readonly vertexCount: number;
  87489. /**
  87490. * Gets a boolean indicating if this manager supports morphing of normals
  87491. */
  87492. readonly supportsNormals: boolean;
  87493. /**
  87494. * Gets a boolean indicating if this manager supports morphing of tangents
  87495. */
  87496. readonly supportsTangents: boolean;
  87497. /**
  87498. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  87499. */
  87500. readonly supportsUVs: boolean;
  87501. /**
  87502. * Gets the number of targets stored in this manager
  87503. */
  87504. readonly numTargets: number;
  87505. /**
  87506. * Gets the number of influencers (ie. the number of targets with influences > 0)
  87507. */
  87508. readonly numInfluencers: number;
  87509. /**
  87510. * Gets the list of influences (one per target)
  87511. */
  87512. readonly influences: Float32Array;
  87513. /**
  87514. * Gets the active target at specified index. An active target is a target with an influence > 0
  87515. * @param index defines the index to check
  87516. * @returns the requested target
  87517. */
  87518. getActiveTarget(index: number): MorphTarget;
  87519. /**
  87520. * Gets the target at specified index
  87521. * @param index defines the index to check
  87522. * @returns the requested target
  87523. */
  87524. getTarget(index: number): MorphTarget;
  87525. /**
  87526. * Add a new target to this manager
  87527. * @param target defines the target to add
  87528. */
  87529. addTarget(target: MorphTarget): void;
  87530. /**
  87531. * Removes a target from the manager
  87532. * @param target defines the target to remove
  87533. */
  87534. removeTarget(target: MorphTarget): void;
  87535. /**
  87536. * Serializes the current manager into a Serialization object
  87537. * @returns the serialized object
  87538. */
  87539. serialize(): any;
  87540. private _syncActiveTargets;
  87541. /**
  87542. * Syncrhonize the targets with all the meshes using this morph target manager
  87543. */
  87544. synchronize(): void;
  87545. /**
  87546. * Creates a new MorphTargetManager from serialized data
  87547. * @param serializationObject defines the serialized data
  87548. * @param scene defines the hosting scene
  87549. * @returns the new MorphTargetManager
  87550. */
  87551. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  87552. }
  87553. }
  87554. declare module BABYLON {
  87555. /**
  87556. * Class used to represent a specific level of detail of a mesh
  87557. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  87558. */
  87559. export class MeshLODLevel {
  87560. /** Defines the distance where this level should start being displayed */
  87561. distance: number;
  87562. /** Defines the mesh to use to render this level */
  87563. mesh: Nullable<Mesh>;
  87564. /**
  87565. * Creates a new LOD level
  87566. * @param distance defines the distance where this level should star being displayed
  87567. * @param mesh defines the mesh to use to render this level
  87568. */
  87569. constructor(
  87570. /** Defines the distance where this level should start being displayed */
  87571. distance: number,
  87572. /** Defines the mesh to use to render this level */
  87573. mesh: Nullable<Mesh>);
  87574. }
  87575. }
  87576. declare module BABYLON {
  87577. /**
  87578. * Mesh representing the gorund
  87579. */
  87580. export class GroundMesh extends Mesh {
  87581. /** If octree should be generated */
  87582. generateOctree: boolean;
  87583. private _heightQuads;
  87584. /** @hidden */
  87585. _subdivisionsX: number;
  87586. /** @hidden */
  87587. _subdivisionsY: number;
  87588. /** @hidden */
  87589. _width: number;
  87590. /** @hidden */
  87591. _height: number;
  87592. /** @hidden */
  87593. _minX: number;
  87594. /** @hidden */
  87595. _maxX: number;
  87596. /** @hidden */
  87597. _minZ: number;
  87598. /** @hidden */
  87599. _maxZ: number;
  87600. constructor(name: string, scene: Scene);
  87601. /**
  87602. * "GroundMesh"
  87603. * @returns "GroundMesh"
  87604. */
  87605. getClassName(): string;
  87606. /**
  87607. * The minimum of x and y subdivisions
  87608. */
  87609. readonly subdivisions: number;
  87610. /**
  87611. * X subdivisions
  87612. */
  87613. readonly subdivisionsX: number;
  87614. /**
  87615. * Y subdivisions
  87616. */
  87617. readonly subdivisionsY: number;
  87618. /**
  87619. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  87620. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  87621. * @param chunksCount the number of subdivisions for x and y
  87622. * @param octreeBlocksSize (Default: 32)
  87623. */
  87624. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  87625. /**
  87626. * Returns a height (y) value in the Worl system :
  87627. * the ground altitude at the coordinates (x, z) expressed in the World system.
  87628. * @param x x coordinate
  87629. * @param z z coordinate
  87630. * @returns the ground y position if (x, z) are outside the ground surface.
  87631. */
  87632. getHeightAtCoordinates(x: number, z: number): number;
  87633. /**
  87634. * Returns a normalized vector (Vector3) orthogonal to the ground
  87635. * at the ground coordinates (x, z) expressed in the World system.
  87636. * @param x x coordinate
  87637. * @param z z coordinate
  87638. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  87639. */
  87640. getNormalAtCoordinates(x: number, z: number): Vector3;
  87641. /**
  87642. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  87643. * at the ground coordinates (x, z) expressed in the World system.
  87644. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  87645. * @param x x coordinate
  87646. * @param z z coordinate
  87647. * @param ref vector to store the result
  87648. * @returns the GroundMesh.
  87649. */
  87650. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  87651. /**
  87652. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  87653. * if the ground has been updated.
  87654. * This can be used in the render loop.
  87655. * @returns the GroundMesh.
  87656. */
  87657. updateCoordinateHeights(): GroundMesh;
  87658. private _getFacetAt;
  87659. private _initHeightQuads;
  87660. private _computeHeightQuads;
  87661. /**
  87662. * Serializes this ground mesh
  87663. * @param serializationObject object to write serialization to
  87664. */
  87665. serialize(serializationObject: any): void;
  87666. /**
  87667. * Parses a serialized ground mesh
  87668. * @param parsedMesh the serialized mesh
  87669. * @param scene the scene to create the ground mesh in
  87670. * @returns the created ground mesh
  87671. */
  87672. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  87673. }
  87674. }
  87675. declare module BABYLON {
  87676. /**
  87677. * Interface for Physics-Joint data
  87678. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87679. */
  87680. export interface PhysicsJointData {
  87681. /**
  87682. * The main pivot of the joint
  87683. */
  87684. mainPivot?: Vector3;
  87685. /**
  87686. * The connected pivot of the joint
  87687. */
  87688. connectedPivot?: Vector3;
  87689. /**
  87690. * The main axis of the joint
  87691. */
  87692. mainAxis?: Vector3;
  87693. /**
  87694. * The connected axis of the joint
  87695. */
  87696. connectedAxis?: Vector3;
  87697. /**
  87698. * The collision of the joint
  87699. */
  87700. collision?: boolean;
  87701. /**
  87702. * Native Oimo/Cannon/Energy data
  87703. */
  87704. nativeParams?: any;
  87705. }
  87706. /**
  87707. * This is a holder class for the physics joint created by the physics plugin
  87708. * It holds a set of functions to control the underlying joint
  87709. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87710. */
  87711. export class PhysicsJoint {
  87712. /**
  87713. * The type of the physics joint
  87714. */
  87715. type: number;
  87716. /**
  87717. * The data for the physics joint
  87718. */
  87719. jointData: PhysicsJointData;
  87720. private _physicsJoint;
  87721. protected _physicsPlugin: IPhysicsEnginePlugin;
  87722. /**
  87723. * Initializes the physics joint
  87724. * @param type The type of the physics joint
  87725. * @param jointData The data for the physics joint
  87726. */
  87727. constructor(
  87728. /**
  87729. * The type of the physics joint
  87730. */
  87731. type: number,
  87732. /**
  87733. * The data for the physics joint
  87734. */
  87735. jointData: PhysicsJointData);
  87736. /**
  87737. * Gets the physics joint
  87738. */
  87739. /**
  87740. * Sets the physics joint
  87741. */
  87742. physicsJoint: any;
  87743. /**
  87744. * Sets the physics plugin
  87745. */
  87746. physicsPlugin: IPhysicsEnginePlugin;
  87747. /**
  87748. * Execute a function that is physics-plugin specific.
  87749. * @param {Function} func the function that will be executed.
  87750. * It accepts two parameters: the physics world and the physics joint
  87751. */
  87752. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  87753. /**
  87754. * Distance-Joint type
  87755. */
  87756. static DistanceJoint: number;
  87757. /**
  87758. * Hinge-Joint type
  87759. */
  87760. static HingeJoint: number;
  87761. /**
  87762. * Ball-and-Socket joint type
  87763. */
  87764. static BallAndSocketJoint: number;
  87765. /**
  87766. * Wheel-Joint type
  87767. */
  87768. static WheelJoint: number;
  87769. /**
  87770. * Slider-Joint type
  87771. */
  87772. static SliderJoint: number;
  87773. /**
  87774. * Prismatic-Joint type
  87775. */
  87776. static PrismaticJoint: number;
  87777. /**
  87778. * Universal-Joint type
  87779. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  87780. */
  87781. static UniversalJoint: number;
  87782. /**
  87783. * Hinge-Joint 2 type
  87784. */
  87785. static Hinge2Joint: number;
  87786. /**
  87787. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  87788. */
  87789. static PointToPointJoint: number;
  87790. /**
  87791. * Spring-Joint type
  87792. */
  87793. static SpringJoint: number;
  87794. /**
  87795. * Lock-Joint type
  87796. */
  87797. static LockJoint: number;
  87798. }
  87799. /**
  87800. * A class representing a physics distance joint
  87801. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87802. */
  87803. export class DistanceJoint extends PhysicsJoint {
  87804. /**
  87805. *
  87806. * @param jointData The data for the Distance-Joint
  87807. */
  87808. constructor(jointData: DistanceJointData);
  87809. /**
  87810. * Update the predefined distance.
  87811. * @param maxDistance The maximum preferred distance
  87812. * @param minDistance The minimum preferred distance
  87813. */
  87814. updateDistance(maxDistance: number, minDistance?: number): void;
  87815. }
  87816. /**
  87817. * Represents a Motor-Enabled Joint
  87818. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87819. */
  87820. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  87821. /**
  87822. * Initializes the Motor-Enabled Joint
  87823. * @param type The type of the joint
  87824. * @param jointData The physica joint data for the joint
  87825. */
  87826. constructor(type: number, jointData: PhysicsJointData);
  87827. /**
  87828. * Set the motor values.
  87829. * Attention, this function is plugin specific. Engines won't react 100% the same.
  87830. * @param force the force to apply
  87831. * @param maxForce max force for this motor.
  87832. */
  87833. setMotor(force?: number, maxForce?: number): void;
  87834. /**
  87835. * Set the motor's limits.
  87836. * Attention, this function is plugin specific. Engines won't react 100% the same.
  87837. * @param upperLimit The upper limit of the motor
  87838. * @param lowerLimit The lower limit of the motor
  87839. */
  87840. setLimit(upperLimit: number, lowerLimit?: number): void;
  87841. }
  87842. /**
  87843. * This class represents a single physics Hinge-Joint
  87844. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87845. */
  87846. export class HingeJoint extends MotorEnabledJoint {
  87847. /**
  87848. * Initializes the Hinge-Joint
  87849. * @param jointData The joint data for the Hinge-Joint
  87850. */
  87851. constructor(jointData: PhysicsJointData);
  87852. /**
  87853. * Set the motor values.
  87854. * Attention, this function is plugin specific. Engines won't react 100% the same.
  87855. * @param {number} force the force to apply
  87856. * @param {number} maxForce max force for this motor.
  87857. */
  87858. setMotor(force?: number, maxForce?: number): void;
  87859. /**
  87860. * Set the motor's limits.
  87861. * Attention, this function is plugin specific. Engines won't react 100% the same.
  87862. * @param upperLimit The upper limit of the motor
  87863. * @param lowerLimit The lower limit of the motor
  87864. */
  87865. setLimit(upperLimit: number, lowerLimit?: number): void;
  87866. }
  87867. /**
  87868. * This class represents a dual hinge physics joint (same as wheel joint)
  87869. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87870. */
  87871. export class Hinge2Joint extends MotorEnabledJoint {
  87872. /**
  87873. * Initializes the Hinge2-Joint
  87874. * @param jointData The joint data for the Hinge2-Joint
  87875. */
  87876. constructor(jointData: PhysicsJointData);
  87877. /**
  87878. * Set the motor values.
  87879. * Attention, this function is plugin specific. Engines won't react 100% the same.
  87880. * @param {number} targetSpeed the speed the motor is to reach
  87881. * @param {number} maxForce max force for this motor.
  87882. * @param {motorIndex} the motor's index, 0 or 1.
  87883. */
  87884. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  87885. /**
  87886. * Set the motor limits.
  87887. * Attention, this function is plugin specific. Engines won't react 100% the same.
  87888. * @param {number} upperLimit the upper limit
  87889. * @param {number} lowerLimit lower limit
  87890. * @param {motorIndex} the motor's index, 0 or 1.
  87891. */
  87892. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  87893. }
  87894. /**
  87895. * Interface for a motor enabled joint
  87896. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87897. */
  87898. export interface IMotorEnabledJoint {
  87899. /**
  87900. * Physics joint
  87901. */
  87902. physicsJoint: any;
  87903. /**
  87904. * Sets the motor of the motor-enabled joint
  87905. * @param force The force of the motor
  87906. * @param maxForce The maximum force of the motor
  87907. * @param motorIndex The index of the motor
  87908. */
  87909. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  87910. /**
  87911. * Sets the limit of the motor
  87912. * @param upperLimit The upper limit of the motor
  87913. * @param lowerLimit The lower limit of the motor
  87914. * @param motorIndex The index of the motor
  87915. */
  87916. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  87917. }
  87918. /**
  87919. * Joint data for a Distance-Joint
  87920. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87921. */
  87922. export interface DistanceJointData extends PhysicsJointData {
  87923. /**
  87924. * Max distance the 2 joint objects can be apart
  87925. */
  87926. maxDistance: number;
  87927. }
  87928. /**
  87929. * Joint data from a spring joint
  87930. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87931. */
  87932. export interface SpringJointData extends PhysicsJointData {
  87933. /**
  87934. * Length of the spring
  87935. */
  87936. length: number;
  87937. /**
  87938. * Stiffness of the spring
  87939. */
  87940. stiffness: number;
  87941. /**
  87942. * Damping of the spring
  87943. */
  87944. damping: number;
  87945. /** this callback will be called when applying the force to the impostors. */
  87946. forceApplicationCallback: () => void;
  87947. }
  87948. }
  87949. declare module BABYLON {
  87950. /**
  87951. * Holds the data for the raycast result
  87952. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87953. */
  87954. export class PhysicsRaycastResult {
  87955. private _hasHit;
  87956. private _hitDistance;
  87957. private _hitNormalWorld;
  87958. private _hitPointWorld;
  87959. private _rayFromWorld;
  87960. private _rayToWorld;
  87961. /**
  87962. * Gets if there was a hit
  87963. */
  87964. readonly hasHit: boolean;
  87965. /**
  87966. * Gets the distance from the hit
  87967. */
  87968. readonly hitDistance: number;
  87969. /**
  87970. * Gets the hit normal/direction in the world
  87971. */
  87972. readonly hitNormalWorld: Vector3;
  87973. /**
  87974. * Gets the hit point in the world
  87975. */
  87976. readonly hitPointWorld: Vector3;
  87977. /**
  87978. * Gets the ray "start point" of the ray in the world
  87979. */
  87980. readonly rayFromWorld: Vector3;
  87981. /**
  87982. * Gets the ray "end point" of the ray in the world
  87983. */
  87984. readonly rayToWorld: Vector3;
  87985. /**
  87986. * Sets the hit data (normal & point in world space)
  87987. * @param hitNormalWorld defines the normal in world space
  87988. * @param hitPointWorld defines the point in world space
  87989. */
  87990. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  87991. /**
  87992. * Sets the distance from the start point to the hit point
  87993. * @param distance
  87994. */
  87995. setHitDistance(distance: number): void;
  87996. /**
  87997. * Calculates the distance manually
  87998. */
  87999. calculateHitDistance(): void;
  88000. /**
  88001. * Resets all the values to default
  88002. * @param from The from point on world space
  88003. * @param to The to point on world space
  88004. */
  88005. reset(from?: Vector3, to?: Vector3): void;
  88006. }
  88007. /**
  88008. * Interface for the size containing width and height
  88009. */
  88010. interface IXYZ {
  88011. /**
  88012. * X
  88013. */
  88014. x: number;
  88015. /**
  88016. * Y
  88017. */
  88018. y: number;
  88019. /**
  88020. * Z
  88021. */
  88022. z: number;
  88023. }
  88024. }
  88025. declare module BABYLON {
  88026. /**
  88027. * Interface used to describe a physics joint
  88028. */
  88029. export interface PhysicsImpostorJoint {
  88030. /** Defines the main impostor to which the joint is linked */
  88031. mainImpostor: PhysicsImpostor;
  88032. /** Defines the impostor that is connected to the main impostor using this joint */
  88033. connectedImpostor: PhysicsImpostor;
  88034. /** Defines the joint itself */
  88035. joint: PhysicsJoint;
  88036. }
  88037. /** @hidden */
  88038. export interface IPhysicsEnginePlugin {
  88039. world: any;
  88040. name: string;
  88041. setGravity(gravity: Vector3): void;
  88042. setTimeStep(timeStep: number): void;
  88043. getTimeStep(): number;
  88044. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  88045. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  88046. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  88047. generatePhysicsBody(impostor: PhysicsImpostor): void;
  88048. removePhysicsBody(impostor: PhysicsImpostor): void;
  88049. generateJoint(joint: PhysicsImpostorJoint): void;
  88050. removeJoint(joint: PhysicsImpostorJoint): void;
  88051. isSupported(): boolean;
  88052. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  88053. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  88054. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  88055. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  88056. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  88057. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  88058. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  88059. getBodyMass(impostor: PhysicsImpostor): number;
  88060. getBodyFriction(impostor: PhysicsImpostor): number;
  88061. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  88062. getBodyRestitution(impostor: PhysicsImpostor): number;
  88063. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  88064. getBodyPressure?(impostor: PhysicsImpostor): number;
  88065. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  88066. getBodyStiffness?(impostor: PhysicsImpostor): number;
  88067. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  88068. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  88069. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  88070. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  88071. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  88072. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  88073. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  88074. sleepBody(impostor: PhysicsImpostor): void;
  88075. wakeUpBody(impostor: PhysicsImpostor): void;
  88076. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  88077. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  88078. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  88079. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  88080. getRadius(impostor: PhysicsImpostor): number;
  88081. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  88082. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  88083. dispose(): void;
  88084. }
  88085. /**
  88086. * Interface used to define a physics engine
  88087. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  88088. */
  88089. export interface IPhysicsEngine {
  88090. /**
  88091. * Gets the gravity vector used by the simulation
  88092. */
  88093. gravity: Vector3;
  88094. /**
  88095. * Sets the gravity vector used by the simulation
  88096. * @param gravity defines the gravity vector to use
  88097. */
  88098. setGravity(gravity: Vector3): void;
  88099. /**
  88100. * Set the time step of the physics engine.
  88101. * Default is 1/60.
  88102. * To slow it down, enter 1/600 for example.
  88103. * To speed it up, 1/30
  88104. * @param newTimeStep the new timestep to apply to this world.
  88105. */
  88106. setTimeStep(newTimeStep: number): void;
  88107. /**
  88108. * Get the time step of the physics engine.
  88109. * @returns the current time step
  88110. */
  88111. getTimeStep(): number;
  88112. /**
  88113. * Release all resources
  88114. */
  88115. dispose(): void;
  88116. /**
  88117. * Gets the name of the current physics plugin
  88118. * @returns the name of the plugin
  88119. */
  88120. getPhysicsPluginName(): string;
  88121. /**
  88122. * Adding a new impostor for the impostor tracking.
  88123. * This will be done by the impostor itself.
  88124. * @param impostor the impostor to add
  88125. */
  88126. addImpostor(impostor: PhysicsImpostor): void;
  88127. /**
  88128. * Remove an impostor from the engine.
  88129. * This impostor and its mesh will not longer be updated by the physics engine.
  88130. * @param impostor the impostor to remove
  88131. */
  88132. removeImpostor(impostor: PhysicsImpostor): void;
  88133. /**
  88134. * Add a joint to the physics engine
  88135. * @param mainImpostor defines the main impostor to which the joint is added.
  88136. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  88137. * @param joint defines the joint that will connect both impostors.
  88138. */
  88139. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  88140. /**
  88141. * Removes a joint from the simulation
  88142. * @param mainImpostor defines the impostor used with the joint
  88143. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  88144. * @param joint defines the joint to remove
  88145. */
  88146. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  88147. /**
  88148. * Gets the current plugin used to run the simulation
  88149. * @returns current plugin
  88150. */
  88151. getPhysicsPlugin(): IPhysicsEnginePlugin;
  88152. /**
  88153. * Gets the list of physic impostors
  88154. * @returns an array of PhysicsImpostor
  88155. */
  88156. getImpostors(): Array<PhysicsImpostor>;
  88157. /**
  88158. * Gets the impostor for a physics enabled object
  88159. * @param object defines the object impersonated by the impostor
  88160. * @returns the PhysicsImpostor or null if not found
  88161. */
  88162. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  88163. /**
  88164. * Gets the impostor for a physics body object
  88165. * @param body defines physics body used by the impostor
  88166. * @returns the PhysicsImpostor or null if not found
  88167. */
  88168. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  88169. /**
  88170. * Does a raycast in the physics world
  88171. * @param from when should the ray start?
  88172. * @param to when should the ray end?
  88173. * @returns PhysicsRaycastResult
  88174. */
  88175. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  88176. /**
  88177. * Called by the scene. No need to call it.
  88178. * @param delta defines the timespam between frames
  88179. */
  88180. _step(delta: number): void;
  88181. }
  88182. }
  88183. declare module BABYLON {
  88184. /**
  88185. * The interface for the physics imposter parameters
  88186. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  88187. */
  88188. export interface PhysicsImpostorParameters {
  88189. /**
  88190. * The mass of the physics imposter
  88191. */
  88192. mass: number;
  88193. /**
  88194. * The friction of the physics imposter
  88195. */
  88196. friction?: number;
  88197. /**
  88198. * The coefficient of restitution of the physics imposter
  88199. */
  88200. restitution?: number;
  88201. /**
  88202. * The native options of the physics imposter
  88203. */
  88204. nativeOptions?: any;
  88205. /**
  88206. * Specifies if the parent should be ignored
  88207. */
  88208. ignoreParent?: boolean;
  88209. /**
  88210. * Specifies if bi-directional transformations should be disabled
  88211. */
  88212. disableBidirectionalTransformation?: boolean;
  88213. /**
  88214. * The pressure inside the physics imposter, soft object only
  88215. */
  88216. pressure?: number;
  88217. /**
  88218. * The stiffness the physics imposter, soft object only
  88219. */
  88220. stiffness?: number;
  88221. /**
  88222. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  88223. */
  88224. velocityIterations?: number;
  88225. /**
  88226. * The number of iterations used in maintaining consistent vertex positions, soft object only
  88227. */
  88228. positionIterations?: number;
  88229. /**
  88230. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  88231. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  88232. * Add to fix multiple points
  88233. */
  88234. fixedPoints?: number;
  88235. /**
  88236. * The collision margin around a soft object
  88237. */
  88238. margin?: number;
  88239. /**
  88240. * The collision margin around a soft object
  88241. */
  88242. damping?: number;
  88243. /**
  88244. * The path for a rope based on an extrusion
  88245. */
  88246. path?: any;
  88247. /**
  88248. * The shape of an extrusion used for a rope based on an extrusion
  88249. */
  88250. shape?: any;
  88251. }
  88252. /**
  88253. * Interface for a physics-enabled object
  88254. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  88255. */
  88256. export interface IPhysicsEnabledObject {
  88257. /**
  88258. * The position of the physics-enabled object
  88259. */
  88260. position: Vector3;
  88261. /**
  88262. * The rotation of the physics-enabled object
  88263. */
  88264. rotationQuaternion: Nullable<Quaternion>;
  88265. /**
  88266. * The scale of the physics-enabled object
  88267. */
  88268. scaling: Vector3;
  88269. /**
  88270. * The rotation of the physics-enabled object
  88271. */
  88272. rotation?: Vector3;
  88273. /**
  88274. * The parent of the physics-enabled object
  88275. */
  88276. parent?: any;
  88277. /**
  88278. * The bounding info of the physics-enabled object
  88279. * @returns The bounding info of the physics-enabled object
  88280. */
  88281. getBoundingInfo(): BoundingInfo;
  88282. /**
  88283. * Computes the world matrix
  88284. * @param force Specifies if the world matrix should be computed by force
  88285. * @returns A world matrix
  88286. */
  88287. computeWorldMatrix(force: boolean): Matrix;
  88288. /**
  88289. * Gets the world matrix
  88290. * @returns A world matrix
  88291. */
  88292. getWorldMatrix?(): Matrix;
  88293. /**
  88294. * Gets the child meshes
  88295. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  88296. * @returns An array of abstract meshes
  88297. */
  88298. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  88299. /**
  88300. * Gets the vertex data
  88301. * @param kind The type of vertex data
  88302. * @returns A nullable array of numbers, or a float32 array
  88303. */
  88304. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  88305. /**
  88306. * Gets the indices from the mesh
  88307. * @returns A nullable array of index arrays
  88308. */
  88309. getIndices?(): Nullable<IndicesArray>;
  88310. /**
  88311. * Gets the scene from the mesh
  88312. * @returns the indices array or null
  88313. */
  88314. getScene?(): Scene;
  88315. /**
  88316. * Gets the absolute position from the mesh
  88317. * @returns the absolute position
  88318. */
  88319. getAbsolutePosition(): Vector3;
  88320. /**
  88321. * Gets the absolute pivot point from the mesh
  88322. * @returns the absolute pivot point
  88323. */
  88324. getAbsolutePivotPoint(): Vector3;
  88325. /**
  88326. * Rotates the mesh
  88327. * @param axis The axis of rotation
  88328. * @param amount The amount of rotation
  88329. * @param space The space of the rotation
  88330. * @returns The rotation transform node
  88331. */
  88332. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  88333. /**
  88334. * Translates the mesh
  88335. * @param axis The axis of translation
  88336. * @param distance The distance of translation
  88337. * @param space The space of the translation
  88338. * @returns The transform node
  88339. */
  88340. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  88341. /**
  88342. * Sets the absolute position of the mesh
  88343. * @param absolutePosition The absolute position of the mesh
  88344. * @returns The transform node
  88345. */
  88346. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  88347. /**
  88348. * Gets the class name of the mesh
  88349. * @returns The class name
  88350. */
  88351. getClassName(): string;
  88352. }
  88353. /**
  88354. * Represents a physics imposter
  88355. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  88356. */
  88357. export class PhysicsImpostor {
  88358. /**
  88359. * The physics-enabled object used as the physics imposter
  88360. */
  88361. object: IPhysicsEnabledObject;
  88362. /**
  88363. * The type of the physics imposter
  88364. */
  88365. type: number;
  88366. private _options;
  88367. private _scene?;
  88368. /**
  88369. * The default object size of the imposter
  88370. */
  88371. static DEFAULT_OBJECT_SIZE: Vector3;
  88372. /**
  88373. * The identity quaternion of the imposter
  88374. */
  88375. static IDENTITY_QUATERNION: Quaternion;
  88376. /** @hidden */
  88377. _pluginData: any;
  88378. private _physicsEngine;
  88379. private _physicsBody;
  88380. private _bodyUpdateRequired;
  88381. private _onBeforePhysicsStepCallbacks;
  88382. private _onAfterPhysicsStepCallbacks;
  88383. /** @hidden */
  88384. _onPhysicsCollideCallbacks: Array<{
  88385. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  88386. otherImpostors: Array<PhysicsImpostor>;
  88387. }>;
  88388. private _deltaPosition;
  88389. private _deltaRotation;
  88390. private _deltaRotationConjugated;
  88391. /** @hidden */
  88392. _isFromLine: boolean;
  88393. private _parent;
  88394. private _isDisposed;
  88395. private static _tmpVecs;
  88396. private static _tmpQuat;
  88397. /**
  88398. * Specifies if the physics imposter is disposed
  88399. */
  88400. readonly isDisposed: boolean;
  88401. /**
  88402. * Gets the mass of the physics imposter
  88403. */
  88404. mass: number;
  88405. /**
  88406. * Gets the coefficient of friction
  88407. */
  88408. /**
  88409. * Sets the coefficient of friction
  88410. */
  88411. friction: number;
  88412. /**
  88413. * Gets the coefficient of restitution
  88414. */
  88415. /**
  88416. * Sets the coefficient of restitution
  88417. */
  88418. restitution: number;
  88419. /**
  88420. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  88421. */
  88422. /**
  88423. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  88424. */
  88425. pressure: number;
  88426. /**
  88427. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  88428. */
  88429. /**
  88430. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  88431. */
  88432. stiffness: number;
  88433. /**
  88434. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  88435. */
  88436. /**
  88437. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  88438. */
  88439. velocityIterations: number;
  88440. /**
  88441. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  88442. */
  88443. /**
  88444. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  88445. */
  88446. positionIterations: number;
  88447. /**
  88448. * The unique id of the physics imposter
  88449. * set by the physics engine when adding this impostor to the array
  88450. */
  88451. uniqueId: number;
  88452. /**
  88453. * @hidden
  88454. */
  88455. soft: boolean;
  88456. /**
  88457. * @hidden
  88458. */
  88459. segments: number;
  88460. private _joints;
  88461. /**
  88462. * Initializes the physics imposter
  88463. * @param object The physics-enabled object used as the physics imposter
  88464. * @param type The type of the physics imposter
  88465. * @param _options The options for the physics imposter
  88466. * @param _scene The Babylon scene
  88467. */
  88468. constructor(
  88469. /**
  88470. * The physics-enabled object used as the physics imposter
  88471. */
  88472. object: IPhysicsEnabledObject,
  88473. /**
  88474. * The type of the physics imposter
  88475. */
  88476. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  88477. /**
  88478. * This function will completly initialize this impostor.
  88479. * It will create a new body - but only if this mesh has no parent.
  88480. * If it has, this impostor will not be used other than to define the impostor
  88481. * of the child mesh.
  88482. * @hidden
  88483. */
  88484. _init(): void;
  88485. private _getPhysicsParent;
  88486. /**
  88487. * Should a new body be generated.
  88488. * @returns boolean specifying if body initialization is required
  88489. */
  88490. isBodyInitRequired(): boolean;
  88491. /**
  88492. * Sets the updated scaling
  88493. * @param updated Specifies if the scaling is updated
  88494. */
  88495. setScalingUpdated(): void;
  88496. /**
  88497. * Force a regeneration of this or the parent's impostor's body.
  88498. * Use under cautious - This will remove all joints already implemented.
  88499. */
  88500. forceUpdate(): void;
  88501. /**
  88502. * Gets the body that holds this impostor. Either its own, or its parent.
  88503. */
  88504. /**
  88505. * Set the physics body. Used mainly by the physics engine/plugin
  88506. */
  88507. physicsBody: any;
  88508. /**
  88509. * Get the parent of the physics imposter
  88510. * @returns Physics imposter or null
  88511. */
  88512. /**
  88513. * Sets the parent of the physics imposter
  88514. */
  88515. parent: Nullable<PhysicsImpostor>;
  88516. /**
  88517. * Resets the update flags
  88518. */
  88519. resetUpdateFlags(): void;
  88520. /**
  88521. * Gets the object extend size
  88522. * @returns the object extend size
  88523. */
  88524. getObjectExtendSize(): Vector3;
  88525. /**
  88526. * Gets the object center
  88527. * @returns The object center
  88528. */
  88529. getObjectCenter(): Vector3;
  88530. /**
  88531. * Get a specific parametes from the options parameter
  88532. * @param paramName The object parameter name
  88533. * @returns The object parameter
  88534. */
  88535. getParam(paramName: string): any;
  88536. /**
  88537. * Sets a specific parameter in the options given to the physics plugin
  88538. * @param paramName The parameter name
  88539. * @param value The value of the parameter
  88540. */
  88541. setParam(paramName: string, value: number): void;
  88542. /**
  88543. * Specifically change the body's mass option. Won't recreate the physics body object
  88544. * @param mass The mass of the physics imposter
  88545. */
  88546. setMass(mass: number): void;
  88547. /**
  88548. * Gets the linear velocity
  88549. * @returns linear velocity or null
  88550. */
  88551. getLinearVelocity(): Nullable<Vector3>;
  88552. /**
  88553. * Sets the linear velocity
  88554. * @param velocity linear velocity or null
  88555. */
  88556. setLinearVelocity(velocity: Nullable<Vector3>): void;
  88557. /**
  88558. * Gets the angular velocity
  88559. * @returns angular velocity or null
  88560. */
  88561. getAngularVelocity(): Nullable<Vector3>;
  88562. /**
  88563. * Sets the angular velocity
  88564. * @param velocity The velocity or null
  88565. */
  88566. setAngularVelocity(velocity: Nullable<Vector3>): void;
  88567. /**
  88568. * Execute a function with the physics plugin native code
  88569. * Provide a function the will have two variables - the world object and the physics body object
  88570. * @param func The function to execute with the physics plugin native code
  88571. */
  88572. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  88573. /**
  88574. * Register a function that will be executed before the physics world is stepping forward
  88575. * @param func The function to execute before the physics world is stepped forward
  88576. */
  88577. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  88578. /**
  88579. * Unregister a function that will be executed before the physics world is stepping forward
  88580. * @param func The function to execute before the physics world is stepped forward
  88581. */
  88582. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  88583. /**
  88584. * Register a function that will be executed after the physics step
  88585. * @param func The function to execute after physics step
  88586. */
  88587. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  88588. /**
  88589. * Unregisters a function that will be executed after the physics step
  88590. * @param func The function to execute after physics step
  88591. */
  88592. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  88593. /**
  88594. * register a function that will be executed when this impostor collides against a different body
  88595. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  88596. * @param func Callback that is executed on collision
  88597. */
  88598. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  88599. /**
  88600. * Unregisters the physics imposter on contact
  88601. * @param collideAgainst The physics object to collide against
  88602. * @param func Callback to execute on collision
  88603. */
  88604. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  88605. private _tmpQuat;
  88606. private _tmpQuat2;
  88607. /**
  88608. * Get the parent rotation
  88609. * @returns The parent rotation
  88610. */
  88611. getParentsRotation(): Quaternion;
  88612. /**
  88613. * this function is executed by the physics engine.
  88614. */
  88615. beforeStep: () => void;
  88616. /**
  88617. * this function is executed by the physics engine
  88618. */
  88619. afterStep: () => void;
  88620. /**
  88621. * Legacy collision detection event support
  88622. */
  88623. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  88624. /**
  88625. * event and body object due to cannon's event-based architecture.
  88626. */
  88627. onCollide: (e: {
  88628. body: any;
  88629. }) => void;
  88630. /**
  88631. * Apply a force
  88632. * @param force The force to apply
  88633. * @param contactPoint The contact point for the force
  88634. * @returns The physics imposter
  88635. */
  88636. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  88637. /**
  88638. * Apply an impulse
  88639. * @param force The impulse force
  88640. * @param contactPoint The contact point for the impulse force
  88641. * @returns The physics imposter
  88642. */
  88643. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  88644. /**
  88645. * A help function to create a joint
  88646. * @param otherImpostor A physics imposter used to create a joint
  88647. * @param jointType The type of joint
  88648. * @param jointData The data for the joint
  88649. * @returns The physics imposter
  88650. */
  88651. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  88652. /**
  88653. * Add a joint to this impostor with a different impostor
  88654. * @param otherImpostor A physics imposter used to add a joint
  88655. * @param joint The joint to add
  88656. * @returns The physics imposter
  88657. */
  88658. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  88659. /**
  88660. * Add an anchor to a cloth impostor
  88661. * @param otherImpostor rigid impostor to anchor to
  88662. * @param width ratio across width from 0 to 1
  88663. * @param height ratio up height from 0 to 1
  88664. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  88665. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  88666. * @returns impostor the soft imposter
  88667. */
  88668. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  88669. /**
  88670. * Add a hook to a rope impostor
  88671. * @param otherImpostor rigid impostor to anchor to
  88672. * @param length ratio across rope from 0 to 1
  88673. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  88674. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  88675. * @returns impostor the rope imposter
  88676. */
  88677. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  88678. /**
  88679. * Will keep this body still, in a sleep mode.
  88680. * @returns the physics imposter
  88681. */
  88682. sleep(): PhysicsImpostor;
  88683. /**
  88684. * Wake the body up.
  88685. * @returns The physics imposter
  88686. */
  88687. wakeUp(): PhysicsImpostor;
  88688. /**
  88689. * Clones the physics imposter
  88690. * @param newObject The physics imposter clones to this physics-enabled object
  88691. * @returns A nullable physics imposter
  88692. */
  88693. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  88694. /**
  88695. * Disposes the physics imposter
  88696. */
  88697. dispose(): void;
  88698. /**
  88699. * Sets the delta position
  88700. * @param position The delta position amount
  88701. */
  88702. setDeltaPosition(position: Vector3): void;
  88703. /**
  88704. * Sets the delta rotation
  88705. * @param rotation The delta rotation amount
  88706. */
  88707. setDeltaRotation(rotation: Quaternion): void;
  88708. /**
  88709. * Gets the box size of the physics imposter and stores the result in the input parameter
  88710. * @param result Stores the box size
  88711. * @returns The physics imposter
  88712. */
  88713. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  88714. /**
  88715. * Gets the radius of the physics imposter
  88716. * @returns Radius of the physics imposter
  88717. */
  88718. getRadius(): number;
  88719. /**
  88720. * Sync a bone with this impostor
  88721. * @param bone The bone to sync to the impostor.
  88722. * @param boneMesh The mesh that the bone is influencing.
  88723. * @param jointPivot The pivot of the joint / bone in local space.
  88724. * @param distToJoint Optional distance from the impostor to the joint.
  88725. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  88726. */
  88727. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  88728. /**
  88729. * Sync impostor to a bone
  88730. * @param bone The bone that the impostor will be synced to.
  88731. * @param boneMesh The mesh that the bone is influencing.
  88732. * @param jointPivot The pivot of the joint / bone in local space.
  88733. * @param distToJoint Optional distance from the impostor to the joint.
  88734. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  88735. * @param boneAxis Optional vector3 axis the bone is aligned with
  88736. */
  88737. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  88738. /**
  88739. * No-Imposter type
  88740. */
  88741. static NoImpostor: number;
  88742. /**
  88743. * Sphere-Imposter type
  88744. */
  88745. static SphereImpostor: number;
  88746. /**
  88747. * Box-Imposter type
  88748. */
  88749. static BoxImpostor: number;
  88750. /**
  88751. * Plane-Imposter type
  88752. */
  88753. static PlaneImpostor: number;
  88754. /**
  88755. * Mesh-imposter type
  88756. */
  88757. static MeshImpostor: number;
  88758. /**
  88759. * Capsule-Impostor type (Ammo.js plugin only)
  88760. */
  88761. static CapsuleImpostor: number;
  88762. /**
  88763. * Cylinder-Imposter type
  88764. */
  88765. static CylinderImpostor: number;
  88766. /**
  88767. * Particle-Imposter type
  88768. */
  88769. static ParticleImpostor: number;
  88770. /**
  88771. * Heightmap-Imposter type
  88772. */
  88773. static HeightmapImpostor: number;
  88774. /**
  88775. * ConvexHull-Impostor type (Ammo.js plugin only)
  88776. */
  88777. static ConvexHullImpostor: number;
  88778. /**
  88779. * Rope-Imposter type
  88780. */
  88781. static RopeImpostor: number;
  88782. /**
  88783. * Cloth-Imposter type
  88784. */
  88785. static ClothImpostor: number;
  88786. /**
  88787. * Softbody-Imposter type
  88788. */
  88789. static SoftbodyImpostor: number;
  88790. }
  88791. }
  88792. declare module BABYLON {
  88793. /**
  88794. * @hidden
  88795. **/
  88796. export class _CreationDataStorage {
  88797. closePath?: boolean;
  88798. closeArray?: boolean;
  88799. idx: number[];
  88800. dashSize: number;
  88801. gapSize: number;
  88802. path3D: Path3D;
  88803. pathArray: Vector3[][];
  88804. arc: number;
  88805. radius: number;
  88806. cap: number;
  88807. tessellation: number;
  88808. }
  88809. /**
  88810. * @hidden
  88811. **/
  88812. class _InstanceDataStorage {
  88813. visibleInstances: any;
  88814. batchCache: _InstancesBatch;
  88815. instancesBufferSize: number;
  88816. instancesBuffer: Nullable<Buffer>;
  88817. instancesData: Float32Array;
  88818. overridenInstanceCount: number;
  88819. isFrozen: boolean;
  88820. previousBatch: Nullable<_InstancesBatch>;
  88821. hardwareInstancedRendering: boolean;
  88822. sideOrientation: number;
  88823. }
  88824. /**
  88825. * @hidden
  88826. **/
  88827. export class _InstancesBatch {
  88828. mustReturn: boolean;
  88829. visibleInstances: Nullable<InstancedMesh[]>[];
  88830. renderSelf: boolean[];
  88831. hardwareInstancedRendering: boolean[];
  88832. }
  88833. /**
  88834. * Class used to represent renderable models
  88835. */
  88836. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  88837. /**
  88838. * Mesh side orientation : usually the external or front surface
  88839. */
  88840. static readonly FRONTSIDE: number;
  88841. /**
  88842. * Mesh side orientation : usually the internal or back surface
  88843. */
  88844. static readonly BACKSIDE: number;
  88845. /**
  88846. * Mesh side orientation : both internal and external or front and back surfaces
  88847. */
  88848. static readonly DOUBLESIDE: number;
  88849. /**
  88850. * Mesh side orientation : by default, `FRONTSIDE`
  88851. */
  88852. static readonly DEFAULTSIDE: number;
  88853. /**
  88854. * Mesh cap setting : no cap
  88855. */
  88856. static readonly NO_CAP: number;
  88857. /**
  88858. * Mesh cap setting : one cap at the beginning of the mesh
  88859. */
  88860. static readonly CAP_START: number;
  88861. /**
  88862. * Mesh cap setting : one cap at the end of the mesh
  88863. */
  88864. static readonly CAP_END: number;
  88865. /**
  88866. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  88867. */
  88868. static readonly CAP_ALL: number;
  88869. /**
  88870. * Mesh pattern setting : no flip or rotate
  88871. */
  88872. static readonly NO_FLIP: number;
  88873. /**
  88874. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  88875. */
  88876. static readonly FLIP_TILE: number;
  88877. /**
  88878. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  88879. */
  88880. static readonly ROTATE_TILE: number;
  88881. /**
  88882. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  88883. */
  88884. static readonly FLIP_ROW: number;
  88885. /**
  88886. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  88887. */
  88888. static readonly ROTATE_ROW: number;
  88889. /**
  88890. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  88891. */
  88892. static readonly FLIP_N_ROTATE_TILE: number;
  88893. /**
  88894. * Mesh pattern setting : rotate pattern and rotate
  88895. */
  88896. static readonly FLIP_N_ROTATE_ROW: number;
  88897. /**
  88898. * Mesh tile positioning : part tiles same on left/right or top/bottom
  88899. */
  88900. static readonly CENTER: number;
  88901. /**
  88902. * Mesh tile positioning : part tiles on left
  88903. */
  88904. static readonly LEFT: number;
  88905. /**
  88906. * Mesh tile positioning : part tiles on right
  88907. */
  88908. static readonly RIGHT: number;
  88909. /**
  88910. * Mesh tile positioning : part tiles on top
  88911. */
  88912. static readonly TOP: number;
  88913. /**
  88914. * Mesh tile positioning : part tiles on bottom
  88915. */
  88916. static readonly BOTTOM: number;
  88917. /**
  88918. * Gets the default side orientation.
  88919. * @param orientation the orientation to value to attempt to get
  88920. * @returns the default orientation
  88921. * @hidden
  88922. */
  88923. static _GetDefaultSideOrientation(orientation?: number): number;
  88924. private _internalMeshDataInfo;
  88925. /**
  88926. * An event triggered before rendering the mesh
  88927. */
  88928. readonly onBeforeRenderObservable: Observable<Mesh>;
  88929. /**
  88930. * An event triggered before binding the mesh
  88931. */
  88932. readonly onBeforeBindObservable: Observable<Mesh>;
  88933. /**
  88934. * An event triggered after rendering the mesh
  88935. */
  88936. readonly onAfterRenderObservable: Observable<Mesh>;
  88937. /**
  88938. * An event triggered before drawing the mesh
  88939. */
  88940. readonly onBeforeDrawObservable: Observable<Mesh>;
  88941. private _onBeforeDrawObserver;
  88942. /**
  88943. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  88944. */
  88945. onBeforeDraw: () => void;
  88946. readonly hasInstances: boolean;
  88947. /**
  88948. * Gets the delay loading state of the mesh (when delay loading is turned on)
  88949. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  88950. */
  88951. delayLoadState: number;
  88952. /**
  88953. * Gets the list of instances created from this mesh
  88954. * it is not supposed to be modified manually.
  88955. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  88956. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  88957. */
  88958. instances: InstancedMesh[];
  88959. /**
  88960. * Gets the file containing delay loading data for this mesh
  88961. */
  88962. delayLoadingFile: string;
  88963. /** @hidden */
  88964. _binaryInfo: any;
  88965. /**
  88966. * User defined function used to change how LOD level selection is done
  88967. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  88968. */
  88969. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  88970. /**
  88971. * Gets or sets the morph target manager
  88972. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  88973. */
  88974. morphTargetManager: Nullable<MorphTargetManager>;
  88975. /** @hidden */
  88976. _creationDataStorage: Nullable<_CreationDataStorage>;
  88977. /** @hidden */
  88978. _geometry: Nullable<Geometry>;
  88979. /** @hidden */
  88980. _delayInfo: Array<string>;
  88981. /** @hidden */
  88982. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  88983. /** @hidden */
  88984. _instanceDataStorage: _InstanceDataStorage;
  88985. private _effectiveMaterial;
  88986. /** @hidden */
  88987. _shouldGenerateFlatShading: boolean;
  88988. /** @hidden */
  88989. _originalBuilderSideOrientation: number;
  88990. /**
  88991. * Use this property to change the original side orientation defined at construction time
  88992. */
  88993. overrideMaterialSideOrientation: Nullable<number>;
  88994. /**
  88995. * Gets the source mesh (the one used to clone this one from)
  88996. */
  88997. readonly source: Nullable<Mesh>;
  88998. /**
  88999. * Gets or sets a boolean indicating that this mesh does not use index buffer
  89000. */
  89001. isUnIndexed: boolean;
  89002. /**
  89003. * @constructor
  89004. * @param name The value used by scene.getMeshByName() to do a lookup.
  89005. * @param scene The scene to add this mesh to.
  89006. * @param parent The parent of this mesh, if it has one
  89007. * @param source An optional Mesh from which geometry is shared, cloned.
  89008. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  89009. * When false, achieved by calling a clone(), also passing False.
  89010. * This will make creation of children, recursive.
  89011. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  89012. */
  89013. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  89014. instantiateHierarychy(newParent?: Nullable<TransformNode>): Nullable<TransformNode>;
  89015. /**
  89016. * Gets the class name
  89017. * @returns the string "Mesh".
  89018. */
  89019. getClassName(): string;
  89020. /** @hidden */
  89021. readonly _isMesh: boolean;
  89022. /**
  89023. * Returns a description of this mesh
  89024. * @param fullDetails define if full details about this mesh must be used
  89025. * @returns a descriptive string representing this mesh
  89026. */
  89027. toString(fullDetails?: boolean): string;
  89028. /** @hidden */
  89029. _unBindEffect(): void;
  89030. /**
  89031. * Gets a boolean indicating if this mesh has LOD
  89032. */
  89033. readonly hasLODLevels: boolean;
  89034. /**
  89035. * Gets the list of MeshLODLevel associated with the current mesh
  89036. * @returns an array of MeshLODLevel
  89037. */
  89038. getLODLevels(): MeshLODLevel[];
  89039. private _sortLODLevels;
  89040. /**
  89041. * Add a mesh as LOD level triggered at the given distance.
  89042. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  89043. * @param distance The distance from the center of the object to show this level
  89044. * @param mesh The mesh to be added as LOD level (can be null)
  89045. * @return This mesh (for chaining)
  89046. */
  89047. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  89048. /**
  89049. * Returns the LOD level mesh at the passed distance or null if not found.
  89050. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  89051. * @param distance The distance from the center of the object to show this level
  89052. * @returns a Mesh or `null`
  89053. */
  89054. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  89055. /**
  89056. * Remove a mesh from the LOD array
  89057. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  89058. * @param mesh defines the mesh to be removed
  89059. * @return This mesh (for chaining)
  89060. */
  89061. removeLODLevel(mesh: Mesh): Mesh;
  89062. /**
  89063. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  89064. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  89065. * @param camera defines the camera to use to compute distance
  89066. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  89067. * @return This mesh (for chaining)
  89068. */
  89069. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  89070. /**
  89071. * Gets the mesh internal Geometry object
  89072. */
  89073. readonly geometry: Nullable<Geometry>;
  89074. /**
  89075. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  89076. * @returns the total number of vertices
  89077. */
  89078. getTotalVertices(): number;
  89079. /**
  89080. * Returns the content of an associated vertex buffer
  89081. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  89082. * - VertexBuffer.PositionKind
  89083. * - VertexBuffer.UVKind
  89084. * - VertexBuffer.UV2Kind
  89085. * - VertexBuffer.UV3Kind
  89086. * - VertexBuffer.UV4Kind
  89087. * - VertexBuffer.UV5Kind
  89088. * - VertexBuffer.UV6Kind
  89089. * - VertexBuffer.ColorKind
  89090. * - VertexBuffer.MatricesIndicesKind
  89091. * - VertexBuffer.MatricesIndicesExtraKind
  89092. * - VertexBuffer.MatricesWeightsKind
  89093. * - VertexBuffer.MatricesWeightsExtraKind
  89094. * @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
  89095. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  89096. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  89097. */
  89098. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  89099. /**
  89100. * Returns the mesh VertexBuffer object from the requested `kind`
  89101. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  89102. * - VertexBuffer.PositionKind
  89103. * - VertexBuffer.NormalKind
  89104. * - VertexBuffer.UVKind
  89105. * - VertexBuffer.UV2Kind
  89106. * - VertexBuffer.UV3Kind
  89107. * - VertexBuffer.UV4Kind
  89108. * - VertexBuffer.UV5Kind
  89109. * - VertexBuffer.UV6Kind
  89110. * - VertexBuffer.ColorKind
  89111. * - VertexBuffer.MatricesIndicesKind
  89112. * - VertexBuffer.MatricesIndicesExtraKind
  89113. * - VertexBuffer.MatricesWeightsKind
  89114. * - VertexBuffer.MatricesWeightsExtraKind
  89115. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  89116. */
  89117. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  89118. /**
  89119. * Tests if a specific vertex buffer is associated with this mesh
  89120. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  89121. * - VertexBuffer.PositionKind
  89122. * - VertexBuffer.NormalKind
  89123. * - VertexBuffer.UVKind
  89124. * - VertexBuffer.UV2Kind
  89125. * - VertexBuffer.UV3Kind
  89126. * - VertexBuffer.UV4Kind
  89127. * - VertexBuffer.UV5Kind
  89128. * - VertexBuffer.UV6Kind
  89129. * - VertexBuffer.ColorKind
  89130. * - VertexBuffer.MatricesIndicesKind
  89131. * - VertexBuffer.MatricesIndicesExtraKind
  89132. * - VertexBuffer.MatricesWeightsKind
  89133. * - VertexBuffer.MatricesWeightsExtraKind
  89134. * @returns a boolean
  89135. */
  89136. isVerticesDataPresent(kind: string): boolean;
  89137. /**
  89138. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  89139. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  89140. * - VertexBuffer.PositionKind
  89141. * - VertexBuffer.UVKind
  89142. * - VertexBuffer.UV2Kind
  89143. * - VertexBuffer.UV3Kind
  89144. * - VertexBuffer.UV4Kind
  89145. * - VertexBuffer.UV5Kind
  89146. * - VertexBuffer.UV6Kind
  89147. * - VertexBuffer.ColorKind
  89148. * - VertexBuffer.MatricesIndicesKind
  89149. * - VertexBuffer.MatricesIndicesExtraKind
  89150. * - VertexBuffer.MatricesWeightsKind
  89151. * - VertexBuffer.MatricesWeightsExtraKind
  89152. * @returns a boolean
  89153. */
  89154. isVertexBufferUpdatable(kind: string): boolean;
  89155. /**
  89156. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  89157. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  89158. * - VertexBuffer.PositionKind
  89159. * - VertexBuffer.NormalKind
  89160. * - VertexBuffer.UVKind
  89161. * - VertexBuffer.UV2Kind
  89162. * - VertexBuffer.UV3Kind
  89163. * - VertexBuffer.UV4Kind
  89164. * - VertexBuffer.UV5Kind
  89165. * - VertexBuffer.UV6Kind
  89166. * - VertexBuffer.ColorKind
  89167. * - VertexBuffer.MatricesIndicesKind
  89168. * - VertexBuffer.MatricesIndicesExtraKind
  89169. * - VertexBuffer.MatricesWeightsKind
  89170. * - VertexBuffer.MatricesWeightsExtraKind
  89171. * @returns an array of strings
  89172. */
  89173. getVerticesDataKinds(): string[];
  89174. /**
  89175. * Returns a positive integer : the total number of indices in this mesh geometry.
  89176. * @returns the numner of indices or zero if the mesh has no geometry.
  89177. */
  89178. getTotalIndices(): number;
  89179. /**
  89180. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  89181. * @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.
  89182. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  89183. * @returns the indices array or an empty array if the mesh has no geometry
  89184. */
  89185. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  89186. readonly isBlocked: boolean;
  89187. /**
  89188. * Determine if the current mesh is ready to be rendered
  89189. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  89190. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  89191. * @returns true if all associated assets are ready (material, textures, shaders)
  89192. */
  89193. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  89194. /**
  89195. * 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.
  89196. */
  89197. readonly areNormalsFrozen: boolean;
  89198. /**
  89199. * 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.
  89200. * @returns the current mesh
  89201. */
  89202. freezeNormals(): Mesh;
  89203. /**
  89204. * 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
  89205. * @returns the current mesh
  89206. */
  89207. unfreezeNormals(): Mesh;
  89208. /**
  89209. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  89210. */
  89211. overridenInstanceCount: number;
  89212. /** @hidden */
  89213. _preActivate(): Mesh;
  89214. /** @hidden */
  89215. _preActivateForIntermediateRendering(renderId: number): Mesh;
  89216. /** @hidden */
  89217. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  89218. /**
  89219. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  89220. * This means the mesh underlying bounding box and sphere are recomputed.
  89221. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  89222. * @returns the current mesh
  89223. */
  89224. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  89225. /** @hidden */
  89226. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  89227. /**
  89228. * This function will subdivide the mesh into multiple submeshes
  89229. * @param count defines the expected number of submeshes
  89230. */
  89231. subdivide(count: number): void;
  89232. /**
  89233. * Copy a FloatArray into a specific associated vertex buffer
  89234. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  89235. * - VertexBuffer.PositionKind
  89236. * - VertexBuffer.UVKind
  89237. * - VertexBuffer.UV2Kind
  89238. * - VertexBuffer.UV3Kind
  89239. * - VertexBuffer.UV4Kind
  89240. * - VertexBuffer.UV5Kind
  89241. * - VertexBuffer.UV6Kind
  89242. * - VertexBuffer.ColorKind
  89243. * - VertexBuffer.MatricesIndicesKind
  89244. * - VertexBuffer.MatricesIndicesExtraKind
  89245. * - VertexBuffer.MatricesWeightsKind
  89246. * - VertexBuffer.MatricesWeightsExtraKind
  89247. * @param data defines the data source
  89248. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  89249. * @param stride defines the data stride size (can be null)
  89250. * @returns the current mesh
  89251. */
  89252. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  89253. /**
  89254. * Flags an associated vertex buffer as updatable
  89255. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  89256. * - VertexBuffer.PositionKind
  89257. * - VertexBuffer.UVKind
  89258. * - VertexBuffer.UV2Kind
  89259. * - VertexBuffer.UV3Kind
  89260. * - VertexBuffer.UV4Kind
  89261. * - VertexBuffer.UV5Kind
  89262. * - VertexBuffer.UV6Kind
  89263. * - VertexBuffer.ColorKind
  89264. * - VertexBuffer.MatricesIndicesKind
  89265. * - VertexBuffer.MatricesIndicesExtraKind
  89266. * - VertexBuffer.MatricesWeightsKind
  89267. * - VertexBuffer.MatricesWeightsExtraKind
  89268. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  89269. */
  89270. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  89271. /**
  89272. * Sets the mesh global Vertex Buffer
  89273. * @param buffer defines the buffer to use
  89274. * @returns the current mesh
  89275. */
  89276. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  89277. /**
  89278. * Update a specific associated vertex buffer
  89279. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  89280. * - VertexBuffer.PositionKind
  89281. * - VertexBuffer.UVKind
  89282. * - VertexBuffer.UV2Kind
  89283. * - VertexBuffer.UV3Kind
  89284. * - VertexBuffer.UV4Kind
  89285. * - VertexBuffer.UV5Kind
  89286. * - VertexBuffer.UV6Kind
  89287. * - VertexBuffer.ColorKind
  89288. * - VertexBuffer.MatricesIndicesKind
  89289. * - VertexBuffer.MatricesIndicesExtraKind
  89290. * - VertexBuffer.MatricesWeightsKind
  89291. * - VertexBuffer.MatricesWeightsExtraKind
  89292. * @param data defines the data source
  89293. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  89294. * @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)
  89295. * @returns the current mesh
  89296. */
  89297. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  89298. /**
  89299. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  89300. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  89301. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  89302. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  89303. * @returns the current mesh
  89304. */
  89305. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  89306. /**
  89307. * Creates a un-shared specific occurence of the geometry for the mesh.
  89308. * @returns the current mesh
  89309. */
  89310. makeGeometryUnique(): Mesh;
  89311. /**
  89312. * Set the index buffer of this mesh
  89313. * @param indices defines the source data
  89314. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  89315. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  89316. * @returns the current mesh
  89317. */
  89318. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): AbstractMesh;
  89319. /**
  89320. * Update the current index buffer
  89321. * @param indices defines the source data
  89322. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  89323. * @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)
  89324. * @returns the current mesh
  89325. */
  89326. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  89327. /**
  89328. * Invert the geometry to move from a right handed system to a left handed one.
  89329. * @returns the current mesh
  89330. */
  89331. toLeftHanded(): Mesh;
  89332. /** @hidden */
  89333. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  89334. /** @hidden */
  89335. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  89336. /**
  89337. * Registers for this mesh a javascript function called just before the rendering process
  89338. * @param func defines the function to call before rendering this mesh
  89339. * @returns the current mesh
  89340. */
  89341. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  89342. /**
  89343. * Disposes a previously registered javascript function called before the rendering
  89344. * @param func defines the function to remove
  89345. * @returns the current mesh
  89346. */
  89347. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  89348. /**
  89349. * Registers for this mesh a javascript function called just after the rendering is complete
  89350. * @param func defines the function to call after rendering this mesh
  89351. * @returns the current mesh
  89352. */
  89353. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  89354. /**
  89355. * Disposes a previously registered javascript function called after the rendering.
  89356. * @param func defines the function to remove
  89357. * @returns the current mesh
  89358. */
  89359. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  89360. /** @hidden */
  89361. _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  89362. /** @hidden */
  89363. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  89364. /** @hidden */
  89365. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  89366. /** @hidden */
  89367. _rebuild(): void;
  89368. /** @hidden */
  89369. _freeze(): void;
  89370. /** @hidden */
  89371. _unFreeze(): void;
  89372. /**
  89373. * 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
  89374. * @param subMesh defines the subMesh to render
  89375. * @param enableAlphaMode defines if alpha mode can be changed
  89376. * @returns the current mesh
  89377. */
  89378. render(subMesh: SubMesh, enableAlphaMode: boolean): Mesh;
  89379. private _onBeforeDraw;
  89380. /**
  89381. * Renormalize the mesh and patch it up if there are no weights
  89382. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  89383. * However in the case of zero weights then we set just a single influence to 1.
  89384. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  89385. */
  89386. cleanMatrixWeights(): void;
  89387. private normalizeSkinFourWeights;
  89388. private normalizeSkinWeightsAndExtra;
  89389. /**
  89390. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  89391. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  89392. * the user know there was an issue with importing the mesh
  89393. * @returns a validation object with skinned, valid and report string
  89394. */
  89395. validateSkinning(): {
  89396. skinned: boolean;
  89397. valid: boolean;
  89398. report: string;
  89399. };
  89400. /** @hidden */
  89401. _checkDelayState(): Mesh;
  89402. private _queueLoad;
  89403. /**
  89404. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  89405. * A mesh is in the frustum if its bounding box intersects the frustum
  89406. * @param frustumPlanes defines the frustum to test
  89407. * @returns true if the mesh is in the frustum planes
  89408. */
  89409. isInFrustum(frustumPlanes: Plane[]): boolean;
  89410. /**
  89411. * Sets the mesh material by the material or multiMaterial `id` property
  89412. * @param id is a string identifying the material or the multiMaterial
  89413. * @returns the current mesh
  89414. */
  89415. setMaterialByID(id: string): Mesh;
  89416. /**
  89417. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  89418. * @returns an array of IAnimatable
  89419. */
  89420. getAnimatables(): IAnimatable[];
  89421. /**
  89422. * Modifies the mesh geometry according to the passed transformation matrix.
  89423. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  89424. * The mesh normals are modified using the same transformation.
  89425. * Note that, under the hood, this method sets a new VertexBuffer each call.
  89426. * @param transform defines the transform matrix to use
  89427. * @see http://doc.babylonjs.com/resources/baking_transformations
  89428. * @returns the current mesh
  89429. */
  89430. bakeTransformIntoVertices(transform: Matrix): Mesh;
  89431. /**
  89432. * Modifies the mesh geometry according to its own current World Matrix.
  89433. * The mesh World Matrix is then reset.
  89434. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  89435. * Note that, under the hood, this method sets a new VertexBuffer each call.
  89436. * @see http://doc.babylonjs.com/resources/baking_transformations
  89437. * @returns the current mesh
  89438. */
  89439. bakeCurrentTransformIntoVertices(): Mesh;
  89440. /** @hidden */
  89441. readonly _positions: Nullable<Vector3[]>;
  89442. /** @hidden */
  89443. _resetPointsArrayCache(): Mesh;
  89444. /** @hidden */
  89445. _generatePointsArray(): boolean;
  89446. /**
  89447. * Returns a new Mesh object generated from the current mesh properties.
  89448. * This method must not get confused with createInstance()
  89449. * @param name is a string, the name given to the new mesh
  89450. * @param newParent can be any Node object (default `null`)
  89451. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  89452. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  89453. * @returns a new mesh
  89454. */
  89455. clone(name?: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Nullable<AbstractMesh>;
  89456. /**
  89457. * Releases resources associated with this mesh.
  89458. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  89459. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  89460. */
  89461. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  89462. /**
  89463. * Modifies the mesh geometry according to a displacement map.
  89464. * 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.
  89465. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  89466. * @param url is a string, the URL from the image file is to be downloaded.
  89467. * @param minHeight is the lower limit of the displacement.
  89468. * @param maxHeight is the upper limit of the displacement.
  89469. * @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.
  89470. * @param uvOffset is an optional vector2 used to offset UV.
  89471. * @param uvScale is an optional vector2 used to scale UV.
  89472. * @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.
  89473. * @returns the Mesh.
  89474. */
  89475. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  89476. /**
  89477. * Modifies the mesh geometry according to a displacementMap buffer.
  89478. * 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.
  89479. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  89480. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  89481. * @param heightMapWidth is the width of the buffer image.
  89482. * @param heightMapHeight is the height of the buffer image.
  89483. * @param minHeight is the lower limit of the displacement.
  89484. * @param maxHeight is the upper limit of the displacement.
  89485. * @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.
  89486. * @param uvOffset is an optional vector2 used to offset UV.
  89487. * @param uvScale is an optional vector2 used to scale UV.
  89488. * @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.
  89489. * @returns the Mesh.
  89490. */
  89491. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  89492. /**
  89493. * Modify the mesh to get a flat shading rendering.
  89494. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  89495. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  89496. * @returns current mesh
  89497. */
  89498. convertToFlatShadedMesh(): Mesh;
  89499. /**
  89500. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  89501. * In other words, more vertices, no more indices and a single bigger VBO.
  89502. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  89503. * @returns current mesh
  89504. */
  89505. convertToUnIndexedMesh(): Mesh;
  89506. /**
  89507. * Inverses facet orientations.
  89508. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  89509. * @param flipNormals will also inverts the normals
  89510. * @returns current mesh
  89511. */
  89512. flipFaces(flipNormals?: boolean): Mesh;
  89513. /**
  89514. * Increase the number of facets and hence vertices in a mesh
  89515. * Vertex normals are interpolated from existing vertex normals
  89516. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  89517. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  89518. */
  89519. increaseVertices(numberPerEdge: number): void;
  89520. /**
  89521. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  89522. * This will undo any application of covertToFlatShadedMesh
  89523. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  89524. */
  89525. forceSharedVertices(): void;
  89526. /** @hidden */
  89527. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  89528. /** @hidden */
  89529. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  89530. /**
  89531. * Creates a new InstancedMesh object from the mesh model.
  89532. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  89533. * @param name defines the name of the new instance
  89534. * @returns a new InstancedMesh
  89535. */
  89536. createInstance(name: string): InstancedMesh;
  89537. /**
  89538. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  89539. * After this call, all the mesh instances have the same submeshes than the current mesh.
  89540. * @returns the current mesh
  89541. */
  89542. synchronizeInstances(): Mesh;
  89543. /**
  89544. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  89545. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  89546. * This should be used together with the simplification to avoid disappearing triangles.
  89547. * @param successCallback an optional success callback to be called after the optimization finished.
  89548. * @returns the current mesh
  89549. */
  89550. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  89551. /**
  89552. * Serialize current mesh
  89553. * @param serializationObject defines the object which will receive the serialization data
  89554. */
  89555. serialize(serializationObject: any): void;
  89556. /** @hidden */
  89557. _syncGeometryWithMorphTargetManager(): void;
  89558. /** @hidden */
  89559. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  89560. /**
  89561. * Returns a new Mesh object parsed from the source provided.
  89562. * @param parsedMesh is the source
  89563. * @param scene defines the hosting scene
  89564. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  89565. * @returns a new Mesh
  89566. */
  89567. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  89568. /**
  89569. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  89570. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  89571. * @param name defines the name of the mesh to create
  89572. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  89573. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  89574. * @param closePath creates a seam between the first and the last points of each path of the path array
  89575. * @param offset is taken in account only if the `pathArray` is containing a single path
  89576. * @param scene defines the hosting scene
  89577. * @param updatable defines if the mesh must be flagged as updatable
  89578. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89579. * @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)
  89580. * @returns a new Mesh
  89581. */
  89582. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  89583. /**
  89584. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  89585. * @param name defines the name of the mesh to create
  89586. * @param radius sets the radius size (float) of the polygon (default 0.5)
  89587. * @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
  89588. * @param scene defines the hosting scene
  89589. * @param updatable defines if the mesh must be flagged as updatable
  89590. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89591. * @returns a new Mesh
  89592. */
  89593. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  89594. /**
  89595. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  89596. * @param name defines the name of the mesh to create
  89597. * @param size sets the size (float) of each box side (default 1)
  89598. * @param scene defines the hosting scene
  89599. * @param updatable defines if the mesh must be flagged as updatable
  89600. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89601. * @returns a new Mesh
  89602. */
  89603. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  89604. /**
  89605. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  89606. * @param name defines the name of the mesh to create
  89607. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  89608. * @param diameter sets the diameter size (float) of the sphere (default 1)
  89609. * @param scene defines the hosting scene
  89610. * @param updatable defines if the mesh must be flagged as updatable
  89611. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89612. * @returns a new Mesh
  89613. */
  89614. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  89615. /**
  89616. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  89617. * @param name defines the name of the mesh to create
  89618. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  89619. * @param diameter sets the diameter size (float) of the sphere (default 1)
  89620. * @param scene defines the hosting scene
  89621. * @returns a new Mesh
  89622. */
  89623. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  89624. /**
  89625. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  89626. * @param name defines the name of the mesh to create
  89627. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  89628. * @param diameterTop set the top cap diameter (floats, default 1)
  89629. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  89630. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  89631. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  89632. * @param scene defines the hosting scene
  89633. * @param updatable defines if the mesh must be flagged as updatable
  89634. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89635. * @returns a new Mesh
  89636. */
  89637. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  89638. /**
  89639. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  89640. * @param name defines the name of the mesh to create
  89641. * @param diameter sets the diameter size (float) of the torus (default 1)
  89642. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  89643. * @param tessellation sets the number of torus sides (postive integer, default 16)
  89644. * @param scene defines the hosting scene
  89645. * @param updatable defines if the mesh must be flagged as updatable
  89646. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89647. * @returns a new Mesh
  89648. */
  89649. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  89650. /**
  89651. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  89652. * @param name defines the name of the mesh to create
  89653. * @param radius sets the global radius size (float) of the torus knot (default 2)
  89654. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  89655. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  89656. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  89657. * @param p the number of windings on X axis (positive integers, default 2)
  89658. * @param q the number of windings on Y axis (positive integers, default 3)
  89659. * @param scene defines the hosting scene
  89660. * @param updatable defines if the mesh must be flagged as updatable
  89661. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89662. * @returns a new Mesh
  89663. */
  89664. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  89665. /**
  89666. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  89667. * @param name defines the name of the mesh to create
  89668. * @param points is an array successive Vector3
  89669. * @param scene defines the hosting scene
  89670. * @param updatable defines if the mesh must be flagged as updatable
  89671. * @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).
  89672. * @returns a new Mesh
  89673. */
  89674. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  89675. /**
  89676. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  89677. * @param name defines the name of the mesh to create
  89678. * @param points is an array successive Vector3
  89679. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  89680. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  89681. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  89682. * @param scene defines the hosting scene
  89683. * @param updatable defines if the mesh must be flagged as updatable
  89684. * @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)
  89685. * @returns a new Mesh
  89686. */
  89687. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  89688. /**
  89689. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  89690. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  89691. * 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.
  89692. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89693. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  89694. * Remember you can only change the shape positions, not their number when updating a polygon.
  89695. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  89696. * @param name defines the name of the mesh to create
  89697. * @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
  89698. * @param scene defines the hosting scene
  89699. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  89700. * @param updatable defines if the mesh must be flagged as updatable
  89701. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89702. * @param earcutInjection can be used to inject your own earcut reference
  89703. * @returns a new Mesh
  89704. */
  89705. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  89706. /**
  89707. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  89708. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  89709. * @param name defines the name of the mesh to create
  89710. * @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
  89711. * @param depth defines the height of extrusion
  89712. * @param scene defines the hosting scene
  89713. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  89714. * @param updatable defines if the mesh must be flagged as updatable
  89715. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89716. * @param earcutInjection can be used to inject your own earcut reference
  89717. * @returns a new Mesh
  89718. */
  89719. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  89720. /**
  89721. * Creates an extruded shape mesh.
  89722. * 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
  89723. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  89724. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  89725. * @param name defines the name of the mesh to create
  89726. * @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
  89727. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  89728. * @param scale is the value to scale the shape
  89729. * @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
  89730. * @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
  89731. * @param scene defines the hosting scene
  89732. * @param updatable defines if the mesh must be flagged as updatable
  89733. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89734. * @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)
  89735. * @returns a new Mesh
  89736. */
  89737. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  89738. /**
  89739. * Creates an custom extruded shape mesh.
  89740. * The custom extrusion is a parametric shape.
  89741. * It has no predefined shape. Its final shape will depend on the input parameters.
  89742. * Please consider using the same method from the MeshBuilder class instead
  89743. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  89744. * @param name defines the name of the mesh to create
  89745. * @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
  89746. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  89747. * @param scaleFunction is a custom Javascript function called on each path point
  89748. * @param rotationFunction is a custom Javascript function called on each path point
  89749. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  89750. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  89751. * @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
  89752. * @param scene defines the hosting scene
  89753. * @param updatable defines if the mesh must be flagged as updatable
  89754. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89755. * @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)
  89756. * @returns a new Mesh
  89757. */
  89758. 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;
  89759. /**
  89760. * Creates lathe mesh.
  89761. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  89762. * Please consider using the same method from the MeshBuilder class instead
  89763. * @param name defines the name of the mesh to create
  89764. * @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
  89765. * @param radius is the radius value of the lathe
  89766. * @param tessellation is the side number of the lathe.
  89767. * @param scene defines the hosting scene
  89768. * @param updatable defines if the mesh must be flagged as updatable
  89769. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89770. * @returns a new Mesh
  89771. */
  89772. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  89773. /**
  89774. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  89775. * @param name defines the name of the mesh to create
  89776. * @param size sets the size (float) of both sides of the plane at once (default 1)
  89777. * @param scene defines the hosting scene
  89778. * @param updatable defines if the mesh must be flagged as updatable
  89779. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89780. * @returns a new Mesh
  89781. */
  89782. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  89783. /**
  89784. * Creates a ground mesh.
  89785. * Please consider using the same method from the MeshBuilder class instead
  89786. * @param name defines the name of the mesh to create
  89787. * @param width set the width of the ground
  89788. * @param height set the height of the ground
  89789. * @param subdivisions sets the number of subdivisions per side
  89790. * @param scene defines the hosting scene
  89791. * @param updatable defines if the mesh must be flagged as updatable
  89792. * @returns a new Mesh
  89793. */
  89794. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  89795. /**
  89796. * Creates a tiled ground mesh.
  89797. * Please consider using the same method from the MeshBuilder class instead
  89798. * @param name defines the name of the mesh to create
  89799. * @param xmin set the ground minimum X coordinate
  89800. * @param zmin set the ground minimum Y coordinate
  89801. * @param xmax set the ground maximum X coordinate
  89802. * @param zmax set the ground maximum Z coordinate
  89803. * @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
  89804. * @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
  89805. * @param scene defines the hosting scene
  89806. * @param updatable defines if the mesh must be flagged as updatable
  89807. * @returns a new Mesh
  89808. */
  89809. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  89810. w: number;
  89811. h: number;
  89812. }, precision: {
  89813. w: number;
  89814. h: number;
  89815. }, scene: Scene, updatable?: boolean): Mesh;
  89816. /**
  89817. * Creates a ground mesh from a height map.
  89818. * Please consider using the same method from the MeshBuilder class instead
  89819. * @see http://doc.babylonjs.com/babylon101/height_map
  89820. * @param name defines the name of the mesh to create
  89821. * @param url sets the URL of the height map image resource
  89822. * @param width set the ground width size
  89823. * @param height set the ground height size
  89824. * @param subdivisions sets the number of subdivision per side
  89825. * @param minHeight is the minimum altitude on the ground
  89826. * @param maxHeight is the maximum altitude on the ground
  89827. * @param scene defines the hosting scene
  89828. * @param updatable defines if the mesh must be flagged as updatable
  89829. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  89830. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  89831. * @returns a new Mesh
  89832. */
  89833. 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;
  89834. /**
  89835. * Creates a tube mesh.
  89836. * The tube is a parametric shape.
  89837. * It has no predefined shape. Its final shape will depend on the input parameters.
  89838. * Please consider using the same method from the MeshBuilder class instead
  89839. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  89840. * @param name defines the name of the mesh to create
  89841. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  89842. * @param radius sets the tube radius size
  89843. * @param tessellation is the number of sides on the tubular surface
  89844. * @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
  89845. * @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
  89846. * @param scene defines the hosting scene
  89847. * @param updatable defines if the mesh must be flagged as updatable
  89848. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  89849. * @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)
  89850. * @returns a new Mesh
  89851. */
  89852. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  89853. (i: number, distance: number): number;
  89854. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  89855. /**
  89856. * Creates a polyhedron mesh.
  89857. * Please consider using the same method from the MeshBuilder class instead.
  89858. * * 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
  89859. * * The parameter `size` (positive float, default 1) sets the polygon size
  89860. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  89861. * * 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`
  89862. * * 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
  89863. * * 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)`)
  89864. * * 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
  89865. * * 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
  89866. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89867. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  89868. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  89869. * @param name defines the name of the mesh to create
  89870. * @param options defines the options used to create the mesh
  89871. * @param scene defines the hosting scene
  89872. * @returns a new Mesh
  89873. */
  89874. static CreatePolyhedron(name: string, options: {
  89875. type?: number;
  89876. size?: number;
  89877. sizeX?: number;
  89878. sizeY?: number;
  89879. sizeZ?: number;
  89880. custom?: any;
  89881. faceUV?: Vector4[];
  89882. faceColors?: Color4[];
  89883. updatable?: boolean;
  89884. sideOrientation?: number;
  89885. }, scene: Scene): Mesh;
  89886. /**
  89887. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  89888. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  89889. * * 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`)
  89890. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  89891. * * 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
  89892. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89893. * * If you create a double-sided mesh, you can choose what parts of 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
  89894. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  89895. * @param name defines the name of the mesh
  89896. * @param options defines the options used to create the mesh
  89897. * @param scene defines the hosting scene
  89898. * @returns a new Mesh
  89899. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  89900. */
  89901. static CreateIcoSphere(name: string, options: {
  89902. radius?: number;
  89903. flat?: boolean;
  89904. subdivisions?: number;
  89905. sideOrientation?: number;
  89906. updatable?: boolean;
  89907. }, scene: Scene): Mesh;
  89908. /**
  89909. * Creates a decal mesh.
  89910. * Please consider using the same method from the MeshBuilder class instead.
  89911. * A decal is a mesh usually applied as a model onto the surface of another mesh
  89912. * @param name defines the name of the mesh
  89913. * @param sourceMesh defines the mesh receiving the decal
  89914. * @param position sets the position of the decal in world coordinates
  89915. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  89916. * @param size sets the decal scaling
  89917. * @param angle sets the angle to rotate the decal
  89918. * @returns a new Mesh
  89919. */
  89920. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  89921. /**
  89922. * Prepare internal position array for software CPU skinning
  89923. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  89924. */
  89925. setPositionsForCPUSkinning(): Float32Array;
  89926. /**
  89927. * Prepare internal normal array for software CPU skinning
  89928. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  89929. */
  89930. setNormalsForCPUSkinning(): Float32Array;
  89931. /**
  89932. * Updates the vertex buffer by applying transformation from the bones
  89933. * @param skeleton defines the skeleton to apply to current mesh
  89934. * @returns the current mesh
  89935. */
  89936. applySkeleton(skeleton: Skeleton): Mesh;
  89937. /**
  89938. * 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
  89939. * @param meshes defines the list of meshes to scan
  89940. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  89941. */
  89942. static MinMax(meshes: AbstractMesh[]): {
  89943. min: Vector3;
  89944. max: Vector3;
  89945. };
  89946. /**
  89947. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  89948. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  89949. * @returns a vector3
  89950. */
  89951. static Center(meshesOrMinMaxVector: {
  89952. min: Vector3;
  89953. max: Vector3;
  89954. } | AbstractMesh[]): Vector3;
  89955. /**
  89956. * Merge the array of meshes into a single mesh for performance reasons.
  89957. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  89958. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  89959. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  89960. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  89961. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  89962. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  89963. * @returns a new mesh
  89964. */
  89965. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  89966. /** @hidden */
  89967. addInstance(instance: InstancedMesh): void;
  89968. /** @hidden */
  89969. removeInstance(instance: InstancedMesh): void;
  89970. }
  89971. }
  89972. declare module BABYLON {
  89973. /**
  89974. * This is the base class of all the camera used in the application.
  89975. * @see http://doc.babylonjs.com/features/cameras
  89976. */
  89977. export class Camera extends Node {
  89978. /** @hidden */
  89979. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  89980. /**
  89981. * This is the default projection mode used by the cameras.
  89982. * It helps recreating a feeling of perspective and better appreciate depth.
  89983. * This is the best way to simulate real life cameras.
  89984. */
  89985. static readonly PERSPECTIVE_CAMERA: number;
  89986. /**
  89987. * This helps creating camera with an orthographic mode.
  89988. * 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.
  89989. */
  89990. static readonly ORTHOGRAPHIC_CAMERA: number;
  89991. /**
  89992. * This is the default FOV mode for perspective cameras.
  89993. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  89994. */
  89995. static readonly FOVMODE_VERTICAL_FIXED: number;
  89996. /**
  89997. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  89998. */
  89999. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  90000. /**
  90001. * This specifies ther is no need for a camera rig.
  90002. * Basically only one eye is rendered corresponding to the camera.
  90003. */
  90004. static readonly RIG_MODE_NONE: number;
  90005. /**
  90006. * Simulates a camera Rig with one blue eye and one red eye.
  90007. * This can be use with 3d blue and red glasses.
  90008. */
  90009. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  90010. /**
  90011. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  90012. */
  90013. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  90014. /**
  90015. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  90016. */
  90017. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  90018. /**
  90019. * Defines that both eyes of the camera will be rendered over under each other.
  90020. */
  90021. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  90022. /**
  90023. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  90024. */
  90025. static readonly RIG_MODE_VR: number;
  90026. /**
  90027. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  90028. */
  90029. static readonly RIG_MODE_WEBVR: number;
  90030. /**
  90031. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  90032. */
  90033. static readonly RIG_MODE_CUSTOM: number;
  90034. /**
  90035. * Defines if by default attaching controls should prevent the default javascript event to continue.
  90036. */
  90037. static ForceAttachControlToAlwaysPreventDefault: boolean;
  90038. /**
  90039. * Define the input manager associated with the camera.
  90040. */
  90041. inputs: CameraInputsManager<Camera>;
  90042. /** @hidden */
  90043. _position: Vector3;
  90044. /**
  90045. * Define the current local position of the camera in the scene
  90046. */
  90047. position: Vector3;
  90048. /**
  90049. * The vector the camera should consider as up.
  90050. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  90051. */
  90052. upVector: Vector3;
  90053. /**
  90054. * Define the current limit on the left side for an orthographic camera
  90055. * In scene unit
  90056. */
  90057. orthoLeft: Nullable<number>;
  90058. /**
  90059. * Define the current limit on the right side for an orthographic camera
  90060. * In scene unit
  90061. */
  90062. orthoRight: Nullable<number>;
  90063. /**
  90064. * Define the current limit on the bottom side for an orthographic camera
  90065. * In scene unit
  90066. */
  90067. orthoBottom: Nullable<number>;
  90068. /**
  90069. * Define the current limit on the top side for an orthographic camera
  90070. * In scene unit
  90071. */
  90072. orthoTop: Nullable<number>;
  90073. /**
  90074. * Field Of View is set in Radians. (default is 0.8)
  90075. */
  90076. fov: number;
  90077. /**
  90078. * Define the minimum distance the camera can see from.
  90079. * This is important to note that the depth buffer are not infinite and the closer it starts
  90080. * the more your scene might encounter depth fighting issue.
  90081. */
  90082. minZ: number;
  90083. /**
  90084. * Define the maximum distance the camera can see to.
  90085. * This is important to note that the depth buffer are not infinite and the further it end
  90086. * the more your scene might encounter depth fighting issue.
  90087. */
  90088. maxZ: number;
  90089. /**
  90090. * Define the default inertia of the camera.
  90091. * This helps giving a smooth feeling to the camera movement.
  90092. */
  90093. inertia: number;
  90094. /**
  90095. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  90096. */
  90097. mode: number;
  90098. /**
  90099. * Define wether the camera is intermediate.
  90100. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  90101. */
  90102. isIntermediate: boolean;
  90103. /**
  90104. * Define the viewport of the camera.
  90105. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  90106. */
  90107. viewport: Viewport;
  90108. /**
  90109. * Restricts the camera to viewing objects with the same layerMask.
  90110. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  90111. */
  90112. layerMask: number;
  90113. /**
  90114. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  90115. */
  90116. fovMode: number;
  90117. /**
  90118. * Rig mode of the camera.
  90119. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  90120. * This is normally controlled byt the camera themselves as internal use.
  90121. */
  90122. cameraRigMode: number;
  90123. /**
  90124. * Defines the distance between both "eyes" in case of a RIG
  90125. */
  90126. interaxialDistance: number;
  90127. /**
  90128. * Defines if stereoscopic rendering is done side by side or over under.
  90129. */
  90130. isStereoscopicSideBySide: boolean;
  90131. /**
  90132. * 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
  90133. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  90134. * else in the scene. (Eg. security camera)
  90135. *
  90136. * 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)
  90137. */
  90138. customRenderTargets: RenderTargetTexture[];
  90139. /**
  90140. * When set, the camera will render to this render target instead of the default canvas
  90141. *
  90142. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  90143. */
  90144. outputRenderTarget: Nullable<RenderTargetTexture>;
  90145. /**
  90146. * Observable triggered when the camera view matrix has changed.
  90147. */
  90148. onViewMatrixChangedObservable: Observable<Camera>;
  90149. /**
  90150. * Observable triggered when the camera Projection matrix has changed.
  90151. */
  90152. onProjectionMatrixChangedObservable: Observable<Camera>;
  90153. /**
  90154. * Observable triggered when the inputs have been processed.
  90155. */
  90156. onAfterCheckInputsObservable: Observable<Camera>;
  90157. /**
  90158. * Observable triggered when reset has been called and applied to the camera.
  90159. */
  90160. onRestoreStateObservable: Observable<Camera>;
  90161. /** @hidden */
  90162. _cameraRigParams: any;
  90163. /** @hidden */
  90164. _rigCameras: Camera[];
  90165. /** @hidden */
  90166. _rigPostProcess: Nullable<PostProcess>;
  90167. protected _webvrViewMatrix: Matrix;
  90168. /** @hidden */
  90169. _skipRendering: boolean;
  90170. /** @hidden */
  90171. _projectionMatrix: Matrix;
  90172. /** @hidden */
  90173. _postProcesses: Nullable<PostProcess>[];
  90174. /** @hidden */
  90175. _activeMeshes: SmartArray<AbstractMesh>;
  90176. protected _globalPosition: Vector3;
  90177. /** @hidden */
  90178. _computedViewMatrix: Matrix;
  90179. private _doNotComputeProjectionMatrix;
  90180. private _transformMatrix;
  90181. private _frustumPlanes;
  90182. private _refreshFrustumPlanes;
  90183. private _storedFov;
  90184. private _stateStored;
  90185. /**
  90186. * Instantiates a new camera object.
  90187. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  90188. * @see http://doc.babylonjs.com/features/cameras
  90189. * @param name Defines the name of the camera in the scene
  90190. * @param position Defines the position of the camera
  90191. * @param scene Defines the scene the camera belongs too
  90192. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  90193. */
  90194. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  90195. /**
  90196. * Store current camera state (fov, position, etc..)
  90197. * @returns the camera
  90198. */
  90199. storeState(): Camera;
  90200. /**
  90201. * Restores the camera state values if it has been stored. You must call storeState() first
  90202. */
  90203. protected _restoreStateValues(): boolean;
  90204. /**
  90205. * Restored camera state. You must call storeState() first.
  90206. * @returns true if restored and false otherwise
  90207. */
  90208. restoreState(): boolean;
  90209. /**
  90210. * Gets the class name of the camera.
  90211. * @returns the class name
  90212. */
  90213. getClassName(): string;
  90214. /** @hidden */
  90215. readonly _isCamera: boolean;
  90216. /**
  90217. * Gets a string representation of the camera useful for debug purpose.
  90218. * @param fullDetails Defines that a more verboe level of logging is required
  90219. * @returns the string representation
  90220. */
  90221. toString(fullDetails?: boolean): string;
  90222. /**
  90223. * Gets the current world space position of the camera.
  90224. */
  90225. readonly globalPosition: Vector3;
  90226. /**
  90227. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  90228. * @returns the active meshe list
  90229. */
  90230. getActiveMeshes(): SmartArray<AbstractMesh>;
  90231. /**
  90232. * Check wether a mesh is part of the current active mesh list of the camera
  90233. * @param mesh Defines the mesh to check
  90234. * @returns true if active, false otherwise
  90235. */
  90236. isActiveMesh(mesh: Mesh): boolean;
  90237. /**
  90238. * Is this camera ready to be used/rendered
  90239. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  90240. * @return true if the camera is ready
  90241. */
  90242. isReady(completeCheck?: boolean): boolean;
  90243. /** @hidden */
  90244. _initCache(): void;
  90245. /** @hidden */
  90246. _updateCache(ignoreParentClass?: boolean): void;
  90247. /** @hidden */
  90248. _isSynchronized(): boolean;
  90249. /** @hidden */
  90250. _isSynchronizedViewMatrix(): boolean;
  90251. /** @hidden */
  90252. _isSynchronizedProjectionMatrix(): boolean;
  90253. /**
  90254. * Attach the input controls to a specific dom element to get the input from.
  90255. * @param element Defines the element the controls should be listened from
  90256. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  90257. */
  90258. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  90259. /**
  90260. * Detach the current controls from the specified dom element.
  90261. * @param element Defines the element to stop listening the inputs from
  90262. */
  90263. detachControl(element: HTMLElement): void;
  90264. /**
  90265. * Update the camera state according to the different inputs gathered during the frame.
  90266. */
  90267. update(): void;
  90268. /** @hidden */
  90269. _checkInputs(): void;
  90270. /** @hidden */
  90271. readonly rigCameras: Camera[];
  90272. /**
  90273. * Gets the post process used by the rig cameras
  90274. */
  90275. readonly rigPostProcess: Nullable<PostProcess>;
  90276. /**
  90277. * Internal, gets the first post proces.
  90278. * @returns the first post process to be run on this camera.
  90279. */
  90280. _getFirstPostProcess(): Nullable<PostProcess>;
  90281. private _cascadePostProcessesToRigCams;
  90282. /**
  90283. * Attach a post process to the camera.
  90284. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  90285. * @param postProcess The post process to attach to the camera
  90286. * @param insertAt The position of the post process in case several of them are in use in the scene
  90287. * @returns the position the post process has been inserted at
  90288. */
  90289. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  90290. /**
  90291. * Detach a post process to the camera.
  90292. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  90293. * @param postProcess The post process to detach from the camera
  90294. */
  90295. detachPostProcess(postProcess: PostProcess): void;
  90296. /**
  90297. * Gets the current world matrix of the camera
  90298. */
  90299. getWorldMatrix(): Matrix;
  90300. /** @hidden */
  90301. _getViewMatrix(): Matrix;
  90302. /**
  90303. * Gets the current view matrix of the camera.
  90304. * @param force forces the camera to recompute the matrix without looking at the cached state
  90305. * @returns the view matrix
  90306. */
  90307. getViewMatrix(force?: boolean): Matrix;
  90308. /**
  90309. * Freeze the projection matrix.
  90310. * It will prevent the cache check of the camera projection compute and can speed up perf
  90311. * if no parameter of the camera are meant to change
  90312. * @param projection Defines manually a projection if necessary
  90313. */
  90314. freezeProjectionMatrix(projection?: Matrix): void;
  90315. /**
  90316. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  90317. */
  90318. unfreezeProjectionMatrix(): void;
  90319. /**
  90320. * Gets the current projection matrix of the camera.
  90321. * @param force forces the camera to recompute the matrix without looking at the cached state
  90322. * @returns the projection matrix
  90323. */
  90324. getProjectionMatrix(force?: boolean): Matrix;
  90325. /**
  90326. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  90327. * @returns a Matrix
  90328. */
  90329. getTransformationMatrix(): Matrix;
  90330. private _updateFrustumPlanes;
  90331. /**
  90332. * Checks if a cullable object (mesh...) is in the camera frustum
  90333. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  90334. * @param target The object to check
  90335. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  90336. * @returns true if the object is in frustum otherwise false
  90337. */
  90338. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  90339. /**
  90340. * Checks if a cullable object (mesh...) is in the camera frustum
  90341. * Unlike isInFrustum this cheks the full bounding box
  90342. * @param target The object to check
  90343. * @returns true if the object is in frustum otherwise false
  90344. */
  90345. isCompletelyInFrustum(target: ICullable): boolean;
  90346. /**
  90347. * Gets a ray in the forward direction from the camera.
  90348. * @param length Defines the length of the ray to create
  90349. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  90350. * @param origin Defines the start point of the ray which defaults to the camera position
  90351. * @returns the forward ray
  90352. */
  90353. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  90354. /**
  90355. * Releases resources associated with this node.
  90356. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  90357. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  90358. */
  90359. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  90360. /** @hidden */
  90361. _isLeftCamera: boolean;
  90362. /**
  90363. * Gets the left camera of a rig setup in case of Rigged Camera
  90364. */
  90365. readonly isLeftCamera: boolean;
  90366. /** @hidden */
  90367. _isRightCamera: boolean;
  90368. /**
  90369. * Gets the right camera of a rig setup in case of Rigged Camera
  90370. */
  90371. readonly isRightCamera: boolean;
  90372. /**
  90373. * Gets the left camera of a rig setup in case of Rigged Camera
  90374. */
  90375. readonly leftCamera: Nullable<FreeCamera>;
  90376. /**
  90377. * Gets the right camera of a rig setup in case of Rigged Camera
  90378. */
  90379. readonly rightCamera: Nullable<FreeCamera>;
  90380. /**
  90381. * Gets the left camera target of a rig setup in case of Rigged Camera
  90382. * @returns the target position
  90383. */
  90384. getLeftTarget(): Nullable<Vector3>;
  90385. /**
  90386. * Gets the right camera target of a rig setup in case of Rigged Camera
  90387. * @returns the target position
  90388. */
  90389. getRightTarget(): Nullable<Vector3>;
  90390. /**
  90391. * @hidden
  90392. */
  90393. setCameraRigMode(mode: number, rigParams: any): void;
  90394. /** @hidden */
  90395. static _setStereoscopicRigMode(camera: Camera): void;
  90396. /** @hidden */
  90397. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  90398. /** @hidden */
  90399. static _setVRRigMode(camera: Camera, rigParams: any): void;
  90400. /** @hidden */
  90401. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  90402. /** @hidden */
  90403. _getVRProjectionMatrix(): Matrix;
  90404. protected _updateCameraRotationMatrix(): void;
  90405. protected _updateWebVRCameraRotationMatrix(): void;
  90406. /**
  90407. * This function MUST be overwritten by the different WebVR cameras available.
  90408. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  90409. * @hidden
  90410. */
  90411. _getWebVRProjectionMatrix(): Matrix;
  90412. /**
  90413. * This function MUST be overwritten by the different WebVR cameras available.
  90414. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  90415. * @hidden
  90416. */
  90417. _getWebVRViewMatrix(): Matrix;
  90418. /** @hidden */
  90419. setCameraRigParameter(name: string, value: any): void;
  90420. /**
  90421. * needs to be overridden by children so sub has required properties to be copied
  90422. * @hidden
  90423. */
  90424. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  90425. /**
  90426. * May need to be overridden by children
  90427. * @hidden
  90428. */
  90429. _updateRigCameras(): void;
  90430. /** @hidden */
  90431. _setupInputs(): void;
  90432. /**
  90433. * Serialiaze the camera setup to a json represention
  90434. * @returns the JSON representation
  90435. */
  90436. serialize(): any;
  90437. /**
  90438. * Clones the current camera.
  90439. * @param name The cloned camera name
  90440. * @returns the cloned camera
  90441. */
  90442. clone(name: string): Camera;
  90443. /**
  90444. * Gets the direction of the camera relative to a given local axis.
  90445. * @param localAxis Defines the reference axis to provide a relative direction.
  90446. * @return the direction
  90447. */
  90448. getDirection(localAxis: Vector3): Vector3;
  90449. /**
  90450. * Gets the direction of the camera relative to a given local axis into a passed vector.
  90451. * @param localAxis Defines the reference axis to provide a relative direction.
  90452. * @param result Defines the vector to store the result in
  90453. */
  90454. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  90455. /**
  90456. * Gets a camera constructor for a given camera type
  90457. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  90458. * @param name The name of the camera the result will be able to instantiate
  90459. * @param scene The scene the result will construct the camera in
  90460. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  90461. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  90462. * @returns a factory method to construc the camera
  90463. */
  90464. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  90465. /**
  90466. * Compute the world matrix of the camera.
  90467. * @returns the camera workd matrix
  90468. */
  90469. computeWorldMatrix(): Matrix;
  90470. /**
  90471. * Parse a JSON and creates the camera from the parsed information
  90472. * @param parsedCamera The JSON to parse
  90473. * @param scene The scene to instantiate the camera in
  90474. * @returns the newly constructed camera
  90475. */
  90476. static Parse(parsedCamera: any, scene: Scene): Camera;
  90477. }
  90478. }
  90479. declare module BABYLON {
  90480. /**
  90481. * Class containing static functions to help procedurally build meshes
  90482. */
  90483. export class DiscBuilder {
  90484. /**
  90485. * Creates a plane polygonal mesh. By default, this is a disc
  90486. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  90487. * * 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
  90488. * * 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
  90489. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  90490. * * If you create a double-sided mesh, you can choose what parts of 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
  90491. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  90492. * @param name defines the name of the mesh
  90493. * @param options defines the options used to create the mesh
  90494. * @param scene defines the hosting scene
  90495. * @returns the plane polygonal mesh
  90496. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  90497. */
  90498. static CreateDisc(name: string, options: {
  90499. radius?: number;
  90500. tessellation?: number;
  90501. arc?: number;
  90502. updatable?: boolean;
  90503. sideOrientation?: number;
  90504. frontUVs?: Vector4;
  90505. backUVs?: Vector4;
  90506. }, scene?: Nullable<Scene>): Mesh;
  90507. }
  90508. }
  90509. declare module BABYLON {
  90510. /**
  90511. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  90512. *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.
  90513. * The SPS is also a particle system. It provides some methods to manage the particles.
  90514. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  90515. *
  90516. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  90517. */
  90518. export class SolidParticleSystem implements IDisposable {
  90519. /**
  90520. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  90521. * Example : var p = SPS.particles[i];
  90522. */
  90523. particles: SolidParticle[];
  90524. /**
  90525. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  90526. */
  90527. nbParticles: number;
  90528. /**
  90529. * If the particles must ever face the camera (default false). Useful for planar particles.
  90530. */
  90531. billboard: boolean;
  90532. /**
  90533. * Recompute normals when adding a shape
  90534. */
  90535. recomputeNormals: boolean;
  90536. /**
  90537. * This a counter ofr your own usage. It's not set by any SPS functions.
  90538. */
  90539. counter: number;
  90540. /**
  90541. * The SPS name. This name is also given to the underlying mesh.
  90542. */
  90543. name: string;
  90544. /**
  90545. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  90546. */
  90547. mesh: Mesh;
  90548. /**
  90549. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  90550. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  90551. */
  90552. vars: any;
  90553. /**
  90554. * This array is populated when the SPS is set as 'pickable'.
  90555. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  90556. * Each element of this array is an object `{idx: int, faceId: int}`.
  90557. * `idx` is the picked particle index in the `SPS.particles` array
  90558. * `faceId` is the picked face index counted within this particle.
  90559. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  90560. */
  90561. pickedParticles: {
  90562. idx: number;
  90563. faceId: number;
  90564. }[];
  90565. /**
  90566. * This array is populated when `enableDepthSort` is set to true.
  90567. * Each element of this array is an instance of the class DepthSortedParticle.
  90568. */
  90569. depthSortedParticles: DepthSortedParticle[];
  90570. /**
  90571. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  90572. * @hidden
  90573. */
  90574. _bSphereOnly: boolean;
  90575. /**
  90576. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  90577. * @hidden
  90578. */
  90579. _bSphereRadiusFactor: number;
  90580. private _scene;
  90581. private _positions;
  90582. private _indices;
  90583. private _normals;
  90584. private _colors;
  90585. private _uvs;
  90586. private _indices32;
  90587. private _positions32;
  90588. private _normals32;
  90589. private _fixedNormal32;
  90590. private _colors32;
  90591. private _uvs32;
  90592. private _index;
  90593. private _updatable;
  90594. private _pickable;
  90595. private _isVisibilityBoxLocked;
  90596. private _alwaysVisible;
  90597. private _depthSort;
  90598. private _shapeCounter;
  90599. private _copy;
  90600. private _color;
  90601. private _computeParticleColor;
  90602. private _computeParticleTexture;
  90603. private _computeParticleRotation;
  90604. private _computeParticleVertex;
  90605. private _computeBoundingBox;
  90606. private _depthSortParticles;
  90607. private _camera;
  90608. private _mustUnrotateFixedNormals;
  90609. private _particlesIntersect;
  90610. private _needs32Bits;
  90611. /**
  90612. * Creates a SPS (Solid Particle System) object.
  90613. * @param name (String) is the SPS name, this will be the underlying mesh name.
  90614. * @param scene (Scene) is the scene in which the SPS is added.
  90615. * @param options defines the options of the sps e.g.
  90616. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  90617. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  90618. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  90619. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  90620. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  90621. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  90622. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  90623. */
  90624. constructor(name: string, scene: Scene, options?: {
  90625. updatable?: boolean;
  90626. isPickable?: boolean;
  90627. enableDepthSort?: boolean;
  90628. particleIntersection?: boolean;
  90629. boundingSphereOnly?: boolean;
  90630. bSphereRadiusFactor?: number;
  90631. });
  90632. /**
  90633. * Builds the SPS underlying mesh. Returns a standard Mesh.
  90634. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  90635. * @returns the created mesh
  90636. */
  90637. buildMesh(): Mesh;
  90638. /**
  90639. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  90640. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  90641. * Thus the particles generated from `digest()` have their property `position` set yet.
  90642. * @param mesh ( Mesh ) is the mesh to be digested
  90643. * @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
  90644. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  90645. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  90646. * @returns the current SPS
  90647. */
  90648. digest(mesh: Mesh, options?: {
  90649. facetNb?: number;
  90650. number?: number;
  90651. delta?: number;
  90652. }): SolidParticleSystem;
  90653. private _unrotateFixedNormals;
  90654. private _resetCopy;
  90655. private _meshBuilder;
  90656. private _posToShape;
  90657. private _uvsToShapeUV;
  90658. private _addParticle;
  90659. /**
  90660. * Adds some particles to the SPS from the model shape. Returns the shape id.
  90661. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  90662. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  90663. * @param nb (positive integer) the number of particles to be created from this model
  90664. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  90665. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  90666. * @returns the number of shapes in the system
  90667. */
  90668. addShape(mesh: Mesh, nb: number, options?: {
  90669. positionFunction?: any;
  90670. vertexFunction?: any;
  90671. }): number;
  90672. private _rebuildParticle;
  90673. /**
  90674. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  90675. * @returns the SPS.
  90676. */
  90677. rebuildMesh(): SolidParticleSystem;
  90678. /**
  90679. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  90680. * This method calls `updateParticle()` for each particle of the SPS.
  90681. * For an animated SPS, it is usually called within the render loop.
  90682. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  90683. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  90684. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  90685. * @returns the SPS.
  90686. */
  90687. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  90688. /**
  90689. * Disposes the SPS.
  90690. */
  90691. dispose(): void;
  90692. /**
  90693. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  90694. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  90695. * @returns the SPS.
  90696. */
  90697. refreshVisibleSize(): SolidParticleSystem;
  90698. /**
  90699. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  90700. * @param size the size (float) of the visibility box
  90701. * note : this doesn't lock the SPS mesh bounding box.
  90702. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  90703. */
  90704. setVisibilityBox(size: number): void;
  90705. /**
  90706. * Gets whether the SPS as always visible or not
  90707. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  90708. */
  90709. /**
  90710. * Sets the SPS as always visible or not
  90711. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  90712. */
  90713. isAlwaysVisible: boolean;
  90714. /**
  90715. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  90716. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  90717. */
  90718. /**
  90719. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  90720. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  90721. */
  90722. isVisibilityBoxLocked: boolean;
  90723. /**
  90724. * Tells to `setParticles()` to compute the particle rotations or not.
  90725. * Default value : true. The SPS is faster when it's set to false.
  90726. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  90727. */
  90728. /**
  90729. * Gets if `setParticles()` computes the particle rotations or not.
  90730. * Default value : true. The SPS is faster when it's set to false.
  90731. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  90732. */
  90733. computeParticleRotation: boolean;
  90734. /**
  90735. * Tells to `setParticles()` to compute the particle colors or not.
  90736. * Default value : true. The SPS is faster when it's set to false.
  90737. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  90738. */
  90739. /**
  90740. * Gets if `setParticles()` computes the particle colors or not.
  90741. * Default value : true. The SPS is faster when it's set to false.
  90742. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  90743. */
  90744. computeParticleColor: boolean;
  90745. /**
  90746. * Gets if `setParticles()` computes the particle textures or not.
  90747. * Default value : true. The SPS is faster when it's set to false.
  90748. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  90749. */
  90750. computeParticleTexture: boolean;
  90751. /**
  90752. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  90753. * Default value : false. The SPS is faster when it's set to false.
  90754. * Note : the particle custom vertex positions aren't stored values.
  90755. */
  90756. /**
  90757. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  90758. * Default value : false. The SPS is faster when it's set to false.
  90759. * Note : the particle custom vertex positions aren't stored values.
  90760. */
  90761. computeParticleVertex: boolean;
  90762. /**
  90763. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  90764. */
  90765. /**
  90766. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  90767. */
  90768. computeBoundingBox: boolean;
  90769. /**
  90770. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  90771. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  90772. * Default : `true`
  90773. */
  90774. /**
  90775. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  90776. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  90777. * Default : `true`
  90778. */
  90779. depthSortParticles: boolean;
  90780. /**
  90781. * This function does nothing. It may be overwritten to set all the particle first values.
  90782. * The SPS doesn't call this function, you may have to call it by your own.
  90783. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  90784. */
  90785. initParticles(): void;
  90786. /**
  90787. * This function does nothing. It may be overwritten to recycle a particle.
  90788. * The SPS doesn't call this function, you may have to call it by your own.
  90789. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  90790. * @param particle The particle to recycle
  90791. * @returns the recycled particle
  90792. */
  90793. recycleParticle(particle: SolidParticle): SolidParticle;
  90794. /**
  90795. * Updates a particle : this function should be overwritten by the user.
  90796. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  90797. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  90798. * @example : just set a particle position or velocity and recycle conditions
  90799. * @param particle The particle to update
  90800. * @returns the updated particle
  90801. */
  90802. updateParticle(particle: SolidParticle): SolidParticle;
  90803. /**
  90804. * Updates a vertex of a particle : it can be overwritten by the user.
  90805. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  90806. * @param particle the current particle
  90807. * @param vertex the current index of the current particle
  90808. * @param pt the index of the current vertex in the particle shape
  90809. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  90810. * @example : just set a vertex particle position
  90811. * @returns the updated vertex
  90812. */
  90813. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  90814. /**
  90815. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  90816. * This does nothing and may be overwritten by the user.
  90817. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  90818. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  90819. * @param update the boolean update value actually passed to setParticles()
  90820. */
  90821. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  90822. /**
  90823. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  90824. * This will be passed three parameters.
  90825. * This does nothing and may be overwritten by the user.
  90826. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  90827. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  90828. * @param update the boolean update value actually passed to setParticles()
  90829. */
  90830. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  90831. }
  90832. }
  90833. declare module BABYLON {
  90834. /**
  90835. * Represents one particle of a solid particle system.
  90836. */
  90837. export class SolidParticle {
  90838. /**
  90839. * particle global index
  90840. */
  90841. idx: number;
  90842. /**
  90843. * The color of the particle
  90844. */
  90845. color: Nullable<Color4>;
  90846. /**
  90847. * The world space position of the particle.
  90848. */
  90849. position: Vector3;
  90850. /**
  90851. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  90852. */
  90853. rotation: Vector3;
  90854. /**
  90855. * The world space rotation quaternion of the particle.
  90856. */
  90857. rotationQuaternion: Nullable<Quaternion>;
  90858. /**
  90859. * The scaling of the particle.
  90860. */
  90861. scaling: Vector3;
  90862. /**
  90863. * The uvs of the particle.
  90864. */
  90865. uvs: Vector4;
  90866. /**
  90867. * The current speed of the particle.
  90868. */
  90869. velocity: Vector3;
  90870. /**
  90871. * The pivot point in the particle local space.
  90872. */
  90873. pivot: Vector3;
  90874. /**
  90875. * Must the particle be translated from its pivot point in its local space ?
  90876. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  90877. * Default : false
  90878. */
  90879. translateFromPivot: boolean;
  90880. /**
  90881. * Is the particle active or not ?
  90882. */
  90883. alive: boolean;
  90884. /**
  90885. * Is the particle visible or not ?
  90886. */
  90887. isVisible: boolean;
  90888. /**
  90889. * Index of this particle in the global "positions" array (Internal use)
  90890. * @hidden
  90891. */
  90892. _pos: number;
  90893. /**
  90894. * @hidden Index of this particle in the global "indices" array (Internal use)
  90895. */
  90896. _ind: number;
  90897. /**
  90898. * @hidden ModelShape of this particle (Internal use)
  90899. */
  90900. _model: ModelShape;
  90901. /**
  90902. * ModelShape id of this particle
  90903. */
  90904. shapeId: number;
  90905. /**
  90906. * Index of the particle in its shape id
  90907. */
  90908. idxInShape: number;
  90909. /**
  90910. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  90911. */
  90912. _modelBoundingInfo: BoundingInfo;
  90913. /**
  90914. * @hidden Particle BoundingInfo object (Internal use)
  90915. */
  90916. _boundingInfo: BoundingInfo;
  90917. /**
  90918. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  90919. */
  90920. _sps: SolidParticleSystem;
  90921. /**
  90922. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  90923. */
  90924. _stillInvisible: boolean;
  90925. /**
  90926. * @hidden Last computed particle rotation matrix
  90927. */
  90928. _rotationMatrix: number[];
  90929. /**
  90930. * Parent particle Id, if any.
  90931. * Default null.
  90932. */
  90933. parentId: Nullable<number>;
  90934. /**
  90935. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  90936. * The possible values are :
  90937. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  90938. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  90939. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  90940. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  90941. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  90942. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  90943. * */
  90944. cullingStrategy: number;
  90945. /**
  90946. * @hidden Internal global position in the SPS.
  90947. */
  90948. _globalPosition: Vector3;
  90949. /**
  90950. * Creates a Solid Particle object.
  90951. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  90952. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  90953. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  90954. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  90955. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  90956. * @param shapeId (integer) is the model shape identifier in the SPS.
  90957. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  90958. * @param sps defines the sps it is associated to
  90959. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  90960. */
  90961. constructor(particleIndex: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  90962. /**
  90963. * Legacy support, changed scale to scaling
  90964. */
  90965. /**
  90966. * Legacy support, changed scale to scaling
  90967. */
  90968. scale: Vector3;
  90969. /**
  90970. * Legacy support, changed quaternion to rotationQuaternion
  90971. */
  90972. /**
  90973. * Legacy support, changed quaternion to rotationQuaternion
  90974. */
  90975. quaternion: Nullable<Quaternion>;
  90976. /**
  90977. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  90978. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  90979. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  90980. * @returns true if it intersects
  90981. */
  90982. intersectsMesh(target: Mesh | SolidParticle): boolean;
  90983. /**
  90984. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  90985. * A particle is in the frustum if its bounding box intersects the frustum
  90986. * @param frustumPlanes defines the frustum to test
  90987. * @returns true if the particle is in the frustum planes
  90988. */
  90989. isInFrustum(frustumPlanes: Plane[]): boolean;
  90990. /**
  90991. * get the rotation matrix of the particle
  90992. * @hidden
  90993. */
  90994. getRotationMatrix(m: Matrix): void;
  90995. }
  90996. /**
  90997. * Represents the shape of the model used by one particle of a solid particle system.
  90998. * SPS internal tool, don't use it manually.
  90999. */
  91000. export class ModelShape {
  91001. /**
  91002. * The shape id
  91003. * @hidden
  91004. */
  91005. shapeID: number;
  91006. /**
  91007. * flat array of model positions (internal use)
  91008. * @hidden
  91009. */
  91010. _shape: Vector3[];
  91011. /**
  91012. * flat array of model UVs (internal use)
  91013. * @hidden
  91014. */
  91015. _shapeUV: number[];
  91016. /**
  91017. * length of the shape in the model indices array (internal use)
  91018. * @hidden
  91019. */
  91020. _indicesLength: number;
  91021. /**
  91022. * Custom position function (internal use)
  91023. * @hidden
  91024. */
  91025. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  91026. /**
  91027. * Custom vertex function (internal use)
  91028. * @hidden
  91029. */
  91030. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  91031. /**
  91032. * 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.
  91033. * SPS internal tool, don't use it manually.
  91034. * @hidden
  91035. */
  91036. constructor(id: number, shape: Vector3[], indicesLength: number, shapeUV: number[], posFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>, vtxFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>);
  91037. }
  91038. /**
  91039. * Represents a Depth Sorted Particle in the solid particle system.
  91040. */
  91041. export class DepthSortedParticle {
  91042. /**
  91043. * Index of the particle in the "indices" array
  91044. */
  91045. ind: number;
  91046. /**
  91047. * Length of the particle shape in the "indices" array
  91048. */
  91049. indicesLength: number;
  91050. /**
  91051. * Squared distance from the particle to the camera
  91052. */
  91053. sqDistance: number;
  91054. }
  91055. }
  91056. declare module BABYLON {
  91057. /**
  91058. * @hidden
  91059. */
  91060. export class _MeshCollisionData {
  91061. _checkCollisions: boolean;
  91062. _collisionMask: number;
  91063. _collisionGroup: number;
  91064. _collider: Nullable<Collider>;
  91065. _oldPositionForCollisions: Vector3;
  91066. _diffPositionForCollisions: Vector3;
  91067. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  91068. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  91069. }
  91070. }
  91071. declare module BABYLON {
  91072. /** @hidden */
  91073. class _FacetDataStorage {
  91074. facetPositions: Vector3[];
  91075. facetNormals: Vector3[];
  91076. facetPartitioning: number[][];
  91077. facetNb: number;
  91078. partitioningSubdivisions: number;
  91079. partitioningBBoxRatio: number;
  91080. facetDataEnabled: boolean;
  91081. facetParameters: any;
  91082. bbSize: Vector3;
  91083. subDiv: {
  91084. max: number;
  91085. X: number;
  91086. Y: number;
  91087. Z: number;
  91088. };
  91089. facetDepthSort: boolean;
  91090. facetDepthSortEnabled: boolean;
  91091. depthSortedIndices: IndicesArray;
  91092. depthSortedFacets: {
  91093. ind: number;
  91094. sqDistance: number;
  91095. }[];
  91096. facetDepthSortFunction: (f1: {
  91097. ind: number;
  91098. sqDistance: number;
  91099. }, f2: {
  91100. ind: number;
  91101. sqDistance: number;
  91102. }) => number;
  91103. facetDepthSortFrom: Vector3;
  91104. facetDepthSortOrigin: Vector3;
  91105. invertedMatrix: Matrix;
  91106. }
  91107. /**
  91108. * @hidden
  91109. **/
  91110. class _InternalAbstractMeshDataInfo {
  91111. _hasVertexAlpha: boolean;
  91112. _useVertexColors: boolean;
  91113. _numBoneInfluencers: number;
  91114. _applyFog: boolean;
  91115. _receiveShadows: boolean;
  91116. _facetData: _FacetDataStorage;
  91117. _visibility: number;
  91118. _skeleton: Nullable<Skeleton>;
  91119. _layerMask: number;
  91120. _computeBonesUsingShaders: boolean;
  91121. _isActive: boolean;
  91122. _onlyForInstances: boolean;
  91123. _isActiveIntermediate: boolean;
  91124. _onlyForInstancesIntermediate: boolean;
  91125. }
  91126. /**
  91127. * Class used to store all common mesh properties
  91128. */
  91129. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  91130. /** No occlusion */
  91131. static OCCLUSION_TYPE_NONE: number;
  91132. /** Occlusion set to optimisitic */
  91133. static OCCLUSION_TYPE_OPTIMISTIC: number;
  91134. /** Occlusion set to strict */
  91135. static OCCLUSION_TYPE_STRICT: number;
  91136. /** Use an accurante occlusion algorithm */
  91137. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  91138. /** Use a conservative occlusion algorithm */
  91139. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  91140. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  91141. * Test order :
  91142. * Is the bounding sphere outside the frustum ?
  91143. * If not, are the bounding box vertices outside the frustum ?
  91144. * It not, then the cullable object is in the frustum.
  91145. */
  91146. static readonly CULLINGSTRATEGY_STANDARD: number;
  91147. /** Culling strategy : Bounding Sphere Only.
  91148. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  91149. * It's also less accurate than the standard because some not visible objects can still be selected.
  91150. * Test : is the bounding sphere outside the frustum ?
  91151. * If not, then the cullable object is in the frustum.
  91152. */
  91153. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  91154. /** Culling strategy : Optimistic Inclusion.
  91155. * This in an inclusion test first, then the standard exclusion test.
  91156. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  91157. * 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.
  91158. * Anyway, it's as accurate as the standard strategy.
  91159. * Test :
  91160. * Is the cullable object bounding sphere center in the frustum ?
  91161. * If not, apply the default culling strategy.
  91162. */
  91163. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  91164. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  91165. * This in an inclusion test first, then the bounding sphere only exclusion test.
  91166. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  91167. * 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.
  91168. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  91169. * Test :
  91170. * Is the cullable object bounding sphere center in the frustum ?
  91171. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  91172. */
  91173. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  91174. /**
  91175. * No billboard
  91176. */
  91177. static readonly BILLBOARDMODE_NONE: number;
  91178. /** Billboard on X axis */
  91179. static readonly BILLBOARDMODE_X: number;
  91180. /** Billboard on Y axis */
  91181. static readonly BILLBOARDMODE_Y: number;
  91182. /** Billboard on Z axis */
  91183. static readonly BILLBOARDMODE_Z: number;
  91184. /** Billboard on all axes */
  91185. static readonly BILLBOARDMODE_ALL: number;
  91186. /** Billboard on using position instead of orientation */
  91187. static readonly BILLBOARDMODE_USE_POSITION: number;
  91188. /** @hidden */
  91189. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  91190. /**
  91191. * The culling strategy to use to check whether the mesh must be rendered or not.
  91192. * This value can be changed at any time and will be used on the next render mesh selection.
  91193. * The possible values are :
  91194. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  91195. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  91196. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  91197. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  91198. * Please read each static variable documentation to get details about the culling process.
  91199. * */
  91200. cullingStrategy: number;
  91201. /**
  91202. * Gets the number of facets in the mesh
  91203. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  91204. */
  91205. readonly facetNb: number;
  91206. /**
  91207. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  91208. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  91209. */
  91210. partitioningSubdivisions: number;
  91211. /**
  91212. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  91213. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  91214. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  91215. */
  91216. partitioningBBoxRatio: number;
  91217. /**
  91218. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  91219. * Works only for updatable meshes.
  91220. * Doesn't work with multi-materials
  91221. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  91222. */
  91223. mustDepthSortFacets: boolean;
  91224. /**
  91225. * The location (Vector3) where the facet depth sort must be computed from.
  91226. * By default, the active camera position.
  91227. * Used only when facet depth sort is enabled
  91228. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  91229. */
  91230. facetDepthSortFrom: Vector3;
  91231. /**
  91232. * gets a boolean indicating if facetData is enabled
  91233. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  91234. */
  91235. readonly isFacetDataEnabled: boolean;
  91236. /** @hidden */
  91237. _updateNonUniformScalingState(value: boolean): boolean;
  91238. /**
  91239. * An event triggered when this mesh collides with another one
  91240. */
  91241. onCollideObservable: Observable<AbstractMesh>;
  91242. /** Set a function to call when this mesh collides with another one */
  91243. onCollide: () => void;
  91244. /**
  91245. * An event triggered when the collision's position changes
  91246. */
  91247. onCollisionPositionChangeObservable: Observable<Vector3>;
  91248. /** Set a function to call when the collision's position changes */
  91249. onCollisionPositionChange: () => void;
  91250. /**
  91251. * An event triggered when material is changed
  91252. */
  91253. onMaterialChangedObservable: Observable<AbstractMesh>;
  91254. /**
  91255. * Gets or sets the orientation for POV movement & rotation
  91256. */
  91257. definedFacingForward: boolean;
  91258. /** @hidden */
  91259. _occlusionQuery: Nullable<WebGLQuery>;
  91260. /** @hidden */
  91261. _renderingGroup: Nullable<RenderingGroup>;
  91262. /**
  91263. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  91264. */
  91265. /**
  91266. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  91267. */
  91268. visibility: number;
  91269. /** Gets or sets the alpha index used to sort transparent meshes
  91270. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  91271. */
  91272. alphaIndex: number;
  91273. /**
  91274. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  91275. */
  91276. isVisible: boolean;
  91277. /**
  91278. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  91279. */
  91280. isPickable: boolean;
  91281. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  91282. showSubMeshesBoundingBox: boolean;
  91283. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  91284. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  91285. */
  91286. isBlocker: boolean;
  91287. /**
  91288. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  91289. */
  91290. enablePointerMoveEvents: boolean;
  91291. /**
  91292. * Specifies the rendering group id for this mesh (0 by default)
  91293. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  91294. */
  91295. renderingGroupId: number;
  91296. private _material;
  91297. /** Gets or sets current material */
  91298. material: Nullable<Material>;
  91299. /**
  91300. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  91301. * @see http://doc.babylonjs.com/babylon101/shadows
  91302. */
  91303. receiveShadows: boolean;
  91304. /** Defines color to use when rendering outline */
  91305. outlineColor: Color3;
  91306. /** Define width to use when rendering outline */
  91307. outlineWidth: number;
  91308. /** Defines color to use when rendering overlay */
  91309. overlayColor: Color3;
  91310. /** Defines alpha to use when rendering overlay */
  91311. overlayAlpha: number;
  91312. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  91313. hasVertexAlpha: boolean;
  91314. /** 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) */
  91315. useVertexColors: boolean;
  91316. /**
  91317. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  91318. */
  91319. computeBonesUsingShaders: boolean;
  91320. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  91321. numBoneInfluencers: number;
  91322. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  91323. applyFog: boolean;
  91324. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  91325. useOctreeForRenderingSelection: boolean;
  91326. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  91327. useOctreeForPicking: boolean;
  91328. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  91329. useOctreeForCollisions: boolean;
  91330. /**
  91331. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  91332. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  91333. */
  91334. layerMask: number;
  91335. /**
  91336. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  91337. */
  91338. alwaysSelectAsActiveMesh: boolean;
  91339. /**
  91340. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  91341. */
  91342. doNotSyncBoundingInfo: boolean;
  91343. /**
  91344. * Gets or sets the current action manager
  91345. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  91346. */
  91347. actionManager: Nullable<AbstractActionManager>;
  91348. private _meshCollisionData;
  91349. /**
  91350. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  91351. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  91352. */
  91353. ellipsoid: Vector3;
  91354. /**
  91355. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  91356. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  91357. */
  91358. ellipsoidOffset: Vector3;
  91359. /**
  91360. * Gets or sets a collision mask used to mask collisions (default is -1).
  91361. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  91362. */
  91363. collisionMask: number;
  91364. /**
  91365. * Gets or sets the current collision group mask (-1 by default).
  91366. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  91367. */
  91368. collisionGroup: number;
  91369. /**
  91370. * Defines edge width used when edgesRenderer is enabled
  91371. * @see https://www.babylonjs-playground.com/#10OJSG#13
  91372. */
  91373. edgesWidth: number;
  91374. /**
  91375. * Defines edge color used when edgesRenderer is enabled
  91376. * @see https://www.babylonjs-playground.com/#10OJSG#13
  91377. */
  91378. edgesColor: Color4;
  91379. /** @hidden */
  91380. _edgesRenderer: Nullable<IEdgesRenderer>;
  91381. /** @hidden */
  91382. _masterMesh: Nullable<AbstractMesh>;
  91383. /** @hidden */
  91384. _boundingInfo: Nullable<BoundingInfo>;
  91385. /** @hidden */
  91386. _renderId: number;
  91387. /**
  91388. * Gets or sets the list of subMeshes
  91389. * @see http://doc.babylonjs.com/how_to/multi_materials
  91390. */
  91391. subMeshes: SubMesh[];
  91392. /** @hidden */
  91393. _intersectionsInProgress: AbstractMesh[];
  91394. /** @hidden */
  91395. _unIndexed: boolean;
  91396. /** @hidden */
  91397. _lightSources: Light[];
  91398. /** Gets the list of lights affecting that mesh */
  91399. readonly lightSources: Light[];
  91400. /** @hidden */
  91401. readonly _positions: Nullable<Vector3[]>;
  91402. /** @hidden */
  91403. _waitingData: {
  91404. lods: Nullable<any>;
  91405. actions: Nullable<any>;
  91406. freezeWorldMatrix: Nullable<boolean>;
  91407. };
  91408. /** @hidden */
  91409. _bonesTransformMatrices: Nullable<Float32Array>;
  91410. /** @hidden */
  91411. _transformMatrixTexture: Nullable<RawTexture>;
  91412. /**
  91413. * Gets or sets a skeleton to apply skining transformations
  91414. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  91415. */
  91416. skeleton: Nullable<Skeleton>;
  91417. /**
  91418. * An event triggered when the mesh is rebuilt.
  91419. */
  91420. onRebuildObservable: Observable<AbstractMesh>;
  91421. /**
  91422. * Creates a new AbstractMesh
  91423. * @param name defines the name of the mesh
  91424. * @param scene defines the hosting scene
  91425. */
  91426. constructor(name: string, scene?: Nullable<Scene>);
  91427. /**
  91428. * Returns the string "AbstractMesh"
  91429. * @returns "AbstractMesh"
  91430. */
  91431. getClassName(): string;
  91432. /**
  91433. * Gets a string representation of the current mesh
  91434. * @param fullDetails defines a boolean indicating if full details must be included
  91435. * @returns a string representation of the current mesh
  91436. */
  91437. toString(fullDetails?: boolean): string;
  91438. /**
  91439. * @hidden
  91440. */
  91441. protected _getEffectiveParent(): Nullable<Node>;
  91442. /** @hidden */
  91443. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  91444. /** @hidden */
  91445. _rebuild(): void;
  91446. /** @hidden */
  91447. _resyncLightSources(): void;
  91448. /** @hidden */
  91449. _resyncLighSource(light: Light): void;
  91450. /** @hidden */
  91451. _unBindEffect(): void;
  91452. /** @hidden */
  91453. _removeLightSource(light: Light, dispose: boolean): void;
  91454. private _markSubMeshesAsDirty;
  91455. /** @hidden */
  91456. _markSubMeshesAsLightDirty(dispose?: boolean): void;
  91457. /** @hidden */
  91458. _markSubMeshesAsAttributesDirty(): void;
  91459. /** @hidden */
  91460. _markSubMeshesAsMiscDirty(): void;
  91461. /**
  91462. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  91463. */
  91464. scaling: Vector3;
  91465. /**
  91466. * Returns true if the mesh is blocked. Implemented by child classes
  91467. */
  91468. readonly isBlocked: boolean;
  91469. /**
  91470. * Returns the mesh itself by default. Implemented by child classes
  91471. * @param camera defines the camera to use to pick the right LOD level
  91472. * @returns the currentAbstractMesh
  91473. */
  91474. getLOD(camera: Camera): Nullable<AbstractMesh>;
  91475. /**
  91476. * Returns 0 by default. Implemented by child classes
  91477. * @returns an integer
  91478. */
  91479. getTotalVertices(): number;
  91480. /**
  91481. * Returns a positive integer : the total number of indices in this mesh geometry.
  91482. * @returns the numner of indices or zero if the mesh has no geometry.
  91483. */
  91484. getTotalIndices(): number;
  91485. /**
  91486. * Returns null by default. Implemented by child classes
  91487. * @returns null
  91488. */
  91489. getIndices(): Nullable<IndicesArray>;
  91490. /**
  91491. * Returns the array of the requested vertex data kind. Implemented by child classes
  91492. * @param kind defines the vertex data kind to use
  91493. * @returns null
  91494. */
  91495. getVerticesData(kind: string): Nullable<FloatArray>;
  91496. /**
  91497. * Sets the vertex data of the mesh geometry for the requested `kind`.
  91498. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  91499. * Note that a new underlying VertexBuffer object is created each call.
  91500. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  91501. * @param kind defines vertex data kind:
  91502. * * VertexBuffer.PositionKind
  91503. * * VertexBuffer.UVKind
  91504. * * VertexBuffer.UV2Kind
  91505. * * VertexBuffer.UV3Kind
  91506. * * VertexBuffer.UV4Kind
  91507. * * VertexBuffer.UV5Kind
  91508. * * VertexBuffer.UV6Kind
  91509. * * VertexBuffer.ColorKind
  91510. * * VertexBuffer.MatricesIndicesKind
  91511. * * VertexBuffer.MatricesIndicesExtraKind
  91512. * * VertexBuffer.MatricesWeightsKind
  91513. * * VertexBuffer.MatricesWeightsExtraKind
  91514. * @param data defines the data source
  91515. * @param updatable defines if the data must be flagged as updatable (or static)
  91516. * @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
  91517. * @returns the current mesh
  91518. */
  91519. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  91520. /**
  91521. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  91522. * If the mesh has no geometry, it is simply returned as it is.
  91523. * @param kind defines vertex data kind:
  91524. * * VertexBuffer.PositionKind
  91525. * * VertexBuffer.UVKind
  91526. * * VertexBuffer.UV2Kind
  91527. * * VertexBuffer.UV3Kind
  91528. * * VertexBuffer.UV4Kind
  91529. * * VertexBuffer.UV5Kind
  91530. * * VertexBuffer.UV6Kind
  91531. * * VertexBuffer.ColorKind
  91532. * * VertexBuffer.MatricesIndicesKind
  91533. * * VertexBuffer.MatricesIndicesExtraKind
  91534. * * VertexBuffer.MatricesWeightsKind
  91535. * * VertexBuffer.MatricesWeightsExtraKind
  91536. * @param data defines the data source
  91537. * @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
  91538. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  91539. * @returns the current mesh
  91540. */
  91541. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  91542. /**
  91543. * Sets the mesh indices,
  91544. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  91545. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  91546. * @param totalVertices Defines the total number of vertices
  91547. * @returns the current mesh
  91548. */
  91549. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  91550. /**
  91551. * Gets a boolean indicating if specific vertex data is present
  91552. * @param kind defines the vertex data kind to use
  91553. * @returns true is data kind is present
  91554. */
  91555. isVerticesDataPresent(kind: string): boolean;
  91556. /**
  91557. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  91558. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  91559. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  91560. * @returns a BoundingInfo
  91561. */
  91562. getBoundingInfo(): BoundingInfo;
  91563. /**
  91564. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  91565. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  91566. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  91567. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  91568. * @returns the current mesh
  91569. */
  91570. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  91571. /**
  91572. * Overwrite the current bounding info
  91573. * @param boundingInfo defines the new bounding info
  91574. * @returns the current mesh
  91575. */
  91576. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  91577. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  91578. readonly useBones: boolean;
  91579. /** @hidden */
  91580. _preActivate(): void;
  91581. /** @hidden */
  91582. _preActivateForIntermediateRendering(renderId: number): void;
  91583. /** @hidden */
  91584. _activate(renderId: number, intermediateRendering: boolean): boolean;
  91585. /** @hidden */
  91586. _postActivate(): void;
  91587. /** @hidden */
  91588. _freeze(): void;
  91589. /** @hidden */
  91590. _unFreeze(): void;
  91591. /**
  91592. * Gets the current world matrix
  91593. * @returns a Matrix
  91594. */
  91595. getWorldMatrix(): Matrix;
  91596. /** @hidden */
  91597. _getWorldMatrixDeterminant(): number;
  91598. /**
  91599. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  91600. */
  91601. readonly isAnInstance: boolean;
  91602. /**
  91603. * Gets a boolean indicating if this mesh has instances
  91604. */
  91605. readonly hasInstances: boolean;
  91606. /**
  91607. * Perform relative position change from the point of view of behind the front of the mesh.
  91608. * This is performed taking into account the meshes current rotation, so you do not have to care.
  91609. * Supports definition of mesh facing forward or backward
  91610. * @param amountRight defines the distance on the right axis
  91611. * @param amountUp defines the distance on the up axis
  91612. * @param amountForward defines the distance on the forward axis
  91613. * @returns the current mesh
  91614. */
  91615. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  91616. /**
  91617. * Calculate relative position change from the point of view of behind the front of the mesh.
  91618. * This is performed taking into account the meshes current rotation, so you do not have to care.
  91619. * Supports definition of mesh facing forward or backward
  91620. * @param amountRight defines the distance on the right axis
  91621. * @param amountUp defines the distance on the up axis
  91622. * @param amountForward defines the distance on the forward axis
  91623. * @returns the new displacement vector
  91624. */
  91625. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  91626. /**
  91627. * Perform relative rotation change from the point of view of behind the front of the mesh.
  91628. * Supports definition of mesh facing forward or backward
  91629. * @param flipBack defines the flip
  91630. * @param twirlClockwise defines the twirl
  91631. * @param tiltRight defines the tilt
  91632. * @returns the current mesh
  91633. */
  91634. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  91635. /**
  91636. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  91637. * Supports definition of mesh facing forward or backward.
  91638. * @param flipBack defines the flip
  91639. * @param twirlClockwise defines the twirl
  91640. * @param tiltRight defines the tilt
  91641. * @returns the new rotation vector
  91642. */
  91643. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  91644. /**
  91645. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  91646. * This means the mesh underlying bounding box and sphere are recomputed.
  91647. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  91648. * @returns the current mesh
  91649. */
  91650. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  91651. /** @hidden */
  91652. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  91653. /** @hidden */
  91654. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  91655. /** @hidden */
  91656. _updateBoundingInfo(): AbstractMesh;
  91657. /** @hidden */
  91658. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  91659. /** @hidden */
  91660. protected _afterComputeWorldMatrix(): void;
  91661. /** @hidden */
  91662. readonly _effectiveMesh: AbstractMesh;
  91663. /**
  91664. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  91665. * A mesh is in the frustum if its bounding box intersects the frustum
  91666. * @param frustumPlanes defines the frustum to test
  91667. * @returns true if the mesh is in the frustum planes
  91668. */
  91669. isInFrustum(frustumPlanes: Plane[]): boolean;
  91670. /**
  91671. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  91672. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  91673. * @param frustumPlanes defines the frustum to test
  91674. * @returns true if the mesh is completely in the frustum planes
  91675. */
  91676. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  91677. /**
  91678. * True if the mesh intersects another mesh or a SolidParticle object
  91679. * @param mesh defines a target mesh or SolidParticle to test
  91680. * @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)
  91681. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  91682. * @returns true if there is an intersection
  91683. */
  91684. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  91685. /**
  91686. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  91687. * @param point defines the point to test
  91688. * @returns true if there is an intersection
  91689. */
  91690. intersectsPoint(point: Vector3): boolean;
  91691. /**
  91692. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  91693. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  91694. */
  91695. checkCollisions: boolean;
  91696. /**
  91697. * Gets Collider object used to compute collisions (not physics)
  91698. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  91699. */
  91700. readonly collider: Nullable<Collider>;
  91701. /**
  91702. * Move the mesh using collision engine
  91703. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  91704. * @param displacement defines the requested displacement vector
  91705. * @returns the current mesh
  91706. */
  91707. moveWithCollisions(displacement: Vector3): AbstractMesh;
  91708. private _onCollisionPositionChange;
  91709. /** @hidden */
  91710. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  91711. /** @hidden */
  91712. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  91713. /** @hidden */
  91714. _checkCollision(collider: Collider): AbstractMesh;
  91715. /** @hidden */
  91716. _generatePointsArray(): boolean;
  91717. /**
  91718. * Checks if the passed Ray intersects with the mesh
  91719. * @param ray defines the ray to use
  91720. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  91721. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  91722. * @returns the picking info
  91723. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  91724. */
  91725. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  91726. /**
  91727. * Clones the current mesh
  91728. * @param name defines the mesh name
  91729. * @param newParent defines the new mesh parent
  91730. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  91731. * @returns the new mesh
  91732. */
  91733. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  91734. /**
  91735. * Disposes all the submeshes of the current meshnp
  91736. * @returns the current mesh
  91737. */
  91738. releaseSubMeshes(): AbstractMesh;
  91739. /**
  91740. * Releases resources associated with this abstract mesh.
  91741. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  91742. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  91743. */
  91744. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  91745. /**
  91746. * Adds the passed mesh as a child to the current mesh
  91747. * @param mesh defines the child mesh
  91748. * @returns the current mesh
  91749. */
  91750. addChild(mesh: AbstractMesh): AbstractMesh;
  91751. /**
  91752. * Removes the passed mesh from the current mesh children list
  91753. * @param mesh defines the child mesh
  91754. * @returns the current mesh
  91755. */
  91756. removeChild(mesh: AbstractMesh): AbstractMesh;
  91757. /** @hidden */
  91758. private _initFacetData;
  91759. /**
  91760. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  91761. * This method can be called within the render loop.
  91762. * 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
  91763. * @returns the current mesh
  91764. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91765. */
  91766. updateFacetData(): AbstractMesh;
  91767. /**
  91768. * Returns the facetLocalNormals array.
  91769. * The normals are expressed in the mesh local spac
  91770. * @returns an array of Vector3
  91771. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91772. */
  91773. getFacetLocalNormals(): Vector3[];
  91774. /**
  91775. * Returns the facetLocalPositions array.
  91776. * The facet positions are expressed in the mesh local space
  91777. * @returns an array of Vector3
  91778. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91779. */
  91780. getFacetLocalPositions(): Vector3[];
  91781. /**
  91782. * Returns the facetLocalPartioning array
  91783. * @returns an array of array of numbers
  91784. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91785. */
  91786. getFacetLocalPartitioning(): number[][];
  91787. /**
  91788. * Returns the i-th facet position in the world system.
  91789. * This method allocates a new Vector3 per call
  91790. * @param i defines the facet index
  91791. * @returns a new Vector3
  91792. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91793. */
  91794. getFacetPosition(i: number): Vector3;
  91795. /**
  91796. * Sets the reference Vector3 with the i-th facet position in the world system
  91797. * @param i defines the facet index
  91798. * @param ref defines the target vector
  91799. * @returns the current mesh
  91800. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91801. */
  91802. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  91803. /**
  91804. * Returns the i-th facet normal in the world system.
  91805. * This method allocates a new Vector3 per call
  91806. * @param i defines the facet index
  91807. * @returns a new Vector3
  91808. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91809. */
  91810. getFacetNormal(i: number): Vector3;
  91811. /**
  91812. * Sets the reference Vector3 with the i-th facet normal in the world system
  91813. * @param i defines the facet index
  91814. * @param ref defines the target vector
  91815. * @returns the current mesh
  91816. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91817. */
  91818. getFacetNormalToRef(i: number, ref: Vector3): this;
  91819. /**
  91820. * 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)
  91821. * @param x defines x coordinate
  91822. * @param y defines y coordinate
  91823. * @param z defines z coordinate
  91824. * @returns the array of facet indexes
  91825. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91826. */
  91827. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  91828. /**
  91829. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  91830. * @param projected sets as the (x,y,z) world projection on the facet
  91831. * @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
  91832. * @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
  91833. * @param x defines x coordinate
  91834. * @param y defines y coordinate
  91835. * @param z defines z coordinate
  91836. * @returns the face index if found (or null instead)
  91837. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91838. */
  91839. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  91840. /**
  91841. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  91842. * @param projected sets as the (x,y,z) local projection on the facet
  91843. * @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
  91844. * @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
  91845. * @param x defines x coordinate
  91846. * @param y defines y coordinate
  91847. * @param z defines z coordinate
  91848. * @returns the face index if found (or null instead)
  91849. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91850. */
  91851. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  91852. /**
  91853. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  91854. * @returns the parameters
  91855. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91856. */
  91857. getFacetDataParameters(): any;
  91858. /**
  91859. * Disables the feature FacetData and frees the related memory
  91860. * @returns the current mesh
  91861. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  91862. */
  91863. disableFacetData(): AbstractMesh;
  91864. /**
  91865. * Updates the AbstractMesh indices array
  91866. * @param indices defines the data source
  91867. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  91868. * @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)
  91869. * @returns the current mesh
  91870. */
  91871. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  91872. /**
  91873. * Creates new normals data for the mesh
  91874. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  91875. * @returns the current mesh
  91876. */
  91877. createNormals(updatable: boolean): AbstractMesh;
  91878. /**
  91879. * Align the mesh with a normal
  91880. * @param normal defines the normal to use
  91881. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  91882. * @returns the current mesh
  91883. */
  91884. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  91885. /** @hidden */
  91886. _checkOcclusionQuery(): boolean;
  91887. /**
  91888. * Disables the mesh edge rendering mode
  91889. * @returns the currentAbstractMesh
  91890. */
  91891. disableEdgesRendering(): AbstractMesh;
  91892. /**
  91893. * Enables the edge rendering mode on the mesh.
  91894. * This mode makes the mesh edges visible
  91895. * @param epsilon defines the maximal distance between two angles to detect a face
  91896. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  91897. * @returns the currentAbstractMesh
  91898. * @see https://www.babylonjs-playground.com/#19O9TU#0
  91899. */
  91900. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  91901. }
  91902. }
  91903. declare module BABYLON {
  91904. /**
  91905. * Interface used to define ActionEvent
  91906. */
  91907. export interface IActionEvent {
  91908. /** The mesh or sprite that triggered the action */
  91909. source: any;
  91910. /** The X mouse cursor position at the time of the event */
  91911. pointerX: number;
  91912. /** The Y mouse cursor position at the time of the event */
  91913. pointerY: number;
  91914. /** The mesh that is currently pointed at (can be null) */
  91915. meshUnderPointer: Nullable<AbstractMesh>;
  91916. /** the original (browser) event that triggered the ActionEvent */
  91917. sourceEvent?: any;
  91918. /** additional data for the event */
  91919. additionalData?: any;
  91920. }
  91921. /**
  91922. * ActionEvent is the event being sent when an action is triggered.
  91923. */
  91924. export class ActionEvent implements IActionEvent {
  91925. /** The mesh or sprite that triggered the action */
  91926. source: any;
  91927. /** The X mouse cursor position at the time of the event */
  91928. pointerX: number;
  91929. /** The Y mouse cursor position at the time of the event */
  91930. pointerY: number;
  91931. /** The mesh that is currently pointed at (can be null) */
  91932. meshUnderPointer: Nullable<AbstractMesh>;
  91933. /** the original (browser) event that triggered the ActionEvent */
  91934. sourceEvent?: any;
  91935. /** additional data for the event */
  91936. additionalData?: any;
  91937. /**
  91938. * Creates a new ActionEvent
  91939. * @param source The mesh or sprite that triggered the action
  91940. * @param pointerX The X mouse cursor position at the time of the event
  91941. * @param pointerY The Y mouse cursor position at the time of the event
  91942. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  91943. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  91944. * @param additionalData additional data for the event
  91945. */
  91946. constructor(
  91947. /** The mesh or sprite that triggered the action */
  91948. source: any,
  91949. /** The X mouse cursor position at the time of the event */
  91950. pointerX: number,
  91951. /** The Y mouse cursor position at the time of the event */
  91952. pointerY: number,
  91953. /** The mesh that is currently pointed at (can be null) */
  91954. meshUnderPointer: Nullable<AbstractMesh>,
  91955. /** the original (browser) event that triggered the ActionEvent */
  91956. sourceEvent?: any,
  91957. /** additional data for the event */
  91958. additionalData?: any);
  91959. /**
  91960. * Helper function to auto-create an ActionEvent from a source mesh.
  91961. * @param source The source mesh that triggered the event
  91962. * @param evt The original (browser) event
  91963. * @param additionalData additional data for the event
  91964. * @returns the new ActionEvent
  91965. */
  91966. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  91967. /**
  91968. * Helper function to auto-create an ActionEvent from a source sprite
  91969. * @param source The source sprite that triggered the event
  91970. * @param scene Scene associated with the sprite
  91971. * @param evt The original (browser) event
  91972. * @param additionalData additional data for the event
  91973. * @returns the new ActionEvent
  91974. */
  91975. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  91976. /**
  91977. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  91978. * @param scene the scene where the event occurred
  91979. * @param evt The original (browser) event
  91980. * @returns the new ActionEvent
  91981. */
  91982. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  91983. /**
  91984. * Helper function to auto-create an ActionEvent from a primitive
  91985. * @param prim defines the target primitive
  91986. * @param pointerPos defines the pointer position
  91987. * @param evt The original (browser) event
  91988. * @param additionalData additional data for the event
  91989. * @returns the new ActionEvent
  91990. */
  91991. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  91992. }
  91993. }
  91994. declare module BABYLON {
  91995. /**
  91996. * Abstract class used to decouple action Manager from scene and meshes.
  91997. * Do not instantiate.
  91998. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  91999. */
  92000. export abstract class AbstractActionManager implements IDisposable {
  92001. /** Gets the list of active triggers */
  92002. static Triggers: {
  92003. [key: string]: number;
  92004. };
  92005. /** Gets the cursor to use when hovering items */
  92006. hoverCursor: string;
  92007. /** Gets the list of actions */
  92008. actions: IAction[];
  92009. /**
  92010. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  92011. */
  92012. isRecursive: boolean;
  92013. /**
  92014. * Releases all associated resources
  92015. */
  92016. abstract dispose(): void;
  92017. /**
  92018. * Does this action manager has pointer triggers
  92019. */
  92020. abstract readonly hasPointerTriggers: boolean;
  92021. /**
  92022. * Does this action manager has pick triggers
  92023. */
  92024. abstract readonly hasPickTriggers: boolean;
  92025. /**
  92026. * Process a specific trigger
  92027. * @param trigger defines the trigger to process
  92028. * @param evt defines the event details to be processed
  92029. */
  92030. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  92031. /**
  92032. * Does this action manager handles actions of any of the given triggers
  92033. * @param triggers defines the triggers to be tested
  92034. * @return a boolean indicating whether one (or more) of the triggers is handled
  92035. */
  92036. abstract hasSpecificTriggers(triggers: number[]): boolean;
  92037. /**
  92038. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  92039. * speed.
  92040. * @param triggerA defines the trigger to be tested
  92041. * @param triggerB defines the trigger to be tested
  92042. * @return a boolean indicating whether one (or more) of the triggers is handled
  92043. */
  92044. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  92045. /**
  92046. * Does this action manager handles actions of a given trigger
  92047. * @param trigger defines the trigger to be tested
  92048. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  92049. * @return whether the trigger is handled
  92050. */
  92051. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  92052. /**
  92053. * Serialize this manager to a JSON object
  92054. * @param name defines the property name to store this manager
  92055. * @returns a JSON representation of this manager
  92056. */
  92057. abstract serialize(name: string): any;
  92058. /**
  92059. * Registers an action to this action manager
  92060. * @param action defines the action to be registered
  92061. * @return the action amended (prepared) after registration
  92062. */
  92063. abstract registerAction(action: IAction): Nullable<IAction>;
  92064. /**
  92065. * Unregisters an action to this action manager
  92066. * @param action defines the action to be unregistered
  92067. * @return a boolean indicating whether the action has been unregistered
  92068. */
  92069. abstract unregisterAction(action: IAction): Boolean;
  92070. /**
  92071. * Does exist one action manager with at least one trigger
  92072. **/
  92073. static readonly HasTriggers: boolean;
  92074. /**
  92075. * Does exist one action manager with at least one pick trigger
  92076. **/
  92077. static readonly HasPickTriggers: boolean;
  92078. /**
  92079. * Does exist one action manager that handles actions of a given trigger
  92080. * @param trigger defines the trigger to be tested
  92081. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  92082. **/
  92083. static HasSpecificTrigger(trigger: number): boolean;
  92084. }
  92085. }
  92086. declare module BABYLON {
  92087. /**
  92088. * Defines how a node can be built from a string name.
  92089. */
  92090. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  92091. /**
  92092. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  92093. */
  92094. export class Node implements IBehaviorAware<Node> {
  92095. /** @hidden */
  92096. static _AnimationRangeFactory: (name: string, from: number, to: number) => AnimationRange;
  92097. private static _NodeConstructors;
  92098. /**
  92099. * Add a new node constructor
  92100. * @param type defines the type name of the node to construct
  92101. * @param constructorFunc defines the constructor function
  92102. */
  92103. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  92104. /**
  92105. * Returns a node constructor based on type name
  92106. * @param type defines the type name
  92107. * @param name defines the new node name
  92108. * @param scene defines the hosting scene
  92109. * @param options defines optional options to transmit to constructors
  92110. * @returns the new constructor or null
  92111. */
  92112. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  92113. /**
  92114. * Gets or sets the name of the node
  92115. */
  92116. name: string;
  92117. /**
  92118. * Gets or sets the id of the node
  92119. */
  92120. id: string;
  92121. /**
  92122. * Gets or sets the unique id of the node
  92123. */
  92124. uniqueId: number;
  92125. /**
  92126. * Gets or sets a string used to store user defined state for the node
  92127. */
  92128. state: string;
  92129. /**
  92130. * Gets or sets an object used to store user defined information for the node
  92131. */
  92132. metadata: any;
  92133. /**
  92134. * For internal use only. Please do not use.
  92135. */
  92136. reservedDataStore: any;
  92137. /**
  92138. * List of inspectable custom properties (used by the Inspector)
  92139. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  92140. */
  92141. inspectableCustomProperties: IInspectable[];
  92142. /**
  92143. * Gets or sets a boolean used to define if the node must be serialized
  92144. */
  92145. doNotSerialize: boolean;
  92146. /** @hidden */
  92147. _isDisposed: boolean;
  92148. /**
  92149. * Gets a list of Animations associated with the node
  92150. */
  92151. animations: Animation[];
  92152. protected _ranges: {
  92153. [name: string]: Nullable<AnimationRange>;
  92154. };
  92155. /**
  92156. * Callback raised when the node is ready to be used
  92157. */
  92158. onReady: Nullable<(node: Node) => void>;
  92159. private _isEnabled;
  92160. private _isParentEnabled;
  92161. private _isReady;
  92162. /** @hidden */
  92163. _currentRenderId: number;
  92164. private _parentUpdateId;
  92165. /** @hidden */
  92166. _childUpdateId: number;
  92167. /** @hidden */
  92168. _waitingParentId: Nullable<string>;
  92169. /** @hidden */
  92170. _scene: Scene;
  92171. /** @hidden */
  92172. _cache: any;
  92173. private _parentNode;
  92174. private _children;
  92175. /** @hidden */
  92176. _worldMatrix: Matrix;
  92177. /** @hidden */
  92178. _worldMatrixDeterminant: number;
  92179. /** @hidden */
  92180. _worldMatrixDeterminantIsDirty: boolean;
  92181. /** @hidden */
  92182. private _sceneRootNodesIndex;
  92183. /**
  92184. * Gets a boolean indicating if the node has been disposed
  92185. * @returns true if the node was disposed
  92186. */
  92187. isDisposed(): boolean;
  92188. /**
  92189. * Gets or sets the parent of the node (without keeping the current position in the scene)
  92190. * @see https://doc.babylonjs.com/how_to/parenting
  92191. */
  92192. parent: Nullable<Node>;
  92193. private addToSceneRootNodes;
  92194. private removeFromSceneRootNodes;
  92195. private _animationPropertiesOverride;
  92196. /**
  92197. * Gets or sets the animation properties override
  92198. */
  92199. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  92200. /**
  92201. * Gets a string idenfifying the name of the class
  92202. * @returns "Node" string
  92203. */
  92204. getClassName(): string;
  92205. /** @hidden */
  92206. readonly _isNode: boolean;
  92207. /**
  92208. * An event triggered when the mesh is disposed
  92209. */
  92210. onDisposeObservable: Observable<Node>;
  92211. private _onDisposeObserver;
  92212. /**
  92213. * Sets a callback that will be raised when the node will be disposed
  92214. */
  92215. onDispose: () => void;
  92216. /**
  92217. * Creates a new Node
  92218. * @param name the name and id to be given to this node
  92219. * @param scene the scene this node will be added to
  92220. * @param addToRootNodes the node will be added to scene.rootNodes
  92221. */
  92222. constructor(name: string, scene?: Nullable<Scene>, addToRootNodes?: boolean);
  92223. /**
  92224. * Gets the scene of the node
  92225. * @returns a scene
  92226. */
  92227. getScene(): Scene;
  92228. /**
  92229. * Gets the engine of the node
  92230. * @returns a Engine
  92231. */
  92232. getEngine(): Engine;
  92233. private _behaviors;
  92234. /**
  92235. * Attach a behavior to the node
  92236. * @see http://doc.babylonjs.com/features/behaviour
  92237. * @param behavior defines the behavior to attach
  92238. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  92239. * @returns the current Node
  92240. */
  92241. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  92242. /**
  92243. * Remove an attached behavior
  92244. * @see http://doc.babylonjs.com/features/behaviour
  92245. * @param behavior defines the behavior to attach
  92246. * @returns the current Node
  92247. */
  92248. removeBehavior(behavior: Behavior<Node>): Node;
  92249. /**
  92250. * Gets the list of attached behaviors
  92251. * @see http://doc.babylonjs.com/features/behaviour
  92252. */
  92253. readonly behaviors: Behavior<Node>[];
  92254. /**
  92255. * Gets an attached behavior by name
  92256. * @param name defines the name of the behavior to look for
  92257. * @see http://doc.babylonjs.com/features/behaviour
  92258. * @returns null if behavior was not found else the requested behavior
  92259. */
  92260. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  92261. /**
  92262. * Returns the latest update of the World matrix
  92263. * @returns a Matrix
  92264. */
  92265. getWorldMatrix(): Matrix;
  92266. /** @hidden */
  92267. _getWorldMatrixDeterminant(): number;
  92268. /**
  92269. * Returns directly the latest state of the mesh World matrix.
  92270. * A Matrix is returned.
  92271. */
  92272. readonly worldMatrixFromCache: Matrix;
  92273. /** @hidden */
  92274. _initCache(): void;
  92275. /** @hidden */
  92276. updateCache(force?: boolean): void;
  92277. /** @hidden */
  92278. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  92279. /** @hidden */
  92280. _updateCache(ignoreParentClass?: boolean): void;
  92281. /** @hidden */
  92282. _isSynchronized(): boolean;
  92283. /** @hidden */
  92284. _markSyncedWithParent(): void;
  92285. /** @hidden */
  92286. isSynchronizedWithParent(): boolean;
  92287. /** @hidden */
  92288. isSynchronized(): boolean;
  92289. /**
  92290. * Is this node ready to be used/rendered
  92291. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  92292. * @return true if the node is ready
  92293. */
  92294. isReady(completeCheck?: boolean): boolean;
  92295. /**
  92296. * Is this node enabled?
  92297. * 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
  92298. * @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
  92299. * @return whether this node (and its parent) is enabled
  92300. */
  92301. isEnabled(checkAncestors?: boolean): boolean;
  92302. /** @hidden */
  92303. protected _syncParentEnabledState(): void;
  92304. /**
  92305. * Set the enabled state of this node
  92306. * @param value defines the new enabled state
  92307. */
  92308. setEnabled(value: boolean): void;
  92309. /**
  92310. * Is this node a descendant of the given node?
  92311. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  92312. * @param ancestor defines the parent node to inspect
  92313. * @returns a boolean indicating if this node is a descendant of the given node
  92314. */
  92315. isDescendantOf(ancestor: Node): boolean;
  92316. /** @hidden */
  92317. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  92318. /**
  92319. * Will return all nodes that have this node as ascendant
  92320. * @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
  92321. * @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
  92322. * @return all children nodes of all types
  92323. */
  92324. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  92325. /**
  92326. * Get all child-meshes of this node
  92327. * @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)
  92328. * @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
  92329. * @returns an array of AbstractMesh
  92330. */
  92331. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  92332. /**
  92333. * Get all direct children of this node
  92334. * @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
  92335. * @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)
  92336. * @returns an array of Node
  92337. */
  92338. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  92339. /** @hidden */
  92340. _setReady(state: boolean): void;
  92341. /**
  92342. * Get an animation by name
  92343. * @param name defines the name of the animation to look for
  92344. * @returns null if not found else the requested animation
  92345. */
  92346. getAnimationByName(name: string): Nullable<Animation>;
  92347. /**
  92348. * Creates an animation range for this node
  92349. * @param name defines the name of the range
  92350. * @param from defines the starting key
  92351. * @param to defines the end key
  92352. */
  92353. createAnimationRange(name: string, from: number, to: number): void;
  92354. /**
  92355. * Delete a specific animation range
  92356. * @param name defines the name of the range to delete
  92357. * @param deleteFrames defines if animation frames from the range must be deleted as well
  92358. */
  92359. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  92360. /**
  92361. * Get an animation range by name
  92362. * @param name defines the name of the animation range to look for
  92363. * @returns null if not found else the requested animation range
  92364. */
  92365. getAnimationRange(name: string): Nullable<AnimationRange>;
  92366. /**
  92367. * Gets the list of all animation ranges defined on this node
  92368. * @returns an array
  92369. */
  92370. getAnimationRanges(): Nullable<AnimationRange>[];
  92371. /**
  92372. * Will start the animation sequence
  92373. * @param name defines the range frames for animation sequence
  92374. * @param loop defines if the animation should loop (false by default)
  92375. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  92376. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  92377. * @returns the object created for this animation. If range does not exist, it will return null
  92378. */
  92379. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  92380. /**
  92381. * Serialize animation ranges into a JSON compatible object
  92382. * @returns serialization object
  92383. */
  92384. serializeAnimationRanges(): any;
  92385. /**
  92386. * Computes the world matrix of the node
  92387. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  92388. * @returns the world matrix
  92389. */
  92390. computeWorldMatrix(force?: boolean): Matrix;
  92391. /**
  92392. * Releases resources associated with this node.
  92393. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  92394. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  92395. */
  92396. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  92397. /**
  92398. * Parse animation range data from a serialization object and store them into a given node
  92399. * @param node defines where to store the animation ranges
  92400. * @param parsedNode defines the serialization object to read data from
  92401. * @param scene defines the hosting scene
  92402. */
  92403. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  92404. /**
  92405. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  92406. * @param includeDescendants Include bounding info from descendants as well (true by default)
  92407. * @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
  92408. * @returns the new bounding vectors
  92409. */
  92410. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  92411. min: Vector3;
  92412. max: Vector3;
  92413. };
  92414. }
  92415. }
  92416. declare module BABYLON {
  92417. /**
  92418. * @hidden
  92419. */
  92420. export class _IAnimationState {
  92421. key: number;
  92422. repeatCount: number;
  92423. workValue?: any;
  92424. loopMode?: number;
  92425. offsetValue?: any;
  92426. highLimitValue?: any;
  92427. }
  92428. /**
  92429. * Class used to store any kind of animation
  92430. */
  92431. export class Animation {
  92432. /**Name of the animation */
  92433. name: string;
  92434. /**Property to animate */
  92435. targetProperty: string;
  92436. /**The frames per second of the animation */
  92437. framePerSecond: number;
  92438. /**The data type of the animation */
  92439. dataType: number;
  92440. /**The loop mode of the animation */
  92441. loopMode?: number | undefined;
  92442. /**Specifies if blending should be enabled */
  92443. enableBlending?: boolean | undefined;
  92444. /**
  92445. * Use matrix interpolation instead of using direct key value when animating matrices
  92446. */
  92447. static AllowMatricesInterpolation: boolean;
  92448. /**
  92449. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  92450. */
  92451. static AllowMatrixDecomposeForInterpolation: boolean;
  92452. /**
  92453. * Stores the key frames of the animation
  92454. */
  92455. private _keys;
  92456. /**
  92457. * Stores the easing function of the animation
  92458. */
  92459. private _easingFunction;
  92460. /**
  92461. * @hidden Internal use only
  92462. */
  92463. _runtimeAnimations: RuntimeAnimation[];
  92464. /**
  92465. * The set of event that will be linked to this animation
  92466. */
  92467. private _events;
  92468. /**
  92469. * Stores an array of target property paths
  92470. */
  92471. targetPropertyPath: string[];
  92472. /**
  92473. * Stores the blending speed of the animation
  92474. */
  92475. blendingSpeed: number;
  92476. /**
  92477. * Stores the animation ranges for the animation
  92478. */
  92479. private _ranges;
  92480. /**
  92481. * @hidden Internal use
  92482. */
  92483. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  92484. /**
  92485. * Sets up an animation
  92486. * @param property The property to animate
  92487. * @param animationType The animation type to apply
  92488. * @param framePerSecond The frames per second of the animation
  92489. * @param easingFunction The easing function used in the animation
  92490. * @returns The created animation
  92491. */
  92492. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  92493. /**
  92494. * Create and start an animation on a node
  92495. * @param name defines the name of the global animation that will be run on all nodes
  92496. * @param node defines the root node where the animation will take place
  92497. * @param targetProperty defines property to animate
  92498. * @param framePerSecond defines the number of frame per second yo use
  92499. * @param totalFrame defines the number of frames in total
  92500. * @param from defines the initial value
  92501. * @param to defines the final value
  92502. * @param loopMode defines which loop mode you want to use (off by default)
  92503. * @param easingFunction defines the easing function to use (linear by default)
  92504. * @param onAnimationEnd defines the callback to call when animation end
  92505. * @returns the animatable created for this animation
  92506. */
  92507. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  92508. /**
  92509. * Create and start an animation on a node and its descendants
  92510. * @param name defines the name of the global animation that will be run on all nodes
  92511. * @param node defines the root node where the animation will take place
  92512. * @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
  92513. * @param targetProperty defines property to animate
  92514. * @param framePerSecond defines the number of frame per second to use
  92515. * @param totalFrame defines the number of frames in total
  92516. * @param from defines the initial value
  92517. * @param to defines the final value
  92518. * @param loopMode defines which loop mode you want to use (off by default)
  92519. * @param easingFunction defines the easing function to use (linear by default)
  92520. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  92521. * @returns the list of animatables created for all nodes
  92522. * @example https://www.babylonjs-playground.com/#MH0VLI
  92523. */
  92524. 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[]>;
  92525. /**
  92526. * Creates a new animation, merges it with the existing animations and starts it
  92527. * @param name Name of the animation
  92528. * @param node Node which contains the scene that begins the animations
  92529. * @param targetProperty Specifies which property to animate
  92530. * @param framePerSecond The frames per second of the animation
  92531. * @param totalFrame The total number of frames
  92532. * @param from The frame at the beginning of the animation
  92533. * @param to The frame at the end of the animation
  92534. * @param loopMode Specifies the loop mode of the animation
  92535. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  92536. * @param onAnimationEnd Callback to run once the animation is complete
  92537. * @returns Nullable animation
  92538. */
  92539. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  92540. /**
  92541. * Transition property of an host to the target Value
  92542. * @param property The property to transition
  92543. * @param targetValue The target Value of the property
  92544. * @param host The object where the property to animate belongs
  92545. * @param scene Scene used to run the animation
  92546. * @param frameRate Framerate (in frame/s) to use
  92547. * @param transition The transition type we want to use
  92548. * @param duration The duration of the animation, in milliseconds
  92549. * @param onAnimationEnd Callback trigger at the end of the animation
  92550. * @returns Nullable animation
  92551. */
  92552. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  92553. /**
  92554. * Return the array of runtime animations currently using this animation
  92555. */
  92556. readonly runtimeAnimations: RuntimeAnimation[];
  92557. /**
  92558. * Specifies if any of the runtime animations are currently running
  92559. */
  92560. readonly hasRunningRuntimeAnimations: boolean;
  92561. /**
  92562. * Initializes the animation
  92563. * @param name Name of the animation
  92564. * @param targetProperty Property to animate
  92565. * @param framePerSecond The frames per second of the animation
  92566. * @param dataType The data type of the animation
  92567. * @param loopMode The loop mode of the animation
  92568. * @param enableBlending Specifies if blending should be enabled
  92569. */
  92570. constructor(
  92571. /**Name of the animation */
  92572. name: string,
  92573. /**Property to animate */
  92574. targetProperty: string,
  92575. /**The frames per second of the animation */
  92576. framePerSecond: number,
  92577. /**The data type of the animation */
  92578. dataType: number,
  92579. /**The loop mode of the animation */
  92580. loopMode?: number | undefined,
  92581. /**Specifies if blending should be enabled */
  92582. enableBlending?: boolean | undefined);
  92583. /**
  92584. * Converts the animation to a string
  92585. * @param fullDetails support for multiple levels of logging within scene loading
  92586. * @returns String form of the animation
  92587. */
  92588. toString(fullDetails?: boolean): string;
  92589. /**
  92590. * Add an event to this animation
  92591. * @param event Event to add
  92592. */
  92593. addEvent(event: AnimationEvent): void;
  92594. /**
  92595. * Remove all events found at the given frame
  92596. * @param frame The frame to remove events from
  92597. */
  92598. removeEvents(frame: number): void;
  92599. /**
  92600. * Retrieves all the events from the animation
  92601. * @returns Events from the animation
  92602. */
  92603. getEvents(): AnimationEvent[];
  92604. /**
  92605. * Creates an animation range
  92606. * @param name Name of the animation range
  92607. * @param from Starting frame of the animation range
  92608. * @param to Ending frame of the animation
  92609. */
  92610. createRange(name: string, from: number, to: number): void;
  92611. /**
  92612. * Deletes an animation range by name
  92613. * @param name Name of the animation range to delete
  92614. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  92615. */
  92616. deleteRange(name: string, deleteFrames?: boolean): void;
  92617. /**
  92618. * Gets the animation range by name, or null if not defined
  92619. * @param name Name of the animation range
  92620. * @returns Nullable animation range
  92621. */
  92622. getRange(name: string): Nullable<AnimationRange>;
  92623. /**
  92624. * Gets the key frames from the animation
  92625. * @returns The key frames of the animation
  92626. */
  92627. getKeys(): Array<IAnimationKey>;
  92628. /**
  92629. * Gets the highest frame rate of the animation
  92630. * @returns Highest frame rate of the animation
  92631. */
  92632. getHighestFrame(): number;
  92633. /**
  92634. * Gets the easing function of the animation
  92635. * @returns Easing function of the animation
  92636. */
  92637. getEasingFunction(): IEasingFunction;
  92638. /**
  92639. * Sets the easing function of the animation
  92640. * @param easingFunction A custom mathematical formula for animation
  92641. */
  92642. setEasingFunction(easingFunction: EasingFunction): void;
  92643. /**
  92644. * Interpolates a scalar linearly
  92645. * @param startValue Start value of the animation curve
  92646. * @param endValue End value of the animation curve
  92647. * @param gradient Scalar amount to interpolate
  92648. * @returns Interpolated scalar value
  92649. */
  92650. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  92651. /**
  92652. * Interpolates a scalar cubically
  92653. * @param startValue Start value of the animation curve
  92654. * @param outTangent End tangent of the animation
  92655. * @param endValue End value of the animation curve
  92656. * @param inTangent Start tangent of the animation curve
  92657. * @param gradient Scalar amount to interpolate
  92658. * @returns Interpolated scalar value
  92659. */
  92660. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  92661. /**
  92662. * Interpolates a quaternion using a spherical linear interpolation
  92663. * @param startValue Start value of the animation curve
  92664. * @param endValue End value of the animation curve
  92665. * @param gradient Scalar amount to interpolate
  92666. * @returns Interpolated quaternion value
  92667. */
  92668. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  92669. /**
  92670. * Interpolates a quaternion cubically
  92671. * @param startValue Start value of the animation curve
  92672. * @param outTangent End tangent of the animation curve
  92673. * @param endValue End value of the animation curve
  92674. * @param inTangent Start tangent of the animation curve
  92675. * @param gradient Scalar amount to interpolate
  92676. * @returns Interpolated quaternion value
  92677. */
  92678. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  92679. /**
  92680. * Interpolates a Vector3 linearl
  92681. * @param startValue Start value of the animation curve
  92682. * @param endValue End value of the animation curve
  92683. * @param gradient Scalar amount to interpolate
  92684. * @returns Interpolated scalar value
  92685. */
  92686. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  92687. /**
  92688. * Interpolates a Vector3 cubically
  92689. * @param startValue Start value of the animation curve
  92690. * @param outTangent End tangent of the animation
  92691. * @param endValue End value of the animation curve
  92692. * @param inTangent Start tangent of the animation curve
  92693. * @param gradient Scalar amount to interpolate
  92694. * @returns InterpolatedVector3 value
  92695. */
  92696. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  92697. /**
  92698. * Interpolates a Vector2 linearly
  92699. * @param startValue Start value of the animation curve
  92700. * @param endValue End value of the animation curve
  92701. * @param gradient Scalar amount to interpolate
  92702. * @returns Interpolated Vector2 value
  92703. */
  92704. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  92705. /**
  92706. * Interpolates a Vector2 cubically
  92707. * @param startValue Start value of the animation curve
  92708. * @param outTangent End tangent of the animation
  92709. * @param endValue End value of the animation curve
  92710. * @param inTangent Start tangent of the animation curve
  92711. * @param gradient Scalar amount to interpolate
  92712. * @returns Interpolated Vector2 value
  92713. */
  92714. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  92715. /**
  92716. * Interpolates a size linearly
  92717. * @param startValue Start value of the animation curve
  92718. * @param endValue End value of the animation curve
  92719. * @param gradient Scalar amount to interpolate
  92720. * @returns Interpolated Size value
  92721. */
  92722. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  92723. /**
  92724. * Interpolates a Color3 linearly
  92725. * @param startValue Start value of the animation curve
  92726. * @param endValue End value of the animation curve
  92727. * @param gradient Scalar amount to interpolate
  92728. * @returns Interpolated Color3 value
  92729. */
  92730. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  92731. /**
  92732. * @hidden Internal use only
  92733. */
  92734. _getKeyValue(value: any): any;
  92735. /**
  92736. * @hidden Internal use only
  92737. */
  92738. _interpolate(currentFrame: number, state: _IAnimationState): any;
  92739. /**
  92740. * Defines the function to use to interpolate matrices
  92741. * @param startValue defines the start matrix
  92742. * @param endValue defines the end matrix
  92743. * @param gradient defines the gradient between both matrices
  92744. * @param result defines an optional target matrix where to store the interpolation
  92745. * @returns the interpolated matrix
  92746. */
  92747. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  92748. /**
  92749. * Makes a copy of the animation
  92750. * @returns Cloned animation
  92751. */
  92752. clone(): Animation;
  92753. /**
  92754. * Sets the key frames of the animation
  92755. * @param values The animation key frames to set
  92756. */
  92757. setKeys(values: Array<IAnimationKey>): void;
  92758. /**
  92759. * Serializes the animation to an object
  92760. * @returns Serialized object
  92761. */
  92762. serialize(): any;
  92763. /**
  92764. * Float animation type
  92765. */
  92766. private static _ANIMATIONTYPE_FLOAT;
  92767. /**
  92768. * Vector3 animation type
  92769. */
  92770. private static _ANIMATIONTYPE_VECTOR3;
  92771. /**
  92772. * Quaternion animation type
  92773. */
  92774. private static _ANIMATIONTYPE_QUATERNION;
  92775. /**
  92776. * Matrix animation type
  92777. */
  92778. private static _ANIMATIONTYPE_MATRIX;
  92779. /**
  92780. * Color3 animation type
  92781. */
  92782. private static _ANIMATIONTYPE_COLOR3;
  92783. /**
  92784. * Vector2 animation type
  92785. */
  92786. private static _ANIMATIONTYPE_VECTOR2;
  92787. /**
  92788. * Size animation type
  92789. */
  92790. private static _ANIMATIONTYPE_SIZE;
  92791. /**
  92792. * Relative Loop Mode
  92793. */
  92794. private static _ANIMATIONLOOPMODE_RELATIVE;
  92795. /**
  92796. * Cycle Loop Mode
  92797. */
  92798. private static _ANIMATIONLOOPMODE_CYCLE;
  92799. /**
  92800. * Constant Loop Mode
  92801. */
  92802. private static _ANIMATIONLOOPMODE_CONSTANT;
  92803. /**
  92804. * Get the float animation type
  92805. */
  92806. static readonly ANIMATIONTYPE_FLOAT: number;
  92807. /**
  92808. * Get the Vector3 animation type
  92809. */
  92810. static readonly ANIMATIONTYPE_VECTOR3: number;
  92811. /**
  92812. * Get the Vector2 animation type
  92813. */
  92814. static readonly ANIMATIONTYPE_VECTOR2: number;
  92815. /**
  92816. * Get the Size animation type
  92817. */
  92818. static readonly ANIMATIONTYPE_SIZE: number;
  92819. /**
  92820. * Get the Quaternion animation type
  92821. */
  92822. static readonly ANIMATIONTYPE_QUATERNION: number;
  92823. /**
  92824. * Get the Matrix animation type
  92825. */
  92826. static readonly ANIMATIONTYPE_MATRIX: number;
  92827. /**
  92828. * Get the Color3 animation type
  92829. */
  92830. static readonly ANIMATIONTYPE_COLOR3: number;
  92831. /**
  92832. * Get the Relative Loop Mode
  92833. */
  92834. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  92835. /**
  92836. * Get the Cycle Loop Mode
  92837. */
  92838. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  92839. /**
  92840. * Get the Constant Loop Mode
  92841. */
  92842. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  92843. /** @hidden */
  92844. static _UniversalLerp(left: any, right: any, amount: number): any;
  92845. /**
  92846. * Parses an animation object and creates an animation
  92847. * @param parsedAnimation Parsed animation object
  92848. * @returns Animation object
  92849. */
  92850. static Parse(parsedAnimation: any): Animation;
  92851. /**
  92852. * Appends the serialized animations from the source animations
  92853. * @param source Source containing the animations
  92854. * @param destination Target to store the animations
  92855. */
  92856. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  92857. }
  92858. }
  92859. declare module BABYLON {
  92860. /**
  92861. * Interface containing an array of animations
  92862. */
  92863. export interface IAnimatable {
  92864. /**
  92865. * Array of animations
  92866. */
  92867. animations: Nullable<Array<Animation>>;
  92868. }
  92869. }
  92870. declare module BABYLON {
  92871. /**
  92872. * This represents all the required information to add a fresnel effect on a material:
  92873. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  92874. */
  92875. export class FresnelParameters {
  92876. private _isEnabled;
  92877. /**
  92878. * Define if the fresnel effect is enable or not.
  92879. */
  92880. isEnabled: boolean;
  92881. /**
  92882. * Define the color used on edges (grazing angle)
  92883. */
  92884. leftColor: Color3;
  92885. /**
  92886. * Define the color used on center
  92887. */
  92888. rightColor: Color3;
  92889. /**
  92890. * Define bias applied to computed fresnel term
  92891. */
  92892. bias: number;
  92893. /**
  92894. * Defined the power exponent applied to fresnel term
  92895. */
  92896. power: number;
  92897. /**
  92898. * Clones the current fresnel and its valuues
  92899. * @returns a clone fresnel configuration
  92900. */
  92901. clone(): FresnelParameters;
  92902. /**
  92903. * Serializes the current fresnel parameters to a JSON representation.
  92904. * @return the JSON serialization
  92905. */
  92906. serialize(): any;
  92907. /**
  92908. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  92909. * @param parsedFresnelParameters Define the JSON representation
  92910. * @returns the parsed parameters
  92911. */
  92912. static Parse(parsedFresnelParameters: any): FresnelParameters;
  92913. }
  92914. }
  92915. declare module BABYLON {
  92916. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  92917. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92918. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92919. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92920. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92921. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92922. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92923. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92924. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92925. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92926. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92927. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92928. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92929. /**
  92930. * Decorator used to define property that can be serialized as reference to a camera
  92931. * @param sourceName defines the name of the property to decorate
  92932. */
  92933. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  92934. /**
  92935. * Class used to help serialization objects
  92936. */
  92937. export class SerializationHelper {
  92938. /** @hidden */
  92939. static _ImageProcessingConfigurationParser: (sourceProperty: any) => ImageProcessingConfiguration;
  92940. /** @hidden */
  92941. static _FresnelParametersParser: (sourceProperty: any) => FresnelParameters;
  92942. /** @hidden */
  92943. static _ColorCurvesParser: (sourceProperty: any) => ColorCurves;
  92944. /** @hidden */
  92945. static _TextureParser: (sourceProperty: any, scene: Scene, rootUrl: string) => Nullable<BaseTexture>;
  92946. /**
  92947. * Appends the serialized animations from the source animations
  92948. * @param source Source containing the animations
  92949. * @param destination Target to store the animations
  92950. */
  92951. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  92952. /**
  92953. * Static function used to serialized a specific entity
  92954. * @param entity defines the entity to serialize
  92955. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  92956. * @returns a JSON compatible object representing the serialization of the entity
  92957. */
  92958. static Serialize<T>(entity: T, serializationObject?: any): any;
  92959. /**
  92960. * Creates a new entity from a serialization data object
  92961. * @param creationFunction defines a function used to instanciated the new entity
  92962. * @param source defines the source serialization data
  92963. * @param scene defines the hosting scene
  92964. * @param rootUrl defines the root url for resources
  92965. * @returns a new entity
  92966. */
  92967. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  92968. /**
  92969. * Clones an object
  92970. * @param creationFunction defines the function used to instanciate the new object
  92971. * @param source defines the source object
  92972. * @returns the cloned object
  92973. */
  92974. static Clone<T>(creationFunction: () => T, source: T): T;
  92975. /**
  92976. * Instanciates a new object based on a source one (some data will be shared between both object)
  92977. * @param creationFunction defines the function used to instanciate the new object
  92978. * @param source defines the source object
  92979. * @returns the new object
  92980. */
  92981. static Instanciate<T>(creationFunction: () => T, source: T): T;
  92982. }
  92983. }
  92984. declare module BABYLON {
  92985. /**
  92986. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  92987. */
  92988. export interface CubeMapInfo {
  92989. /**
  92990. * The pixel array for the front face.
  92991. * This is stored in format, left to right, up to down format.
  92992. */
  92993. front: Nullable<ArrayBufferView>;
  92994. /**
  92995. * The pixel array for the back face.
  92996. * This is stored in format, left to right, up to down format.
  92997. */
  92998. back: Nullable<ArrayBufferView>;
  92999. /**
  93000. * The pixel array for the left face.
  93001. * This is stored in format, left to right, up to down format.
  93002. */
  93003. left: Nullable<ArrayBufferView>;
  93004. /**
  93005. * The pixel array for the right face.
  93006. * This is stored in format, left to right, up to down format.
  93007. */
  93008. right: Nullable<ArrayBufferView>;
  93009. /**
  93010. * The pixel array for the up face.
  93011. * This is stored in format, left to right, up to down format.
  93012. */
  93013. up: Nullable<ArrayBufferView>;
  93014. /**
  93015. * The pixel array for the down face.
  93016. * This is stored in format, left to right, up to down format.
  93017. */
  93018. down: Nullable<ArrayBufferView>;
  93019. /**
  93020. * The size of the cubemap stored.
  93021. *
  93022. * Each faces will be size * size pixels.
  93023. */
  93024. size: number;
  93025. /**
  93026. * The format of the texture.
  93027. *
  93028. * RGBA, RGB.
  93029. */
  93030. format: number;
  93031. /**
  93032. * The type of the texture data.
  93033. *
  93034. * UNSIGNED_INT, FLOAT.
  93035. */
  93036. type: number;
  93037. /**
  93038. * Specifies whether the texture is in gamma space.
  93039. */
  93040. gammaSpace: boolean;
  93041. }
  93042. /**
  93043. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  93044. */
  93045. export class PanoramaToCubeMapTools {
  93046. private static FACE_FRONT;
  93047. private static FACE_BACK;
  93048. private static FACE_RIGHT;
  93049. private static FACE_LEFT;
  93050. private static FACE_DOWN;
  93051. private static FACE_UP;
  93052. /**
  93053. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  93054. *
  93055. * @param float32Array The source data.
  93056. * @param inputWidth The width of the input panorama.
  93057. * @param inputHeight The height of the input panorama.
  93058. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  93059. * @return The cubemap data
  93060. */
  93061. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  93062. private static CreateCubemapTexture;
  93063. private static CalcProjectionSpherical;
  93064. }
  93065. }
  93066. declare module BABYLON {
  93067. /**
  93068. * Helper class dealing with the extraction of spherical polynomial dataArray
  93069. * from a cube map.
  93070. */
  93071. export class CubeMapToSphericalPolynomialTools {
  93072. private static FileFaces;
  93073. /**
  93074. * Converts a texture to the according Spherical Polynomial data.
  93075. * This extracts the first 3 orders only as they are the only one used in the lighting.
  93076. *
  93077. * @param texture The texture to extract the information from.
  93078. * @return The Spherical Polynomial data.
  93079. */
  93080. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  93081. /**
  93082. * Converts a cubemap to the according Spherical Polynomial data.
  93083. * This extracts the first 3 orders only as they are the only one used in the lighting.
  93084. *
  93085. * @param cubeInfo The Cube map to extract the information from.
  93086. * @return The Spherical Polynomial data.
  93087. */
  93088. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  93089. }
  93090. }
  93091. declare module BABYLON {
  93092. /**
  93093. * Class used to manipulate GUIDs
  93094. */
  93095. export class GUID {
  93096. /**
  93097. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  93098. * Be aware Math.random() could cause collisions, but:
  93099. * "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"
  93100. * @returns a pseudo random id
  93101. */
  93102. static RandomId(): string;
  93103. }
  93104. }
  93105. declare module BABYLON {
  93106. /**
  93107. * Base class of all the textures in babylon.
  93108. * It groups all the common properties the materials, post process, lights... might need
  93109. * in order to make a correct use of the texture.
  93110. */
  93111. export class BaseTexture implements IAnimatable {
  93112. /**
  93113. * Default anisotropic filtering level for the application.
  93114. * It is set to 4 as a good tradeoff between perf and quality.
  93115. */
  93116. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  93117. /**
  93118. * Gets or sets the unique id of the texture
  93119. */
  93120. uniqueId: number;
  93121. /**
  93122. * Define the name of the texture.
  93123. */
  93124. name: string;
  93125. /**
  93126. * Gets or sets an object used to store user defined information.
  93127. */
  93128. metadata: any;
  93129. /**
  93130. * For internal use only. Please do not use.
  93131. */
  93132. reservedDataStore: any;
  93133. private _hasAlpha;
  93134. /**
  93135. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  93136. */
  93137. hasAlpha: boolean;
  93138. /**
  93139. * Defines if the alpha value should be determined via the rgb values.
  93140. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  93141. */
  93142. getAlphaFromRGB: boolean;
  93143. /**
  93144. * Intensity or strength of the texture.
  93145. * It is commonly used by materials to fine tune the intensity of the texture
  93146. */
  93147. level: number;
  93148. /**
  93149. * Define the UV chanel to use starting from 0 and defaulting to 0.
  93150. * This is part of the texture as textures usually maps to one uv set.
  93151. */
  93152. coordinatesIndex: number;
  93153. private _coordinatesMode;
  93154. /**
  93155. * How a texture is mapped.
  93156. *
  93157. * | Value | Type | Description |
  93158. * | ----- | ----------------------------------- | ----------- |
  93159. * | 0 | EXPLICIT_MODE | |
  93160. * | 1 | SPHERICAL_MODE | |
  93161. * | 2 | PLANAR_MODE | |
  93162. * | 3 | CUBIC_MODE | |
  93163. * | 4 | PROJECTION_MODE | |
  93164. * | 5 | SKYBOX_MODE | |
  93165. * | 6 | INVCUBIC_MODE | |
  93166. * | 7 | EQUIRECTANGULAR_MODE | |
  93167. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  93168. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  93169. */
  93170. coordinatesMode: number;
  93171. /**
  93172. * | Value | Type | Description |
  93173. * | ----- | ------------------ | ----------- |
  93174. * | 0 | CLAMP_ADDRESSMODE | |
  93175. * | 1 | WRAP_ADDRESSMODE | |
  93176. * | 2 | MIRROR_ADDRESSMODE | |
  93177. */
  93178. wrapU: number;
  93179. /**
  93180. * | Value | Type | Description |
  93181. * | ----- | ------------------ | ----------- |
  93182. * | 0 | CLAMP_ADDRESSMODE | |
  93183. * | 1 | WRAP_ADDRESSMODE | |
  93184. * | 2 | MIRROR_ADDRESSMODE | |
  93185. */
  93186. wrapV: number;
  93187. /**
  93188. * | Value | Type | Description |
  93189. * | ----- | ------------------ | ----------- |
  93190. * | 0 | CLAMP_ADDRESSMODE | |
  93191. * | 1 | WRAP_ADDRESSMODE | |
  93192. * | 2 | MIRROR_ADDRESSMODE | |
  93193. */
  93194. wrapR: number;
  93195. /**
  93196. * With compliant hardware and browser (supporting anisotropic filtering)
  93197. * this defines the level of anisotropic filtering in the texture.
  93198. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  93199. */
  93200. anisotropicFilteringLevel: number;
  93201. /**
  93202. * Define if the texture is a cube texture or if false a 2d texture.
  93203. */
  93204. isCube: boolean;
  93205. /**
  93206. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  93207. */
  93208. is3D: boolean;
  93209. /**
  93210. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  93211. * HDR texture are usually stored in linear space.
  93212. * This only impacts the PBR and Background materials
  93213. */
  93214. gammaSpace: boolean;
  93215. /**
  93216. * Gets or sets whether or not the texture contains RGBD data.
  93217. */
  93218. isRGBD: boolean;
  93219. /**
  93220. * Is Z inverted in the texture (useful in a cube texture).
  93221. */
  93222. invertZ: boolean;
  93223. /**
  93224. * Are mip maps generated for this texture or not.
  93225. */
  93226. readonly noMipmap: boolean;
  93227. /**
  93228. * @hidden
  93229. */
  93230. lodLevelInAlpha: boolean;
  93231. /**
  93232. * With prefiltered texture, defined the offset used during the prefiltering steps.
  93233. */
  93234. lodGenerationOffset: number;
  93235. /**
  93236. * With prefiltered texture, defined the scale used during the prefiltering steps.
  93237. */
  93238. lodGenerationScale: number;
  93239. /**
  93240. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  93241. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  93242. * average roughness values.
  93243. */
  93244. linearSpecularLOD: boolean;
  93245. /**
  93246. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  93247. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  93248. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  93249. */
  93250. irradianceTexture: Nullable<BaseTexture>;
  93251. /**
  93252. * Define if the texture is a render target.
  93253. */
  93254. isRenderTarget: boolean;
  93255. /**
  93256. * Define the unique id of the texture in the scene.
  93257. */
  93258. readonly uid: string;
  93259. /**
  93260. * Return a string representation of the texture.
  93261. * @returns the texture as a string
  93262. */
  93263. toString(): string;
  93264. /**
  93265. * Get the class name of the texture.
  93266. * @returns "BaseTexture"
  93267. */
  93268. getClassName(): string;
  93269. /**
  93270. * Define the list of animation attached to the texture.
  93271. */
  93272. animations: Animation[];
  93273. /**
  93274. * An event triggered when the texture is disposed.
  93275. */
  93276. onDisposeObservable: Observable<BaseTexture>;
  93277. private _onDisposeObserver;
  93278. /**
  93279. * Callback triggered when the texture has been disposed.
  93280. * Kept for back compatibility, you can use the onDisposeObservable instead.
  93281. */
  93282. onDispose: () => void;
  93283. /**
  93284. * Define the current state of the loading sequence when in delayed load mode.
  93285. */
  93286. delayLoadState: number;
  93287. private _scene;
  93288. /** @hidden */
  93289. _texture: Nullable<InternalTexture>;
  93290. private _uid;
  93291. /**
  93292. * Define if the texture is preventinga material to render or not.
  93293. * If not and the texture is not ready, the engine will use a default black texture instead.
  93294. */
  93295. readonly isBlocking: boolean;
  93296. /**
  93297. * Instantiates a new BaseTexture.
  93298. * Base class of all the textures in babylon.
  93299. * It groups all the common properties the materials, post process, lights... might need
  93300. * in order to make a correct use of the texture.
  93301. * @param scene Define the scene the texture blongs to
  93302. */
  93303. constructor(scene: Nullable<Scene>);
  93304. /**
  93305. * Get the scene the texture belongs to.
  93306. * @returns the scene or null if undefined
  93307. */
  93308. getScene(): Nullable<Scene>;
  93309. /**
  93310. * Get the texture transform matrix used to offset tile the texture for istance.
  93311. * @returns the transformation matrix
  93312. */
  93313. getTextureMatrix(): Matrix;
  93314. /**
  93315. * Get the texture reflection matrix used to rotate/transform the reflection.
  93316. * @returns the reflection matrix
  93317. */
  93318. getReflectionTextureMatrix(): Matrix;
  93319. /**
  93320. * Get the underlying lower level texture from Babylon.
  93321. * @returns the insternal texture
  93322. */
  93323. getInternalTexture(): Nullable<InternalTexture>;
  93324. /**
  93325. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  93326. * @returns true if ready or not blocking
  93327. */
  93328. isReadyOrNotBlocking(): boolean;
  93329. /**
  93330. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  93331. * @returns true if fully ready
  93332. */
  93333. isReady(): boolean;
  93334. private _cachedSize;
  93335. /**
  93336. * Get the size of the texture.
  93337. * @returns the texture size.
  93338. */
  93339. getSize(): ISize;
  93340. /**
  93341. * Get the base size of the texture.
  93342. * It can be different from the size if the texture has been resized for POT for instance
  93343. * @returns the base size
  93344. */
  93345. getBaseSize(): ISize;
  93346. /**
  93347. * Update the sampling mode of the texture.
  93348. * Default is Trilinear mode.
  93349. *
  93350. * | Value | Type | Description |
  93351. * | ----- | ------------------ | ----------- |
  93352. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  93353. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  93354. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  93355. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  93356. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  93357. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  93358. * | 7 | NEAREST_LINEAR | |
  93359. * | 8 | NEAREST_NEAREST | |
  93360. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  93361. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  93362. * | 11 | LINEAR_LINEAR | |
  93363. * | 12 | LINEAR_NEAREST | |
  93364. *
  93365. * > _mag_: magnification filter (close to the viewer)
  93366. * > _min_: minification filter (far from the viewer)
  93367. * > _mip_: filter used between mip map levels
  93368. *@param samplingMode Define the new sampling mode of the texture
  93369. */
  93370. updateSamplingMode(samplingMode: number): void;
  93371. /**
  93372. * Scales the texture if is `canRescale()`
  93373. * @param ratio the resize factor we want to use to rescale
  93374. */
  93375. scale(ratio: number): void;
  93376. /**
  93377. * Get if the texture can rescale.
  93378. */
  93379. readonly canRescale: boolean;
  93380. /** @hidden */
  93381. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  93382. /** @hidden */
  93383. _rebuild(): void;
  93384. /**
  93385. * Triggers the load sequence in delayed load mode.
  93386. */
  93387. delayLoad(): void;
  93388. /**
  93389. * Clones the texture.
  93390. * @returns the cloned texture
  93391. */
  93392. clone(): Nullable<BaseTexture>;
  93393. /**
  93394. * Get the texture underlying type (INT, FLOAT...)
  93395. */
  93396. readonly textureType: number;
  93397. /**
  93398. * Get the texture underlying format (RGB, RGBA...)
  93399. */
  93400. readonly textureFormat: number;
  93401. /**
  93402. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  93403. * This will returns an RGBA array buffer containing either in values (0-255) or
  93404. * float values (0-1) depending of the underlying buffer type.
  93405. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  93406. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  93407. * @param buffer defines a user defined buffer to fill with data (can be null)
  93408. * @returns The Array buffer containing the pixels data.
  93409. */
  93410. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  93411. /**
  93412. * Release and destroy the underlying lower level texture aka internalTexture.
  93413. */
  93414. releaseInternalTexture(): void;
  93415. /**
  93416. * Get the polynomial representation of the texture data.
  93417. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  93418. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  93419. */
  93420. sphericalPolynomial: Nullable<SphericalPolynomial>;
  93421. /** @hidden */
  93422. readonly _lodTextureHigh: Nullable<BaseTexture>;
  93423. /** @hidden */
  93424. readonly _lodTextureMid: Nullable<BaseTexture>;
  93425. /** @hidden */
  93426. readonly _lodTextureLow: Nullable<BaseTexture>;
  93427. /**
  93428. * Dispose the texture and release its associated resources.
  93429. */
  93430. dispose(): void;
  93431. /**
  93432. * Serialize the texture into a JSON representation that can be parsed later on.
  93433. * @returns the JSON representation of the texture
  93434. */
  93435. serialize(): any;
  93436. /**
  93437. * Helper function to be called back once a list of texture contains only ready textures.
  93438. * @param textures Define the list of textures to wait for
  93439. * @param callback Define the callback triggered once the entire list will be ready
  93440. */
  93441. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  93442. }
  93443. }
  93444. declare module BABYLON {
  93445. /**
  93446. * Class used to store data associated with WebGL texture data for the engine
  93447. * This class should not be used directly
  93448. */
  93449. export class InternalTexture {
  93450. /** @hidden */
  93451. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  93452. /**
  93453. * The source of the texture data is unknown
  93454. */
  93455. static DATASOURCE_UNKNOWN: number;
  93456. /**
  93457. * Texture data comes from an URL
  93458. */
  93459. static DATASOURCE_URL: number;
  93460. /**
  93461. * Texture data is only used for temporary storage
  93462. */
  93463. static DATASOURCE_TEMP: number;
  93464. /**
  93465. * Texture data comes from raw data (ArrayBuffer)
  93466. */
  93467. static DATASOURCE_RAW: number;
  93468. /**
  93469. * Texture content is dynamic (video or dynamic texture)
  93470. */
  93471. static DATASOURCE_DYNAMIC: number;
  93472. /**
  93473. * Texture content is generated by rendering to it
  93474. */
  93475. static DATASOURCE_RENDERTARGET: number;
  93476. /**
  93477. * Texture content is part of a multi render target process
  93478. */
  93479. static DATASOURCE_MULTIRENDERTARGET: number;
  93480. /**
  93481. * Texture data comes from a cube data file
  93482. */
  93483. static DATASOURCE_CUBE: number;
  93484. /**
  93485. * Texture data comes from a raw cube data
  93486. */
  93487. static DATASOURCE_CUBERAW: number;
  93488. /**
  93489. * Texture data come from a prefiltered cube data file
  93490. */
  93491. static DATASOURCE_CUBEPREFILTERED: number;
  93492. /**
  93493. * Texture content is raw 3D data
  93494. */
  93495. static DATASOURCE_RAW3D: number;
  93496. /**
  93497. * Texture content is a depth texture
  93498. */
  93499. static DATASOURCE_DEPTHTEXTURE: number;
  93500. /**
  93501. * Texture data comes from a raw cube data encoded with RGBD
  93502. */
  93503. static DATASOURCE_CUBERAW_RGBD: number;
  93504. /**
  93505. * Defines if the texture is ready
  93506. */
  93507. isReady: boolean;
  93508. /**
  93509. * Defines if the texture is a cube texture
  93510. */
  93511. isCube: boolean;
  93512. /**
  93513. * Defines if the texture contains 3D data
  93514. */
  93515. is3D: boolean;
  93516. /**
  93517. * Defines if the texture contains multiview data
  93518. */
  93519. isMultiview: boolean;
  93520. /**
  93521. * Gets the URL used to load this texture
  93522. */
  93523. url: string;
  93524. /**
  93525. * Gets the sampling mode of the texture
  93526. */
  93527. samplingMode: number;
  93528. /**
  93529. * Gets a boolean indicating if the texture needs mipmaps generation
  93530. */
  93531. generateMipMaps: boolean;
  93532. /**
  93533. * Gets the number of samples used by the texture (WebGL2+ only)
  93534. */
  93535. samples: number;
  93536. /**
  93537. * Gets the type of the texture (int, float...)
  93538. */
  93539. type: number;
  93540. /**
  93541. * Gets the format of the texture (RGB, RGBA...)
  93542. */
  93543. format: number;
  93544. /**
  93545. * Observable called when the texture is loaded
  93546. */
  93547. onLoadedObservable: Observable<InternalTexture>;
  93548. /**
  93549. * Gets the width of the texture
  93550. */
  93551. width: number;
  93552. /**
  93553. * Gets the height of the texture
  93554. */
  93555. height: number;
  93556. /**
  93557. * Gets the depth of the texture
  93558. */
  93559. depth: number;
  93560. /**
  93561. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  93562. */
  93563. baseWidth: number;
  93564. /**
  93565. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  93566. */
  93567. baseHeight: number;
  93568. /**
  93569. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  93570. */
  93571. baseDepth: number;
  93572. /**
  93573. * Gets a boolean indicating if the texture is inverted on Y axis
  93574. */
  93575. invertY: boolean;
  93576. /** @hidden */
  93577. _invertVScale: boolean;
  93578. /** @hidden */
  93579. _associatedChannel: number;
  93580. /** @hidden */
  93581. _dataSource: number;
  93582. /** @hidden */
  93583. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>;
  93584. /** @hidden */
  93585. _bufferView: Nullable<ArrayBufferView>;
  93586. /** @hidden */
  93587. _bufferViewArray: Nullable<ArrayBufferView[]>;
  93588. /** @hidden */
  93589. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  93590. /** @hidden */
  93591. _size: number;
  93592. /** @hidden */
  93593. _extension: string;
  93594. /** @hidden */
  93595. _files: Nullable<string[]>;
  93596. /** @hidden */
  93597. _workingCanvas: Nullable<HTMLCanvasElement>;
  93598. /** @hidden */
  93599. _workingContext: Nullable<CanvasRenderingContext2D>;
  93600. /** @hidden */
  93601. _framebuffer: Nullable<WebGLFramebuffer>;
  93602. /** @hidden */
  93603. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  93604. /** @hidden */
  93605. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  93606. /** @hidden */
  93607. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  93608. /** @hidden */
  93609. _attachments: Nullable<number[]>;
  93610. /** @hidden */
  93611. _cachedCoordinatesMode: Nullable<number>;
  93612. /** @hidden */
  93613. _cachedWrapU: Nullable<number>;
  93614. /** @hidden */
  93615. _cachedWrapV: Nullable<number>;
  93616. /** @hidden */
  93617. _cachedWrapR: Nullable<number>;
  93618. /** @hidden */
  93619. _cachedAnisotropicFilteringLevel: Nullable<number>;
  93620. /** @hidden */
  93621. _isDisabled: boolean;
  93622. /** @hidden */
  93623. _compression: Nullable<string>;
  93624. /** @hidden */
  93625. _generateStencilBuffer: boolean;
  93626. /** @hidden */
  93627. _generateDepthBuffer: boolean;
  93628. /** @hidden */
  93629. _comparisonFunction: number;
  93630. /** @hidden */
  93631. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  93632. /** @hidden */
  93633. _lodGenerationScale: number;
  93634. /** @hidden */
  93635. _lodGenerationOffset: number;
  93636. /** @hidden */
  93637. _colorTextureArray: Nullable<WebGLTexture>;
  93638. /** @hidden */
  93639. _depthStencilTextureArray: Nullable<WebGLTexture>;
  93640. /** @hidden */
  93641. _lodTextureHigh: Nullable<BaseTexture>;
  93642. /** @hidden */
  93643. _lodTextureMid: Nullable<BaseTexture>;
  93644. /** @hidden */
  93645. _lodTextureLow: Nullable<BaseTexture>;
  93646. /** @hidden */
  93647. _isRGBD: boolean;
  93648. /** @hidden */
  93649. _linearSpecularLOD: boolean;
  93650. /** @hidden */
  93651. _irradianceTexture: Nullable<BaseTexture>;
  93652. /** @hidden */
  93653. _webGLTexture: Nullable<WebGLTexture>;
  93654. /** @hidden */
  93655. _references: number;
  93656. private _engine;
  93657. /**
  93658. * Gets the Engine the texture belongs to.
  93659. * @returns The babylon engine
  93660. */
  93661. getEngine(): Engine;
  93662. /**
  93663. * Gets the data source type of the texture (can be one of the InternalTexture.DATASOURCE_XXXX)
  93664. */
  93665. readonly dataSource: number;
  93666. /**
  93667. * Creates a new InternalTexture
  93668. * @param engine defines the engine to use
  93669. * @param dataSource defines the type of data that will be used
  93670. * @param delayAllocation if the texture allocation should be delayed (default: false)
  93671. */
  93672. constructor(engine: Engine, dataSource: number, delayAllocation?: boolean);
  93673. /**
  93674. * Increments the number of references (ie. the number of Texture that point to it)
  93675. */
  93676. incrementReferences(): void;
  93677. /**
  93678. * Change the size of the texture (not the size of the content)
  93679. * @param width defines the new width
  93680. * @param height defines the new height
  93681. * @param depth defines the new depth (1 by default)
  93682. */
  93683. updateSize(width: int, height: int, depth?: int): void;
  93684. /** @hidden */
  93685. _rebuild(): void;
  93686. /** @hidden */
  93687. _swapAndDie(target: InternalTexture): void;
  93688. /**
  93689. * Dispose the current allocated resources
  93690. */
  93691. dispose(): void;
  93692. }
  93693. }
  93694. declare module BABYLON {
  93695. /**
  93696. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  93697. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  93698. */
  93699. export class EffectFallbacks {
  93700. private _defines;
  93701. private _currentRank;
  93702. private _maxRank;
  93703. private _mesh;
  93704. /**
  93705. * Removes the fallback from the bound mesh.
  93706. */
  93707. unBindMesh(): void;
  93708. /**
  93709. * Adds a fallback on the specified property.
  93710. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  93711. * @param define The name of the define in the shader
  93712. */
  93713. addFallback(rank: number, define: string): void;
  93714. /**
  93715. * Sets the mesh to use CPU skinning when needing to fallback.
  93716. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  93717. * @param mesh The mesh to use the fallbacks.
  93718. */
  93719. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  93720. /**
  93721. * Checks to see if more fallbacks are still availible.
  93722. */
  93723. readonly hasMoreFallbacks: boolean;
  93724. /**
  93725. * Removes the defines that should be removed when falling back.
  93726. * @param currentDefines defines the current define statements for the shader.
  93727. * @param effect defines the current effect we try to compile
  93728. * @returns The resulting defines with defines of the current rank removed.
  93729. */
  93730. reduce(currentDefines: string, effect: Effect): string;
  93731. }
  93732. /**
  93733. * Options to be used when creating an effect.
  93734. */
  93735. export class EffectCreationOptions {
  93736. /**
  93737. * Atrributes that will be used in the shader.
  93738. */
  93739. attributes: string[];
  93740. /**
  93741. * Uniform varible names that will be set in the shader.
  93742. */
  93743. uniformsNames: string[];
  93744. /**
  93745. * Uniform buffer varible names that will be set in the shader.
  93746. */
  93747. uniformBuffersNames: string[];
  93748. /**
  93749. * Sampler texture variable names that will be set in the shader.
  93750. */
  93751. samplers: string[];
  93752. /**
  93753. * Define statements that will be set in the shader.
  93754. */
  93755. defines: any;
  93756. /**
  93757. * Possible fallbacks for this effect to improve performance when needed.
  93758. */
  93759. fallbacks: Nullable<EffectFallbacks>;
  93760. /**
  93761. * Callback that will be called when the shader is compiled.
  93762. */
  93763. onCompiled: Nullable<(effect: Effect) => void>;
  93764. /**
  93765. * Callback that will be called if an error occurs during shader compilation.
  93766. */
  93767. onError: Nullable<(effect: Effect, errors: string) => void>;
  93768. /**
  93769. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  93770. */
  93771. indexParameters: any;
  93772. /**
  93773. * Max number of lights that can be used in the shader.
  93774. */
  93775. maxSimultaneousLights: number;
  93776. /**
  93777. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  93778. */
  93779. transformFeedbackVaryings: Nullable<string[]>;
  93780. }
  93781. /**
  93782. * Effect containing vertex and fragment shader that can be executed on an object.
  93783. */
  93784. export class Effect implements IDisposable {
  93785. /**
  93786. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  93787. */
  93788. static ShadersRepository: string;
  93789. /**
  93790. * Name of the effect.
  93791. */
  93792. name: any;
  93793. /**
  93794. * String container all the define statements that should be set on the shader.
  93795. */
  93796. defines: string;
  93797. /**
  93798. * Callback that will be called when the shader is compiled.
  93799. */
  93800. onCompiled: Nullable<(effect: Effect) => void>;
  93801. /**
  93802. * Callback that will be called if an error occurs during shader compilation.
  93803. */
  93804. onError: Nullable<(effect: Effect, errors: string) => void>;
  93805. /**
  93806. * Callback that will be called when effect is bound.
  93807. */
  93808. onBind: Nullable<(effect: Effect) => void>;
  93809. /**
  93810. * Unique ID of the effect.
  93811. */
  93812. uniqueId: number;
  93813. /**
  93814. * Observable that will be called when the shader is compiled.
  93815. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  93816. */
  93817. onCompileObservable: Observable<Effect>;
  93818. /**
  93819. * Observable that will be called if an error occurs during shader compilation.
  93820. */
  93821. onErrorObservable: Observable<Effect>;
  93822. /** @hidden */
  93823. _onBindObservable: Nullable<Observable<Effect>>;
  93824. /**
  93825. * Observable that will be called when effect is bound.
  93826. */
  93827. readonly onBindObservable: Observable<Effect>;
  93828. /** @hidden */
  93829. _bonesComputationForcedToCPU: boolean;
  93830. private static _uniqueIdSeed;
  93831. private _engine;
  93832. private _uniformBuffersNames;
  93833. private _uniformsNames;
  93834. private _samplerList;
  93835. private _samplers;
  93836. private _isReady;
  93837. private _compilationError;
  93838. private _attributesNames;
  93839. private _attributes;
  93840. private _uniforms;
  93841. /**
  93842. * Key for the effect.
  93843. * @hidden
  93844. */
  93845. _key: string;
  93846. private _indexParameters;
  93847. private _fallbacks;
  93848. private _vertexSourceCode;
  93849. private _fragmentSourceCode;
  93850. private _vertexSourceCodeOverride;
  93851. private _fragmentSourceCodeOverride;
  93852. private _transformFeedbackVaryings;
  93853. /**
  93854. * Compiled shader to webGL program.
  93855. * @hidden
  93856. */
  93857. _pipelineContext: Nullable<IPipelineContext>;
  93858. private _valueCache;
  93859. private static _baseCache;
  93860. /**
  93861. * Instantiates an effect.
  93862. * An effect can be used to create/manage/execute vertex and fragment shaders.
  93863. * @param baseName Name of the effect.
  93864. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  93865. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  93866. * @param samplers List of sampler variables that will be passed to the shader.
  93867. * @param engine Engine to be used to render the effect
  93868. * @param defines Define statements to be added to the shader.
  93869. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  93870. * @param onCompiled Callback that will be called when the shader is compiled.
  93871. * @param onError Callback that will be called if an error occurs during shader compilation.
  93872. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  93873. */
  93874. constructor(baseName: any, attributesNamesOrOptions: string[] | EffectCreationOptions, uniformsNamesOrEngine: string[] | Engine, samplers?: Nullable<string[]>, engine?: Engine, defines?: Nullable<string>, fallbacks?: Nullable<EffectFallbacks>, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any);
  93875. private _useFinalCode;
  93876. /**
  93877. * Unique key for this effect
  93878. */
  93879. readonly key: string;
  93880. /**
  93881. * If the effect has been compiled and prepared.
  93882. * @returns if the effect is compiled and prepared.
  93883. */
  93884. isReady(): boolean;
  93885. private _isReadyInternal;
  93886. /**
  93887. * The engine the effect was initialized with.
  93888. * @returns the engine.
  93889. */
  93890. getEngine(): Engine;
  93891. /**
  93892. * The pipeline context for this effect
  93893. * @returns the associated pipeline context
  93894. */
  93895. getPipelineContext(): Nullable<IPipelineContext>;
  93896. /**
  93897. * The set of names of attribute variables for the shader.
  93898. * @returns An array of attribute names.
  93899. */
  93900. getAttributesNames(): string[];
  93901. /**
  93902. * Returns the attribute at the given index.
  93903. * @param index The index of the attribute.
  93904. * @returns The location of the attribute.
  93905. */
  93906. getAttributeLocation(index: number): number;
  93907. /**
  93908. * Returns the attribute based on the name of the variable.
  93909. * @param name of the attribute to look up.
  93910. * @returns the attribute location.
  93911. */
  93912. getAttributeLocationByName(name: string): number;
  93913. /**
  93914. * The number of attributes.
  93915. * @returns the numnber of attributes.
  93916. */
  93917. getAttributesCount(): number;
  93918. /**
  93919. * Gets the index of a uniform variable.
  93920. * @param uniformName of the uniform to look up.
  93921. * @returns the index.
  93922. */
  93923. getUniformIndex(uniformName: string): number;
  93924. /**
  93925. * Returns the attribute based on the name of the variable.
  93926. * @param uniformName of the uniform to look up.
  93927. * @returns the location of the uniform.
  93928. */
  93929. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  93930. /**
  93931. * Returns an array of sampler variable names
  93932. * @returns The array of sampler variable neames.
  93933. */
  93934. getSamplers(): string[];
  93935. /**
  93936. * The error from the last compilation.
  93937. * @returns the error string.
  93938. */
  93939. getCompilationError(): string;
  93940. /**
  93941. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  93942. * @param func The callback to be used.
  93943. */
  93944. executeWhenCompiled(func: (effect: Effect) => void): void;
  93945. private _checkIsReady;
  93946. /** @hidden */
  93947. _loadVertexShader(vertex: any, callback: (data: any) => void): void;
  93948. /** @hidden */
  93949. _loadFragmentShader(fragment: any, callback: (data: any) => void): void;
  93950. /** @hidden */
  93951. _dumpShadersSource(vertexCode: string, fragmentCode: string, defines: string): void;
  93952. /**
  93953. * Recompiles the webGL program
  93954. * @param vertexSourceCode The source code for the vertex shader.
  93955. * @param fragmentSourceCode The source code for the fragment shader.
  93956. * @param onCompiled Callback called when completed.
  93957. * @param onError Callback called on error.
  93958. * @hidden
  93959. */
  93960. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  93961. /**
  93962. * Prepares the effect
  93963. * @hidden
  93964. */
  93965. _prepareEffect(): void;
  93966. private _processCompilationErrors;
  93967. /**
  93968. * Checks if the effect is supported. (Must be called after compilation)
  93969. */
  93970. readonly isSupported: boolean;
  93971. /**
  93972. * Binds a texture to the engine to be used as output of the shader.
  93973. * @param channel Name of the output variable.
  93974. * @param texture Texture to bind.
  93975. * @hidden
  93976. */
  93977. _bindTexture(channel: string, texture: InternalTexture): void;
  93978. /**
  93979. * Sets a texture on the engine to be used in the shader.
  93980. * @param channel Name of the sampler variable.
  93981. * @param texture Texture to set.
  93982. */
  93983. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  93984. /**
  93985. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  93986. * @param channel Name of the sampler variable.
  93987. * @param texture Texture to set.
  93988. */
  93989. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  93990. /**
  93991. * Sets an array of textures on the engine to be used in the shader.
  93992. * @param channel Name of the variable.
  93993. * @param textures Textures to set.
  93994. */
  93995. setTextureArray(channel: string, textures: BaseTexture[]): void;
  93996. /**
  93997. * 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)
  93998. * @param channel Name of the sampler variable.
  93999. * @param postProcess Post process to get the input texture from.
  94000. */
  94001. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  94002. /**
  94003. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  94004. * 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)
  94005. * @param channel Name of the sampler variable.
  94006. * @param postProcess Post process to get the output texture from.
  94007. */
  94008. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  94009. /** @hidden */
  94010. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  94011. /** @hidden */
  94012. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  94013. /** @hidden */
  94014. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  94015. /** @hidden */
  94016. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  94017. /**
  94018. * Binds a buffer to a uniform.
  94019. * @param buffer Buffer to bind.
  94020. * @param name Name of the uniform variable to bind to.
  94021. */
  94022. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  94023. /**
  94024. * Binds block to a uniform.
  94025. * @param blockName Name of the block to bind.
  94026. * @param index Index to bind.
  94027. */
  94028. bindUniformBlock(blockName: string, index: number): void;
  94029. /**
  94030. * Sets an interger value on a uniform variable.
  94031. * @param uniformName Name of the variable.
  94032. * @param value Value to be set.
  94033. * @returns this effect.
  94034. */
  94035. setInt(uniformName: string, value: number): Effect;
  94036. /**
  94037. * Sets an int array on a uniform variable.
  94038. * @param uniformName Name of the variable.
  94039. * @param array array to be set.
  94040. * @returns this effect.
  94041. */
  94042. setIntArray(uniformName: string, array: Int32Array): Effect;
  94043. /**
  94044. * 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)
  94045. * @param uniformName Name of the variable.
  94046. * @param array array to be set.
  94047. * @returns this effect.
  94048. */
  94049. setIntArray2(uniformName: string, array: Int32Array): Effect;
  94050. /**
  94051. * 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)
  94052. * @param uniformName Name of the variable.
  94053. * @param array array to be set.
  94054. * @returns this effect.
  94055. */
  94056. setIntArray3(uniformName: string, array: Int32Array): Effect;
  94057. /**
  94058. * 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)
  94059. * @param uniformName Name of the variable.
  94060. * @param array array to be set.
  94061. * @returns this effect.
  94062. */
  94063. setIntArray4(uniformName: string, array: Int32Array): Effect;
  94064. /**
  94065. * Sets an float array on a uniform variable.
  94066. * @param uniformName Name of the variable.
  94067. * @param array array to be set.
  94068. * @returns this effect.
  94069. */
  94070. setFloatArray(uniformName: string, array: Float32Array): Effect;
  94071. /**
  94072. * 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)
  94073. * @param uniformName Name of the variable.
  94074. * @param array array to be set.
  94075. * @returns this effect.
  94076. */
  94077. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  94078. /**
  94079. * 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)
  94080. * @param uniformName Name of the variable.
  94081. * @param array array to be set.
  94082. * @returns this effect.
  94083. */
  94084. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  94085. /**
  94086. * 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)
  94087. * @param uniformName Name of the variable.
  94088. * @param array array to be set.
  94089. * @returns this effect.
  94090. */
  94091. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  94092. /**
  94093. * Sets an array on a uniform variable.
  94094. * @param uniformName Name of the variable.
  94095. * @param array array to be set.
  94096. * @returns this effect.
  94097. */
  94098. setArray(uniformName: string, array: number[]): Effect;
  94099. /**
  94100. * 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)
  94101. * @param uniformName Name of the variable.
  94102. * @param array array to be set.
  94103. * @returns this effect.
  94104. */
  94105. setArray2(uniformName: string, array: number[]): Effect;
  94106. /**
  94107. * 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)
  94108. * @param uniformName Name of the variable.
  94109. * @param array array to be set.
  94110. * @returns this effect.
  94111. */
  94112. setArray3(uniformName: string, array: number[]): Effect;
  94113. /**
  94114. * 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)
  94115. * @param uniformName Name of the variable.
  94116. * @param array array to be set.
  94117. * @returns this effect.
  94118. */
  94119. setArray4(uniformName: string, array: number[]): Effect;
  94120. /**
  94121. * Sets matrices on a uniform variable.
  94122. * @param uniformName Name of the variable.
  94123. * @param matrices matrices to be set.
  94124. * @returns this effect.
  94125. */
  94126. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  94127. /**
  94128. * Sets matrix on a uniform variable.
  94129. * @param uniformName Name of the variable.
  94130. * @param matrix matrix to be set.
  94131. * @returns this effect.
  94132. */
  94133. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  94134. /**
  94135. * 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)
  94136. * @param uniformName Name of the variable.
  94137. * @param matrix matrix to be set.
  94138. * @returns this effect.
  94139. */
  94140. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  94141. /**
  94142. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  94143. * @param uniformName Name of the variable.
  94144. * @param matrix matrix to be set.
  94145. * @returns this effect.
  94146. */
  94147. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  94148. /**
  94149. * Sets a float on a uniform variable.
  94150. * @param uniformName Name of the variable.
  94151. * @param value value to be set.
  94152. * @returns this effect.
  94153. */
  94154. setFloat(uniformName: string, value: number): Effect;
  94155. /**
  94156. * Sets a boolean on a uniform variable.
  94157. * @param uniformName Name of the variable.
  94158. * @param bool value to be set.
  94159. * @returns this effect.
  94160. */
  94161. setBool(uniformName: string, bool: boolean): Effect;
  94162. /**
  94163. * Sets a Vector2 on a uniform variable.
  94164. * @param uniformName Name of the variable.
  94165. * @param vector2 vector2 to be set.
  94166. * @returns this effect.
  94167. */
  94168. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  94169. /**
  94170. * Sets a float2 on a uniform variable.
  94171. * @param uniformName Name of the variable.
  94172. * @param x First float in float2.
  94173. * @param y Second float in float2.
  94174. * @returns this effect.
  94175. */
  94176. setFloat2(uniformName: string, x: number, y: number): Effect;
  94177. /**
  94178. * Sets a Vector3 on a uniform variable.
  94179. * @param uniformName Name of the variable.
  94180. * @param vector3 Value to be set.
  94181. * @returns this effect.
  94182. */
  94183. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  94184. /**
  94185. * Sets a float3 on a uniform variable.
  94186. * @param uniformName Name of the variable.
  94187. * @param x First float in float3.
  94188. * @param y Second float in float3.
  94189. * @param z Third float in float3.
  94190. * @returns this effect.
  94191. */
  94192. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  94193. /**
  94194. * Sets a Vector4 on a uniform variable.
  94195. * @param uniformName Name of the variable.
  94196. * @param vector4 Value to be set.
  94197. * @returns this effect.
  94198. */
  94199. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  94200. /**
  94201. * Sets a float4 on a uniform variable.
  94202. * @param uniformName Name of the variable.
  94203. * @param x First float in float4.
  94204. * @param y Second float in float4.
  94205. * @param z Third float in float4.
  94206. * @param w Fourth float in float4.
  94207. * @returns this effect.
  94208. */
  94209. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  94210. /**
  94211. * Sets a Color3 on a uniform variable.
  94212. * @param uniformName Name of the variable.
  94213. * @param color3 Value to be set.
  94214. * @returns this effect.
  94215. */
  94216. setColor3(uniformName: string, color3: IColor3Like): Effect;
  94217. /**
  94218. * Sets a Color4 on a uniform variable.
  94219. * @param uniformName Name of the variable.
  94220. * @param color3 Value to be set.
  94221. * @param alpha Alpha value to be set.
  94222. * @returns this effect.
  94223. */
  94224. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  94225. /**
  94226. * Sets a Color4 on a uniform variable
  94227. * @param uniformName defines the name of the variable
  94228. * @param color4 defines the value to be set
  94229. * @returns this effect.
  94230. */
  94231. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  94232. /** Release all associated resources */
  94233. dispose(): void;
  94234. /**
  94235. * This function will add a new shader to the shader store
  94236. * @param name the name of the shader
  94237. * @param pixelShader optional pixel shader content
  94238. * @param vertexShader optional vertex shader content
  94239. */
  94240. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  94241. /**
  94242. * Store of each shader (The can be looked up using effect.key)
  94243. */
  94244. static ShadersStore: {
  94245. [key: string]: string;
  94246. };
  94247. /**
  94248. * Store of each included file for a shader (The can be looked up using effect.key)
  94249. */
  94250. static IncludesShadersStore: {
  94251. [key: string]: string;
  94252. };
  94253. /**
  94254. * Resets the cache of effects.
  94255. */
  94256. static ResetCache(): void;
  94257. }
  94258. }
  94259. declare module BABYLON {
  94260. /**
  94261. * Uniform buffer objects.
  94262. *
  94263. * Handles blocks of uniform on the GPU.
  94264. *
  94265. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  94266. *
  94267. * For more information, please refer to :
  94268. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  94269. */
  94270. export class UniformBuffer {
  94271. private _engine;
  94272. private _buffer;
  94273. private _data;
  94274. private _bufferData;
  94275. private _dynamic?;
  94276. private _uniformLocations;
  94277. private _uniformSizes;
  94278. private _uniformLocationPointer;
  94279. private _needSync;
  94280. private _noUBO;
  94281. private _currentEffect;
  94282. private static _MAX_UNIFORM_SIZE;
  94283. private static _tempBuffer;
  94284. /**
  94285. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  94286. * This is dynamic to allow compat with webgl 1 and 2.
  94287. * You will need to pass the name of the uniform as well as the value.
  94288. */
  94289. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  94290. /**
  94291. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  94292. * This is dynamic to allow compat with webgl 1 and 2.
  94293. * You will need to pass the name of the uniform as well as the value.
  94294. */
  94295. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  94296. /**
  94297. * Lambda to Update a single float in a uniform buffer.
  94298. * This is dynamic to allow compat with webgl 1 and 2.
  94299. * You will need to pass the name of the uniform as well as the value.
  94300. */
  94301. updateFloat: (name: string, x: number) => void;
  94302. /**
  94303. * Lambda to Update a vec2 of float in a uniform buffer.
  94304. * This is dynamic to allow compat with webgl 1 and 2.
  94305. * You will need to pass the name of the uniform as well as the value.
  94306. */
  94307. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  94308. /**
  94309. * Lambda to Update a vec3 of float in a uniform buffer.
  94310. * This is dynamic to allow compat with webgl 1 and 2.
  94311. * You will need to pass the name of the uniform as well as the value.
  94312. */
  94313. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  94314. /**
  94315. * Lambda to Update a vec4 of float in a uniform buffer.
  94316. * This is dynamic to allow compat with webgl 1 and 2.
  94317. * You will need to pass the name of the uniform as well as the value.
  94318. */
  94319. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  94320. /**
  94321. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  94322. * This is dynamic to allow compat with webgl 1 and 2.
  94323. * You will need to pass the name of the uniform as well as the value.
  94324. */
  94325. updateMatrix: (name: string, mat: Matrix) => void;
  94326. /**
  94327. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  94328. * This is dynamic to allow compat with webgl 1 and 2.
  94329. * You will need to pass the name of the uniform as well as the value.
  94330. */
  94331. updateVector3: (name: string, vector: Vector3) => void;
  94332. /**
  94333. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  94334. * This is dynamic to allow compat with webgl 1 and 2.
  94335. * You will need to pass the name of the uniform as well as the value.
  94336. */
  94337. updateVector4: (name: string, vector: Vector4) => void;
  94338. /**
  94339. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  94340. * This is dynamic to allow compat with webgl 1 and 2.
  94341. * You will need to pass the name of the uniform as well as the value.
  94342. */
  94343. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  94344. /**
  94345. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  94346. * This is dynamic to allow compat with webgl 1 and 2.
  94347. * You will need to pass the name of the uniform as well as the value.
  94348. */
  94349. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  94350. /**
  94351. * Instantiates a new Uniform buffer objects.
  94352. *
  94353. * Handles blocks of uniform on the GPU.
  94354. *
  94355. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  94356. *
  94357. * For more information, please refer to :
  94358. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  94359. * @param engine Define the engine the buffer is associated with
  94360. * @param data Define the data contained in the buffer
  94361. * @param dynamic Define if the buffer is updatable
  94362. */
  94363. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  94364. /**
  94365. * Indicates if the buffer is using the WebGL2 UBO implementation,
  94366. * or just falling back on setUniformXXX calls.
  94367. */
  94368. readonly useUbo: boolean;
  94369. /**
  94370. * Indicates if the WebGL underlying uniform buffer is in sync
  94371. * with the javascript cache data.
  94372. */
  94373. readonly isSync: boolean;
  94374. /**
  94375. * Indicates if the WebGL underlying uniform buffer is dynamic.
  94376. * Also, a dynamic UniformBuffer will disable cache verification and always
  94377. * update the underlying WebGL uniform buffer to the GPU.
  94378. * @returns if Dynamic, otherwise false
  94379. */
  94380. isDynamic(): boolean;
  94381. /**
  94382. * The data cache on JS side.
  94383. * @returns the underlying data as a float array
  94384. */
  94385. getData(): Float32Array;
  94386. /**
  94387. * The underlying WebGL Uniform buffer.
  94388. * @returns the webgl buffer
  94389. */
  94390. getBuffer(): Nullable<DataBuffer>;
  94391. /**
  94392. * std140 layout specifies how to align data within an UBO structure.
  94393. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  94394. * for specs.
  94395. */
  94396. private _fillAlignment;
  94397. /**
  94398. * Adds an uniform in the buffer.
  94399. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  94400. * for the layout to be correct !
  94401. * @param name Name of the uniform, as used in the uniform block in the shader.
  94402. * @param size Data size, or data directly.
  94403. */
  94404. addUniform(name: string, size: number | number[]): void;
  94405. /**
  94406. * Adds a Matrix 4x4 to the uniform buffer.
  94407. * @param name Name of the uniform, as used in the uniform block in the shader.
  94408. * @param mat A 4x4 matrix.
  94409. */
  94410. addMatrix(name: string, mat: Matrix): void;
  94411. /**
  94412. * Adds a vec2 to the uniform buffer.
  94413. * @param name Name of the uniform, as used in the uniform block in the shader.
  94414. * @param x Define the x component value of the vec2
  94415. * @param y Define the y component value of the vec2
  94416. */
  94417. addFloat2(name: string, x: number, y: number): void;
  94418. /**
  94419. * Adds a vec3 to the uniform buffer.
  94420. * @param name Name of the uniform, as used in the uniform block in the shader.
  94421. * @param x Define the x component value of the vec3
  94422. * @param y Define the y component value of the vec3
  94423. * @param z Define the z component value of the vec3
  94424. */
  94425. addFloat3(name: string, x: number, y: number, z: number): void;
  94426. /**
  94427. * Adds a vec3 to the uniform buffer.
  94428. * @param name Name of the uniform, as used in the uniform block in the shader.
  94429. * @param color Define the vec3 from a Color
  94430. */
  94431. addColor3(name: string, color: Color3): void;
  94432. /**
  94433. * Adds a vec4 to the uniform buffer.
  94434. * @param name Name of the uniform, as used in the uniform block in the shader.
  94435. * @param color Define the rgb components from a Color
  94436. * @param alpha Define the a component of the vec4
  94437. */
  94438. addColor4(name: string, color: Color3, alpha: number): void;
  94439. /**
  94440. * Adds a vec3 to the uniform buffer.
  94441. * @param name Name of the uniform, as used in the uniform block in the shader.
  94442. * @param vector Define the vec3 components from a Vector
  94443. */
  94444. addVector3(name: string, vector: Vector3): void;
  94445. /**
  94446. * Adds a Matrix 3x3 to the uniform buffer.
  94447. * @param name Name of the uniform, as used in the uniform block in the shader.
  94448. */
  94449. addMatrix3x3(name: string): void;
  94450. /**
  94451. * Adds a Matrix 2x2 to the uniform buffer.
  94452. * @param name Name of the uniform, as used in the uniform block in the shader.
  94453. */
  94454. addMatrix2x2(name: string): void;
  94455. /**
  94456. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  94457. */
  94458. create(): void;
  94459. /** @hidden */
  94460. _rebuild(): void;
  94461. /**
  94462. * Updates the WebGL Uniform Buffer on the GPU.
  94463. * If the `dynamic` flag is set to true, no cache comparison is done.
  94464. * Otherwise, the buffer will be updated only if the cache differs.
  94465. */
  94466. update(): void;
  94467. /**
  94468. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  94469. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  94470. * @param data Define the flattened data
  94471. * @param size Define the size of the data.
  94472. */
  94473. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  94474. private _valueCache;
  94475. private _cacheMatrix;
  94476. private _updateMatrix3x3ForUniform;
  94477. private _updateMatrix3x3ForEffect;
  94478. private _updateMatrix2x2ForEffect;
  94479. private _updateMatrix2x2ForUniform;
  94480. private _updateFloatForEffect;
  94481. private _updateFloatForUniform;
  94482. private _updateFloat2ForEffect;
  94483. private _updateFloat2ForUniform;
  94484. private _updateFloat3ForEffect;
  94485. private _updateFloat3ForUniform;
  94486. private _updateFloat4ForEffect;
  94487. private _updateFloat4ForUniform;
  94488. private _updateMatrixForEffect;
  94489. private _updateMatrixForUniform;
  94490. private _updateVector3ForEffect;
  94491. private _updateVector3ForUniform;
  94492. private _updateVector4ForEffect;
  94493. private _updateVector4ForUniform;
  94494. private _updateColor3ForEffect;
  94495. private _updateColor3ForUniform;
  94496. private _updateColor4ForEffect;
  94497. private _updateColor4ForUniform;
  94498. /**
  94499. * Sets a sampler uniform on the effect.
  94500. * @param name Define the name of the sampler.
  94501. * @param texture Define the texture to set in the sampler
  94502. */
  94503. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  94504. /**
  94505. * Directly updates the value of the uniform in the cache AND on the GPU.
  94506. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  94507. * @param data Define the flattened data
  94508. */
  94509. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  94510. /**
  94511. * Binds this uniform buffer to an effect.
  94512. * @param effect Define the effect to bind the buffer to
  94513. * @param name Name of the uniform block in the shader.
  94514. */
  94515. bindToEffect(effect: Effect, name: string): void;
  94516. /**
  94517. * Disposes the uniform buffer.
  94518. */
  94519. dispose(): void;
  94520. }
  94521. }
  94522. declare module BABYLON {
  94523. /**
  94524. * Class used to work with sound analyzer using fast fourier transform (FFT)
  94525. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  94526. */
  94527. export class Analyser {
  94528. /**
  94529. * Gets or sets the smoothing
  94530. * @ignorenaming
  94531. */
  94532. SMOOTHING: number;
  94533. /**
  94534. * Gets or sets the FFT table size
  94535. * @ignorenaming
  94536. */
  94537. FFT_SIZE: number;
  94538. /**
  94539. * Gets or sets the bar graph amplitude
  94540. * @ignorenaming
  94541. */
  94542. BARGRAPHAMPLITUDE: number;
  94543. /**
  94544. * Gets or sets the position of the debug canvas
  94545. * @ignorenaming
  94546. */
  94547. DEBUGCANVASPOS: {
  94548. x: number;
  94549. y: number;
  94550. };
  94551. /**
  94552. * Gets or sets the debug canvas size
  94553. * @ignorenaming
  94554. */
  94555. DEBUGCANVASSIZE: {
  94556. width: number;
  94557. height: number;
  94558. };
  94559. private _byteFreqs;
  94560. private _byteTime;
  94561. private _floatFreqs;
  94562. private _webAudioAnalyser;
  94563. private _debugCanvas;
  94564. private _debugCanvasContext;
  94565. private _scene;
  94566. private _registerFunc;
  94567. private _audioEngine;
  94568. /**
  94569. * Creates a new analyser
  94570. * @param scene defines hosting scene
  94571. */
  94572. constructor(scene: Scene);
  94573. /**
  94574. * Get the number of data values you will have to play with for the visualization
  94575. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  94576. * @returns a number
  94577. */
  94578. getFrequencyBinCount(): number;
  94579. /**
  94580. * Gets the current frequency data as a byte array
  94581. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  94582. * @returns a Uint8Array
  94583. */
  94584. getByteFrequencyData(): Uint8Array;
  94585. /**
  94586. * Gets the current waveform as a byte array
  94587. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  94588. * @returns a Uint8Array
  94589. */
  94590. getByteTimeDomainData(): Uint8Array;
  94591. /**
  94592. * Gets the current frequency data as a float array
  94593. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  94594. * @returns a Float32Array
  94595. */
  94596. getFloatFrequencyData(): Float32Array;
  94597. /**
  94598. * Renders the debug canvas
  94599. */
  94600. drawDebugCanvas(): void;
  94601. /**
  94602. * Stops rendering the debug canvas and removes it
  94603. */
  94604. stopDebugCanvas(): void;
  94605. /**
  94606. * Connects two audio nodes
  94607. * @param inputAudioNode defines first node to connect
  94608. * @param outputAudioNode defines second node to connect
  94609. */
  94610. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  94611. /**
  94612. * Releases all associated resources
  94613. */
  94614. dispose(): void;
  94615. }
  94616. }
  94617. declare module BABYLON {
  94618. /**
  94619. * This represents an audio engine and it is responsible
  94620. * to play, synchronize and analyse sounds throughout the application.
  94621. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  94622. */
  94623. export interface IAudioEngine extends IDisposable {
  94624. /**
  94625. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  94626. */
  94627. readonly canUseWebAudio: boolean;
  94628. /**
  94629. * Gets the current AudioContext if available.
  94630. */
  94631. readonly audioContext: Nullable<AudioContext>;
  94632. /**
  94633. * The master gain node defines the global audio volume of your audio engine.
  94634. */
  94635. readonly masterGain: GainNode;
  94636. /**
  94637. * Gets whether or not mp3 are supported by your browser.
  94638. */
  94639. readonly isMP3supported: boolean;
  94640. /**
  94641. * Gets whether or not ogg are supported by your browser.
  94642. */
  94643. readonly isOGGsupported: boolean;
  94644. /**
  94645. * Defines if Babylon should emit a warning if WebAudio is not supported.
  94646. * @ignoreNaming
  94647. */
  94648. WarnedWebAudioUnsupported: boolean;
  94649. /**
  94650. * Defines if the audio engine relies on a custom unlocked button.
  94651. * In this case, the embedded button will not be displayed.
  94652. */
  94653. useCustomUnlockedButton: boolean;
  94654. /**
  94655. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  94656. */
  94657. readonly unlocked: boolean;
  94658. /**
  94659. * Event raised when audio has been unlocked on the browser.
  94660. */
  94661. onAudioUnlockedObservable: Observable<AudioEngine>;
  94662. /**
  94663. * Event raised when audio has been locked on the browser.
  94664. */
  94665. onAudioLockedObservable: Observable<AudioEngine>;
  94666. /**
  94667. * Flags the audio engine in Locked state.
  94668. * This happens due to new browser policies preventing audio to autoplay.
  94669. */
  94670. lock(): void;
  94671. /**
  94672. * Unlocks the audio engine once a user action has been done on the dom.
  94673. * This is helpful to resume play once browser policies have been satisfied.
  94674. */
  94675. unlock(): void;
  94676. }
  94677. /**
  94678. * This represents the default audio engine used in babylon.
  94679. * It is responsible to play, synchronize and analyse sounds throughout the application.
  94680. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  94681. */
  94682. export class AudioEngine implements IAudioEngine {
  94683. private _audioContext;
  94684. private _audioContextInitialized;
  94685. private _muteButton;
  94686. private _hostElement;
  94687. /**
  94688. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  94689. */
  94690. canUseWebAudio: boolean;
  94691. /**
  94692. * The master gain node defines the global audio volume of your audio engine.
  94693. */
  94694. masterGain: GainNode;
  94695. /**
  94696. * Defines if Babylon should emit a warning if WebAudio is not supported.
  94697. * @ignoreNaming
  94698. */
  94699. WarnedWebAudioUnsupported: boolean;
  94700. /**
  94701. * Gets whether or not mp3 are supported by your browser.
  94702. */
  94703. isMP3supported: boolean;
  94704. /**
  94705. * Gets whether or not ogg are supported by your browser.
  94706. */
  94707. isOGGsupported: boolean;
  94708. /**
  94709. * Gets whether audio has been unlocked on the device.
  94710. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  94711. * a user interaction has happened.
  94712. */
  94713. unlocked: boolean;
  94714. /**
  94715. * Defines if the audio engine relies on a custom unlocked button.
  94716. * In this case, the embedded button will not be displayed.
  94717. */
  94718. useCustomUnlockedButton: boolean;
  94719. /**
  94720. * Event raised when audio has been unlocked on the browser.
  94721. */
  94722. onAudioUnlockedObservable: Observable<AudioEngine>;
  94723. /**
  94724. * Event raised when audio has been locked on the browser.
  94725. */
  94726. onAudioLockedObservable: Observable<AudioEngine>;
  94727. /**
  94728. * Gets the current AudioContext if available.
  94729. */
  94730. readonly audioContext: Nullable<AudioContext>;
  94731. private _connectedAnalyser;
  94732. /**
  94733. * Instantiates a new audio engine.
  94734. *
  94735. * There should be only one per page as some browsers restrict the number
  94736. * of audio contexts you can create.
  94737. * @param hostElement defines the host element where to display the mute icon if necessary
  94738. */
  94739. constructor(hostElement?: Nullable<HTMLElement>);
  94740. /**
  94741. * Flags the audio engine in Locked state.
  94742. * This happens due to new browser policies preventing audio to autoplay.
  94743. */
  94744. lock(): void;
  94745. /**
  94746. * Unlocks the audio engine once a user action has been done on the dom.
  94747. * This is helpful to resume play once browser policies have been satisfied.
  94748. */
  94749. unlock(): void;
  94750. private _resumeAudioContext;
  94751. private _initializeAudioContext;
  94752. private _tryToRun;
  94753. private _triggerRunningState;
  94754. private _triggerSuspendedState;
  94755. private _displayMuteButton;
  94756. private _moveButtonToTopLeft;
  94757. private _onResize;
  94758. private _hideMuteButton;
  94759. /**
  94760. * Destroy and release the resources associated with the audio ccontext.
  94761. */
  94762. dispose(): void;
  94763. /**
  94764. * Gets the global volume sets on the master gain.
  94765. * @returns the global volume if set or -1 otherwise
  94766. */
  94767. getGlobalVolume(): number;
  94768. /**
  94769. * Sets the global volume of your experience (sets on the master gain).
  94770. * @param newVolume Defines the new global volume of the application
  94771. */
  94772. setGlobalVolume(newVolume: number): void;
  94773. /**
  94774. * Connect the audio engine to an audio analyser allowing some amazing
  94775. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  94776. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  94777. * @param analyser The analyser to connect to the engine
  94778. */
  94779. connectToAnalyser(analyser: Analyser): void;
  94780. }
  94781. }
  94782. declare module BABYLON {
  94783. /**
  94784. * Interface used to present a loading screen while loading a scene
  94785. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  94786. */
  94787. export interface ILoadingScreen {
  94788. /**
  94789. * Function called to display the loading screen
  94790. */
  94791. displayLoadingUI: () => void;
  94792. /**
  94793. * Function called to hide the loading screen
  94794. */
  94795. hideLoadingUI: () => void;
  94796. /**
  94797. * Gets or sets the color to use for the background
  94798. */
  94799. loadingUIBackgroundColor: string;
  94800. /**
  94801. * Gets or sets the text to display while loading
  94802. */
  94803. loadingUIText: string;
  94804. }
  94805. /**
  94806. * Class used for the default loading screen
  94807. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  94808. */
  94809. export class DefaultLoadingScreen implements ILoadingScreen {
  94810. private _renderingCanvas;
  94811. private _loadingText;
  94812. private _loadingDivBackgroundColor;
  94813. private _loadingDiv;
  94814. private _loadingTextDiv;
  94815. /** Gets or sets the logo url to use for the default loading screen */
  94816. static DefaultLogoUrl: string;
  94817. /** Gets or sets the spinner url to use for the default loading screen */
  94818. static DefaultSpinnerUrl: string;
  94819. /**
  94820. * Creates a new default loading screen
  94821. * @param _renderingCanvas defines the canvas used to render the scene
  94822. * @param _loadingText defines the default text to display
  94823. * @param _loadingDivBackgroundColor defines the default background color
  94824. */
  94825. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  94826. /**
  94827. * Function called to display the loading screen
  94828. */
  94829. displayLoadingUI(): void;
  94830. /**
  94831. * Function called to hide the loading screen
  94832. */
  94833. hideLoadingUI(): void;
  94834. /**
  94835. * Gets or sets the text to display while loading
  94836. */
  94837. loadingUIText: string;
  94838. /**
  94839. * Gets or sets the color to use for the background
  94840. */
  94841. loadingUIBackgroundColor: string;
  94842. private _resizeLoadingUI;
  94843. }
  94844. }
  94845. declare module BABYLON {
  94846. /** @hidden */
  94847. export class WebGLPipelineContext implements IPipelineContext {
  94848. engine: Engine;
  94849. program: Nullable<WebGLProgram>;
  94850. context?: WebGLRenderingContext;
  94851. vertexShader?: WebGLShader;
  94852. fragmentShader?: WebGLShader;
  94853. isParallelCompiled: boolean;
  94854. onCompiled?: () => void;
  94855. transformFeedback?: WebGLTransformFeedback | null;
  94856. readonly isAsync: boolean;
  94857. readonly isReady: boolean;
  94858. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  94859. }
  94860. }
  94861. declare module BABYLON {
  94862. /** @hidden */
  94863. export class WebGLDataBuffer extends DataBuffer {
  94864. private _buffer;
  94865. constructor(resource: WebGLBuffer);
  94866. readonly underlyingResource: any;
  94867. }
  94868. }
  94869. declare module BABYLON {
  94870. /** @hidden */
  94871. export class WebGL2ShaderProcessor implements IShaderProcessor {
  94872. attributeProcessor(attribute: string): string;
  94873. varyingProcessor(varying: string, isFragment: boolean): string;
  94874. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  94875. }
  94876. }
  94877. declare module BABYLON {
  94878. /**
  94879. * This class is used to track a performance counter which is number based.
  94880. * The user has access to many properties which give statistics of different nature.
  94881. *
  94882. * The implementer can track two kinds of Performance Counter: time and count.
  94883. * 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.
  94884. * 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.
  94885. */
  94886. export class PerfCounter {
  94887. /**
  94888. * Gets or sets a global boolean to turn on and off all the counters
  94889. */
  94890. static Enabled: boolean;
  94891. /**
  94892. * Returns the smallest value ever
  94893. */
  94894. readonly min: number;
  94895. /**
  94896. * Returns the biggest value ever
  94897. */
  94898. readonly max: number;
  94899. /**
  94900. * Returns the average value since the performance counter is running
  94901. */
  94902. readonly average: number;
  94903. /**
  94904. * Returns the average value of the last second the counter was monitored
  94905. */
  94906. readonly lastSecAverage: number;
  94907. /**
  94908. * Returns the current value
  94909. */
  94910. readonly current: number;
  94911. /**
  94912. * Gets the accumulated total
  94913. */
  94914. readonly total: number;
  94915. /**
  94916. * Gets the total value count
  94917. */
  94918. readonly count: number;
  94919. /**
  94920. * Creates a new counter
  94921. */
  94922. constructor();
  94923. /**
  94924. * Call this method to start monitoring a new frame.
  94925. * 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.
  94926. */
  94927. fetchNewFrame(): void;
  94928. /**
  94929. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  94930. * @param newCount the count value to add to the monitored count
  94931. * @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.
  94932. */
  94933. addCount(newCount: number, fetchResult: boolean): void;
  94934. /**
  94935. * Start monitoring this performance counter
  94936. */
  94937. beginMonitoring(): void;
  94938. /**
  94939. * Compute the time lapsed since the previous beginMonitoring() call.
  94940. * @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
  94941. */
  94942. endMonitoring(newFrame?: boolean): void;
  94943. private _fetchResult;
  94944. private _startMonitoringTime;
  94945. private _min;
  94946. private _max;
  94947. private _average;
  94948. private _current;
  94949. private _totalValueCount;
  94950. private _totalAccumulated;
  94951. private _lastSecAverage;
  94952. private _lastSecAccumulated;
  94953. private _lastSecTime;
  94954. private _lastSecValueCount;
  94955. }
  94956. }
  94957. declare module BABYLON {
  94958. /**
  94959. * Interface for any object that can request an animation frame
  94960. */
  94961. export interface ICustomAnimationFrameRequester {
  94962. /**
  94963. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  94964. */
  94965. renderFunction?: Function;
  94966. /**
  94967. * Called to request the next frame to render to
  94968. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  94969. */
  94970. requestAnimationFrame: Function;
  94971. /**
  94972. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  94973. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  94974. */
  94975. requestID?: number;
  94976. }
  94977. }
  94978. declare module BABYLON {
  94979. /**
  94980. * Settings for finer control over video usage
  94981. */
  94982. export interface VideoTextureSettings {
  94983. /**
  94984. * Applies `autoplay` to video, if specified
  94985. */
  94986. autoPlay?: boolean;
  94987. /**
  94988. * Applies `loop` to video, if specified
  94989. */
  94990. loop?: boolean;
  94991. /**
  94992. * Automatically updates internal texture from video at every frame in the render loop
  94993. */
  94994. autoUpdateTexture: boolean;
  94995. /**
  94996. * Image src displayed during the video loading or until the user interacts with the video.
  94997. */
  94998. poster?: string;
  94999. }
  95000. /**
  95001. * If you want to display a video in your scene, this is the special texture for that.
  95002. * This special texture works similar to other textures, with the exception of a few parameters.
  95003. * @see https://doc.babylonjs.com/how_to/video_texture
  95004. */
  95005. export class VideoTexture extends Texture {
  95006. /**
  95007. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  95008. */
  95009. readonly autoUpdateTexture: boolean;
  95010. /**
  95011. * The video instance used by the texture internally
  95012. */
  95013. readonly video: HTMLVideoElement;
  95014. private _onUserActionRequestedObservable;
  95015. /**
  95016. * Event triggerd when a dom action is required by the user to play the video.
  95017. * This happens due to recent changes in browser policies preventing video to auto start.
  95018. */
  95019. readonly onUserActionRequestedObservable: Observable<Texture>;
  95020. private _generateMipMaps;
  95021. private _engine;
  95022. private _stillImageCaptured;
  95023. private _displayingPosterTexture;
  95024. private _settings;
  95025. private _createInternalTextureOnEvent;
  95026. private _frameId;
  95027. /**
  95028. * Creates a video texture.
  95029. * If you want to display a video in your scene, this is the special texture for that.
  95030. * This special texture works similar to other textures, with the exception of a few parameters.
  95031. * @see https://doc.babylonjs.com/how_to/video_texture
  95032. * @param name optional name, will detect from video source, if not defined
  95033. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  95034. * @param scene is obviously the current scene.
  95035. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  95036. * @param invertY is false by default but can be used to invert video on Y axis
  95037. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  95038. * @param settings allows finer control over video usage
  95039. */
  95040. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  95041. private _getName;
  95042. private _getVideo;
  95043. private _createInternalTexture;
  95044. private reset;
  95045. /**
  95046. * @hidden Internal method to initiate `update`.
  95047. */
  95048. _rebuild(): void;
  95049. /**
  95050. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  95051. */
  95052. update(): void;
  95053. /**
  95054. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  95055. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  95056. */
  95057. updateTexture(isVisible: boolean): void;
  95058. protected _updateInternalTexture: () => void;
  95059. /**
  95060. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  95061. * @param url New url.
  95062. */
  95063. updateURL(url: string): void;
  95064. /**
  95065. * Dispose the texture and release its associated resources.
  95066. */
  95067. dispose(): void;
  95068. /**
  95069. * Creates a video texture straight from a stream.
  95070. * @param scene Define the scene the texture should be created in
  95071. * @param stream Define the stream the texture should be created from
  95072. * @returns The created video texture as a promise
  95073. */
  95074. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  95075. /**
  95076. * Creates a video texture straight from your WebCam video feed.
  95077. * @param scene Define the scene the texture should be created in
  95078. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  95079. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  95080. * @returns The created video texture as a promise
  95081. */
  95082. static CreateFromWebCamAsync(scene: Scene, constraints: {
  95083. minWidth: number;
  95084. maxWidth: number;
  95085. minHeight: number;
  95086. maxHeight: number;
  95087. deviceId: string;
  95088. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  95089. /**
  95090. * Creates a video texture straight from your WebCam video feed.
  95091. * @param scene Define the scene the texture should be created in
  95092. * @param onReady Define a callback to triggered once the texture will be ready
  95093. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  95094. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  95095. */
  95096. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  95097. minWidth: number;
  95098. maxWidth: number;
  95099. minHeight: number;
  95100. maxHeight: number;
  95101. deviceId: string;
  95102. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  95103. }
  95104. }
  95105. declare module BABYLON {
  95106. /**
  95107. * Defines the interface used by objects containing a viewport (like a camera)
  95108. */
  95109. interface IViewportOwnerLike {
  95110. /**
  95111. * Gets or sets the viewport
  95112. */
  95113. viewport: IViewportLike;
  95114. }
  95115. /**
  95116. * Interface for attribute information associated with buffer instanciation
  95117. */
  95118. export class InstancingAttributeInfo {
  95119. /**
  95120. * Index/offset of the attribute in the vertex shader
  95121. */
  95122. index: number;
  95123. /**
  95124. * size of the attribute, 1, 2, 3 or 4
  95125. */
  95126. attributeSize: number;
  95127. /**
  95128. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  95129. * default is FLOAT
  95130. */
  95131. attribyteType: number;
  95132. /**
  95133. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  95134. */
  95135. normalized: boolean;
  95136. /**
  95137. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  95138. */
  95139. offset: number;
  95140. /**
  95141. * Name of the GLSL attribute, for debugging purpose only
  95142. */
  95143. attributeName: string;
  95144. }
  95145. /**
  95146. * Define options used to create a depth texture
  95147. */
  95148. export class DepthTextureCreationOptions {
  95149. /** Specifies whether or not a stencil should be allocated in the texture */
  95150. generateStencil?: boolean;
  95151. /** Specifies whether or not bilinear filtering is enable on the texture */
  95152. bilinearFiltering?: boolean;
  95153. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  95154. comparisonFunction?: number;
  95155. /** Specifies if the created texture is a cube texture */
  95156. isCube?: boolean;
  95157. }
  95158. /**
  95159. * Class used to describe the capabilities of the engine relatively to the current browser
  95160. */
  95161. export class EngineCapabilities {
  95162. /** Maximum textures units per fragment shader */
  95163. maxTexturesImageUnits: number;
  95164. /** Maximum texture units per vertex shader */
  95165. maxVertexTextureImageUnits: number;
  95166. /** Maximum textures units in the entire pipeline */
  95167. maxCombinedTexturesImageUnits: number;
  95168. /** Maximum texture size */
  95169. maxTextureSize: number;
  95170. /** Maximum cube texture size */
  95171. maxCubemapTextureSize: number;
  95172. /** Maximum render texture size */
  95173. maxRenderTextureSize: number;
  95174. /** Maximum number of vertex attributes */
  95175. maxVertexAttribs: number;
  95176. /** Maximum number of varyings */
  95177. maxVaryingVectors: number;
  95178. /** Maximum number of uniforms per vertex shader */
  95179. maxVertexUniformVectors: number;
  95180. /** Maximum number of uniforms per fragment shader */
  95181. maxFragmentUniformVectors: number;
  95182. /** Defines if standard derivates (dx/dy) are supported */
  95183. standardDerivatives: boolean;
  95184. /** Defines if s3tc texture compression is supported */
  95185. s3tc: Nullable<WEBGL_compressed_texture_s3tc>;
  95186. /** Defines if pvrtc texture compression is supported */
  95187. pvrtc: any;
  95188. /** Defines if etc1 texture compression is supported */
  95189. etc1: any;
  95190. /** Defines if etc2 texture compression is supported */
  95191. etc2: any;
  95192. /** Defines if astc texture compression is supported */
  95193. astc: any;
  95194. /** Defines if float textures are supported */
  95195. textureFloat: boolean;
  95196. /** Defines if vertex array objects are supported */
  95197. vertexArrayObject: boolean;
  95198. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  95199. textureAnisotropicFilterExtension: Nullable<EXT_texture_filter_anisotropic>;
  95200. /** Gets the maximum level of anisotropy supported */
  95201. maxAnisotropy: number;
  95202. /** Defines if instancing is supported */
  95203. instancedArrays: boolean;
  95204. /** Defines if 32 bits indices are supported */
  95205. uintIndices: boolean;
  95206. /** Defines if high precision shaders are supported */
  95207. highPrecisionShaderSupported: boolean;
  95208. /** Defines if depth reading in the fragment shader is supported */
  95209. fragmentDepthSupported: boolean;
  95210. /** Defines if float texture linear filtering is supported*/
  95211. textureFloatLinearFiltering: boolean;
  95212. /** Defines if rendering to float textures is supported */
  95213. textureFloatRender: boolean;
  95214. /** Defines if half float textures are supported*/
  95215. textureHalfFloat: boolean;
  95216. /** Defines if half float texture linear filtering is supported*/
  95217. textureHalfFloatLinearFiltering: boolean;
  95218. /** Defines if rendering to half float textures is supported */
  95219. textureHalfFloatRender: boolean;
  95220. /** Defines if textureLOD shader command is supported */
  95221. textureLOD: boolean;
  95222. /** Defines if draw buffers extension is supported */
  95223. drawBuffersExtension: boolean;
  95224. /** Defines if depth textures are supported */
  95225. depthTextureExtension: boolean;
  95226. /** Defines if float color buffer are supported */
  95227. colorBufferFloat: boolean;
  95228. /** Gets disjoint timer query extension (null if not supported) */
  95229. timerQuery: EXT_disjoint_timer_query;
  95230. /** Defines if timestamp can be used with timer query */
  95231. canUseTimestampForTimerQuery: boolean;
  95232. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  95233. multiview: any;
  95234. /** Function used to let the system compiles shaders in background */
  95235. parallelShaderCompile: {
  95236. COMPLETION_STATUS_KHR: number;
  95237. };
  95238. /** Max number of texture samples for MSAA */
  95239. maxMSAASamples: number;
  95240. }
  95241. /** Interface defining initialization parameters for Engine class */
  95242. export interface EngineOptions extends WebGLContextAttributes {
  95243. /**
  95244. * Defines if the engine should no exceed a specified device ratio
  95245. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  95246. */
  95247. limitDeviceRatio?: number;
  95248. /**
  95249. * Defines if webvr should be enabled automatically
  95250. * @see http://doc.babylonjs.com/how_to/webvr_camera
  95251. */
  95252. autoEnableWebVR?: boolean;
  95253. /**
  95254. * Defines if webgl2 should be turned off even if supported
  95255. * @see http://doc.babylonjs.com/features/webgl2
  95256. */
  95257. disableWebGL2Support?: boolean;
  95258. /**
  95259. * Defines if webaudio should be initialized as well
  95260. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  95261. */
  95262. audioEngine?: boolean;
  95263. /**
  95264. * Defines if animations should run using a deterministic lock step
  95265. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  95266. */
  95267. deterministicLockstep?: boolean;
  95268. /** Defines the maximum steps to use with deterministic lock step mode */
  95269. lockstepMaxSteps?: number;
  95270. /**
  95271. * Defines that engine should ignore context lost events
  95272. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  95273. */
  95274. doNotHandleContextLost?: boolean;
  95275. /**
  95276. * Defines that engine should ignore modifying touch action attribute and style
  95277. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  95278. */
  95279. doNotHandleTouchAction?: boolean;
  95280. /**
  95281. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  95282. */
  95283. useHighPrecisionFloats?: boolean;
  95284. }
  95285. /**
  95286. * Defines the interface used by display changed events
  95287. */
  95288. export interface IDisplayChangedEventArgs {
  95289. /** Gets the vrDisplay object (if any) */
  95290. vrDisplay: Nullable<any>;
  95291. /** Gets a boolean indicating if webVR is supported */
  95292. vrSupported: boolean;
  95293. }
  95294. /**
  95295. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  95296. */
  95297. export class Engine {
  95298. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  95299. static ExceptionList: ({
  95300. key: string;
  95301. capture: string;
  95302. captureConstraint: number;
  95303. targets: string[];
  95304. } | {
  95305. key: string;
  95306. capture: null;
  95307. captureConstraint: null;
  95308. targets: string[];
  95309. })[];
  95310. /** Gets the list of created engines */
  95311. static readonly Instances: Engine[];
  95312. /**
  95313. * Gets the latest created engine
  95314. */
  95315. static readonly LastCreatedEngine: Nullable<Engine>;
  95316. /**
  95317. * Gets the latest created scene
  95318. */
  95319. static readonly LastCreatedScene: Nullable<Scene>;
  95320. /**
  95321. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  95322. * @param flag defines which part of the materials must be marked as dirty
  95323. * @param predicate defines a predicate used to filter which materials should be affected
  95324. */
  95325. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  95326. /** @hidden */
  95327. static _TextureLoaders: IInternalTextureLoader[];
  95328. /** Defines that alpha blending is disabled */
  95329. static readonly ALPHA_DISABLE: number;
  95330. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  95331. static readonly ALPHA_ADD: number;
  95332. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  95333. static readonly ALPHA_COMBINE: number;
  95334. /** Defines that alpha blending to DEST - SRC * DEST */
  95335. static readonly ALPHA_SUBTRACT: number;
  95336. /** Defines that alpha blending to SRC * DEST */
  95337. static readonly ALPHA_MULTIPLY: number;
  95338. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  95339. static readonly ALPHA_MAXIMIZED: number;
  95340. /** Defines that alpha blending to SRC + DEST */
  95341. static readonly ALPHA_ONEONE: number;
  95342. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  95343. static readonly ALPHA_PREMULTIPLIED: number;
  95344. /**
  95345. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  95346. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  95347. */
  95348. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  95349. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  95350. static readonly ALPHA_INTERPOLATE: number;
  95351. /**
  95352. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  95353. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  95354. */
  95355. static readonly ALPHA_SCREENMODE: number;
  95356. /** Defines that the ressource is not delayed*/
  95357. static readonly DELAYLOADSTATE_NONE: number;
  95358. /** Defines that the ressource was successfully delay loaded */
  95359. static readonly DELAYLOADSTATE_LOADED: number;
  95360. /** Defines that the ressource is currently delay loading */
  95361. static readonly DELAYLOADSTATE_LOADING: number;
  95362. /** Defines that the ressource is delayed and has not started loading */
  95363. static readonly DELAYLOADSTATE_NOTLOADED: number;
  95364. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  95365. static readonly NEVER: number;
  95366. /** 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 */
  95367. static readonly ALWAYS: number;
  95368. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  95369. static readonly LESS: number;
  95370. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  95371. static readonly EQUAL: number;
  95372. /** 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 */
  95373. static readonly LEQUAL: number;
  95374. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  95375. static readonly GREATER: number;
  95376. /** 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 */
  95377. static readonly GEQUAL: number;
  95378. /** 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 */
  95379. static readonly NOTEQUAL: number;
  95380. /** Passed to stencilOperation to specify that stencil value must be kept */
  95381. static readonly KEEP: number;
  95382. /** Passed to stencilOperation to specify that stencil value must be replaced */
  95383. static readonly REPLACE: number;
  95384. /** Passed to stencilOperation to specify that stencil value must be incremented */
  95385. static readonly INCR: number;
  95386. /** Passed to stencilOperation to specify that stencil value must be decremented */
  95387. static readonly DECR: number;
  95388. /** Passed to stencilOperation to specify that stencil value must be inverted */
  95389. static readonly INVERT: number;
  95390. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  95391. static readonly INCR_WRAP: number;
  95392. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  95393. static readonly DECR_WRAP: number;
  95394. /** Texture is not repeating outside of 0..1 UVs */
  95395. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  95396. /** Texture is repeating outside of 0..1 UVs */
  95397. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  95398. /** Texture is repeating and mirrored */
  95399. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  95400. /** ALPHA */
  95401. static readonly TEXTUREFORMAT_ALPHA: number;
  95402. /** LUMINANCE */
  95403. static readonly TEXTUREFORMAT_LUMINANCE: number;
  95404. /** LUMINANCE_ALPHA */
  95405. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  95406. /** RGB */
  95407. static readonly TEXTUREFORMAT_RGB: number;
  95408. /** RGBA */
  95409. static readonly TEXTUREFORMAT_RGBA: number;
  95410. /** RED */
  95411. static readonly TEXTUREFORMAT_RED: number;
  95412. /** RED (2nd reference) */
  95413. static readonly TEXTUREFORMAT_R: number;
  95414. /** RG */
  95415. static readonly TEXTUREFORMAT_RG: number;
  95416. /** RED_INTEGER */
  95417. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  95418. /** RED_INTEGER (2nd reference) */
  95419. static readonly TEXTUREFORMAT_R_INTEGER: number;
  95420. /** RG_INTEGER */
  95421. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  95422. /** RGB_INTEGER */
  95423. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  95424. /** RGBA_INTEGER */
  95425. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  95426. /** UNSIGNED_BYTE */
  95427. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  95428. /** UNSIGNED_BYTE (2nd reference) */
  95429. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  95430. /** FLOAT */
  95431. static readonly TEXTURETYPE_FLOAT: number;
  95432. /** HALF_FLOAT */
  95433. static readonly TEXTURETYPE_HALF_FLOAT: number;
  95434. /** BYTE */
  95435. static readonly TEXTURETYPE_BYTE: number;
  95436. /** SHORT */
  95437. static readonly TEXTURETYPE_SHORT: number;
  95438. /** UNSIGNED_SHORT */
  95439. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  95440. /** INT */
  95441. static readonly TEXTURETYPE_INT: number;
  95442. /** UNSIGNED_INT */
  95443. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  95444. /** UNSIGNED_SHORT_4_4_4_4 */
  95445. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  95446. /** UNSIGNED_SHORT_5_5_5_1 */
  95447. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  95448. /** UNSIGNED_SHORT_5_6_5 */
  95449. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  95450. /** UNSIGNED_INT_2_10_10_10_REV */
  95451. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  95452. /** UNSIGNED_INT_24_8 */
  95453. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  95454. /** UNSIGNED_INT_10F_11F_11F_REV */
  95455. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  95456. /** UNSIGNED_INT_5_9_9_9_REV */
  95457. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  95458. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  95459. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  95460. /** nearest is mag = nearest and min = nearest and mip = linear */
  95461. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  95462. /** Bilinear is mag = linear and min = linear and mip = nearest */
  95463. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  95464. /** Trilinear is mag = linear and min = linear and mip = linear */
  95465. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  95466. /** nearest is mag = nearest and min = nearest and mip = linear */
  95467. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  95468. /** Bilinear is mag = linear and min = linear and mip = nearest */
  95469. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  95470. /** Trilinear is mag = linear and min = linear and mip = linear */
  95471. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  95472. /** mag = nearest and min = nearest and mip = nearest */
  95473. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  95474. /** mag = nearest and min = linear and mip = nearest */
  95475. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  95476. /** mag = nearest and min = linear and mip = linear */
  95477. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  95478. /** mag = nearest and min = linear and mip = none */
  95479. static readonly TEXTURE_NEAREST_LINEAR: number;
  95480. /** mag = nearest and min = nearest and mip = none */
  95481. static readonly TEXTURE_NEAREST_NEAREST: number;
  95482. /** mag = linear and min = nearest and mip = nearest */
  95483. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  95484. /** mag = linear and min = nearest and mip = linear */
  95485. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  95486. /** mag = linear and min = linear and mip = none */
  95487. static readonly TEXTURE_LINEAR_LINEAR: number;
  95488. /** mag = linear and min = nearest and mip = none */
  95489. static readonly TEXTURE_LINEAR_NEAREST: number;
  95490. /** Explicit coordinates mode */
  95491. static readonly TEXTURE_EXPLICIT_MODE: number;
  95492. /** Spherical coordinates mode */
  95493. static readonly TEXTURE_SPHERICAL_MODE: number;
  95494. /** Planar coordinates mode */
  95495. static readonly TEXTURE_PLANAR_MODE: number;
  95496. /** Cubic coordinates mode */
  95497. static readonly TEXTURE_CUBIC_MODE: number;
  95498. /** Projection coordinates mode */
  95499. static readonly TEXTURE_PROJECTION_MODE: number;
  95500. /** Skybox coordinates mode */
  95501. static readonly TEXTURE_SKYBOX_MODE: number;
  95502. /** Inverse Cubic coordinates mode */
  95503. static readonly TEXTURE_INVCUBIC_MODE: number;
  95504. /** Equirectangular coordinates mode */
  95505. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  95506. /** Equirectangular Fixed coordinates mode */
  95507. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  95508. /** Equirectangular Fixed Mirrored coordinates mode */
  95509. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  95510. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  95511. static readonly SCALEMODE_FLOOR: number;
  95512. /** Defines that texture rescaling will look for the nearest power of 2 size */
  95513. static readonly SCALEMODE_NEAREST: number;
  95514. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  95515. static readonly SCALEMODE_CEILING: number;
  95516. /**
  95517. * Returns the current npm package of the sdk
  95518. */
  95519. static readonly NpmPackage: string;
  95520. /**
  95521. * Returns the current version of the framework
  95522. */
  95523. static readonly Version: string;
  95524. /**
  95525. * Returns a string describing the current engine
  95526. */
  95527. readonly description: string;
  95528. /**
  95529. * Gets or sets the epsilon value used by collision engine
  95530. */
  95531. static CollisionsEpsilon: number;
  95532. /**
  95533. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  95534. */
  95535. static ShadersRepository: string;
  95536. /**
  95537. * Method called to create the default loading screen.
  95538. * This can be overriden in your own app.
  95539. * @param canvas The rendering canvas element
  95540. * @returns The loading screen
  95541. */
  95542. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  95543. /**
  95544. * Method called to create the default rescale post process on each engine.
  95545. */
  95546. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  95547. /** @hidden */
  95548. _shaderProcessor: IShaderProcessor;
  95549. /**
  95550. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  95551. */
  95552. forcePOTTextures: boolean;
  95553. /**
  95554. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  95555. */
  95556. isFullscreen: boolean;
  95557. /**
  95558. * Gets a boolean indicating if the pointer is currently locked
  95559. */
  95560. isPointerLock: boolean;
  95561. /**
  95562. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  95563. */
  95564. cullBackFaces: boolean;
  95565. /**
  95566. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  95567. */
  95568. renderEvenInBackground: boolean;
  95569. /**
  95570. * Gets or sets a boolean indicating that cache can be kept between frames
  95571. */
  95572. preventCacheWipeBetweenFrames: boolean;
  95573. /**
  95574. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  95575. **/
  95576. enableOfflineSupport: boolean;
  95577. /**
  95578. * 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)
  95579. **/
  95580. disableManifestCheck: boolean;
  95581. /**
  95582. * Gets the list of created scenes
  95583. */
  95584. scenes: Scene[];
  95585. /**
  95586. * Event raised when a new scene is created
  95587. */
  95588. onNewSceneAddedObservable: Observable<Scene>;
  95589. /**
  95590. * Gets the list of created postprocesses
  95591. */
  95592. postProcesses: PostProcess[];
  95593. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  95594. validateShaderPrograms: boolean;
  95595. /**
  95596. * Observable event triggered each time the rendering canvas is resized
  95597. */
  95598. onResizeObservable: Observable<Engine>;
  95599. /**
  95600. * Observable event triggered each time the canvas loses focus
  95601. */
  95602. onCanvasBlurObservable: Observable<Engine>;
  95603. /**
  95604. * Observable event triggered each time the canvas gains focus
  95605. */
  95606. onCanvasFocusObservable: Observable<Engine>;
  95607. /**
  95608. * Observable event triggered each time the canvas receives pointerout event
  95609. */
  95610. onCanvasPointerOutObservable: Observable<PointerEvent>;
  95611. /**
  95612. * Observable event triggered before each texture is initialized
  95613. */
  95614. onBeforeTextureInitObservable: Observable<Texture>;
  95615. /**
  95616. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  95617. */
  95618. disableUniformBuffers: boolean;
  95619. /** @hidden */
  95620. _uniformBuffers: UniformBuffer[];
  95621. /**
  95622. * Gets a boolean indicating that the engine supports uniform buffers
  95623. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  95624. */
  95625. readonly supportsUniformBuffers: boolean;
  95626. /**
  95627. * Observable raised when the engine begins a new frame
  95628. */
  95629. onBeginFrameObservable: Observable<Engine>;
  95630. /**
  95631. * If set, will be used to request the next animation frame for the render loop
  95632. */
  95633. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  95634. /**
  95635. * Observable raised when the engine ends the current frame
  95636. */
  95637. onEndFrameObservable: Observable<Engine>;
  95638. /**
  95639. * Observable raised when the engine is about to compile a shader
  95640. */
  95641. onBeforeShaderCompilationObservable: Observable<Engine>;
  95642. /**
  95643. * Observable raised when the engine has jsut compiled a shader
  95644. */
  95645. onAfterShaderCompilationObservable: Observable<Engine>;
  95646. /** @hidden */
  95647. _gl: WebGLRenderingContext;
  95648. private _renderingCanvas;
  95649. private _windowIsBackground;
  95650. protected _webGLVersion: number;
  95651. protected _highPrecisionShadersAllowed: boolean;
  95652. /** @hidden */
  95653. readonly _shouldUseHighPrecisionShader: boolean;
  95654. /**
  95655. * Gets a boolean indicating that only power of 2 textures are supported
  95656. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  95657. */
  95658. readonly needPOTTextures: boolean;
  95659. /** @hidden */
  95660. _badOS: boolean;
  95661. /** @hidden */
  95662. _badDesktopOS: boolean;
  95663. /**
  95664. * Gets the audio engine
  95665. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  95666. * @ignorenaming
  95667. */
  95668. static audioEngine: IAudioEngine;
  95669. /**
  95670. * Default AudioEngine factory responsible of creating the Audio Engine.
  95671. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  95672. */
  95673. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  95674. /**
  95675. * Default offline support factory responsible of creating a tool used to store data locally.
  95676. * By default, this will create a Database object if the workload has been embedded.
  95677. */
  95678. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  95679. private _onFocus;
  95680. private _onBlur;
  95681. private _onCanvasPointerOut;
  95682. private _onCanvasBlur;
  95683. private _onCanvasFocus;
  95684. private _onFullscreenChange;
  95685. private _onPointerLockChange;
  95686. private _hardwareScalingLevel;
  95687. /** @hidden */
  95688. _caps: EngineCapabilities;
  95689. private _pointerLockRequested;
  95690. private _isStencilEnable;
  95691. protected _colorWrite: boolean;
  95692. private _loadingScreen;
  95693. /** @hidden */
  95694. _drawCalls: PerfCounter;
  95695. private _glVersion;
  95696. private _glRenderer;
  95697. private _glVendor;
  95698. private _videoTextureSupported;
  95699. private _renderingQueueLaunched;
  95700. private _activeRenderLoops;
  95701. private _deterministicLockstep;
  95702. private _lockstepMaxSteps;
  95703. /**
  95704. * Observable signaled when a context lost event is raised
  95705. */
  95706. onContextLostObservable: Observable<Engine>;
  95707. /**
  95708. * Observable signaled when a context restored event is raised
  95709. */
  95710. onContextRestoredObservable: Observable<Engine>;
  95711. private _onContextLost;
  95712. private _onContextRestored;
  95713. private _contextWasLost;
  95714. /** @hidden */
  95715. _doNotHandleContextLost: boolean;
  95716. /**
  95717. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  95718. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  95719. */
  95720. doNotHandleContextLost: boolean;
  95721. private _performanceMonitor;
  95722. private _fps;
  95723. private _deltaTime;
  95724. /**
  95725. * Turn this value on if you want to pause FPS computation when in background
  95726. */
  95727. disablePerformanceMonitorInBackground: boolean;
  95728. /**
  95729. * Gets the performance monitor attached to this engine
  95730. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  95731. */
  95732. readonly performanceMonitor: PerformanceMonitor;
  95733. /**
  95734. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  95735. */
  95736. disableVertexArrayObjects: boolean;
  95737. /** @hidden */
  95738. protected _depthCullingState: _DepthCullingState;
  95739. /** @hidden */
  95740. protected _stencilState: _StencilState;
  95741. /** @hidden */
  95742. protected _alphaState: _AlphaState;
  95743. /** @hidden */
  95744. protected _alphaMode: number;
  95745. /** @hidden */
  95746. _internalTexturesCache: InternalTexture[];
  95747. /** @hidden */
  95748. protected _activeChannel: number;
  95749. private _currentTextureChannel;
  95750. /** @hidden */
  95751. protected _boundTexturesCache: {
  95752. [key: string]: Nullable<InternalTexture>;
  95753. };
  95754. /** @hidden */
  95755. protected _currentEffect: Nullable<Effect>;
  95756. /** @hidden */
  95757. protected _currentProgram: Nullable<WebGLProgram>;
  95758. private _compiledEffects;
  95759. private _vertexAttribArraysEnabled;
  95760. /** @hidden */
  95761. protected _cachedViewport: Nullable<IViewportLike>;
  95762. private _cachedVertexArrayObject;
  95763. /** @hidden */
  95764. protected _cachedVertexBuffers: any;
  95765. /** @hidden */
  95766. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  95767. /** @hidden */
  95768. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  95769. /** @hidden */
  95770. _currentRenderTarget: Nullable<InternalTexture>;
  95771. private _uintIndicesCurrentlySet;
  95772. private _currentBoundBuffer;
  95773. /** @hidden */
  95774. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  95775. private _currentBufferPointers;
  95776. private _currentInstanceLocations;
  95777. private _currentInstanceBuffers;
  95778. private _textureUnits;
  95779. /** @hidden */
  95780. _workingCanvas: Nullable<HTMLCanvasElement>;
  95781. /** @hidden */
  95782. _workingContext: Nullable<CanvasRenderingContext2D>;
  95783. private _rescalePostProcess;
  95784. private _dummyFramebuffer;
  95785. private _externalData;
  95786. /** @hidden */
  95787. _bindedRenderFunction: any;
  95788. private _vaoRecordInProgress;
  95789. private _mustWipeVertexAttributes;
  95790. private _emptyTexture;
  95791. private _emptyCubeTexture;
  95792. private _emptyTexture3D;
  95793. /** @hidden */
  95794. _frameHandler: number;
  95795. private _nextFreeTextureSlots;
  95796. private _maxSimultaneousTextures;
  95797. private _activeRequests;
  95798. private _texturesSupported;
  95799. /** @hidden */
  95800. _textureFormatInUse: Nullable<string>;
  95801. /**
  95802. * Gets the list of texture formats supported
  95803. */
  95804. readonly texturesSupported: Array<string>;
  95805. /**
  95806. * Gets the list of texture formats in use
  95807. */
  95808. readonly textureFormatInUse: Nullable<string>;
  95809. /**
  95810. * Gets the current viewport
  95811. */
  95812. readonly currentViewport: Nullable<IViewportLike>;
  95813. /**
  95814. * Gets the default empty texture
  95815. */
  95816. readonly emptyTexture: InternalTexture;
  95817. /**
  95818. * Gets the default empty 3D texture
  95819. */
  95820. readonly emptyTexture3D: InternalTexture;
  95821. /**
  95822. * Gets the default empty cube texture
  95823. */
  95824. readonly emptyCubeTexture: InternalTexture;
  95825. /**
  95826. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  95827. */
  95828. readonly premultipliedAlpha: boolean;
  95829. /**
  95830. * Creates a new engine
  95831. * @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
  95832. * @param antialias defines enable antialiasing (default: false)
  95833. * @param options defines further options to be sent to the getContext() function
  95834. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  95835. */
  95836. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  95837. /**
  95838. * Initializes a webVR display and starts listening to display change events
  95839. * The onVRDisplayChangedObservable will be notified upon these changes
  95840. * @returns The onVRDisplayChangedObservable
  95841. */
  95842. initWebVR(): Observable<IDisplayChangedEventArgs>;
  95843. /** @hidden */
  95844. _prepareVRComponent(): void;
  95845. /** @hidden */
  95846. _connectVREvents(canvas: HTMLCanvasElement, document: any): void;
  95847. /** @hidden */
  95848. _submitVRFrame(): void;
  95849. /**
  95850. * Call this function to leave webVR mode
  95851. * Will do nothing if webVR is not supported or if there is no webVR device
  95852. * @see http://doc.babylonjs.com/how_to/webvr_camera
  95853. */
  95854. disableVR(): void;
  95855. /**
  95856. * Gets a boolean indicating that the system is in VR mode and is presenting
  95857. * @returns true if VR mode is engaged
  95858. */
  95859. isVRPresenting(): boolean;
  95860. /** @hidden */
  95861. _requestVRFrame(): void;
  95862. private _disableTouchAction;
  95863. private _rebuildInternalTextures;
  95864. private _rebuildEffects;
  95865. /**
  95866. * Gets a boolean indicating if all created effects are ready
  95867. * @returns true if all effects are ready
  95868. */
  95869. areAllEffectsReady(): boolean;
  95870. private _rebuildBuffers;
  95871. private _initGLContext;
  95872. /**
  95873. * Gets version of the current webGL context
  95874. */
  95875. readonly webGLVersion: number;
  95876. /**
  95877. * Gets a string idenfifying the name of the class
  95878. * @returns "Engine" string
  95879. */
  95880. getClassName(): string;
  95881. /**
  95882. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  95883. */
  95884. readonly isStencilEnable: boolean;
  95885. /** @hidden */
  95886. _prepareWorkingCanvas(): void;
  95887. /**
  95888. * Reset the texture cache to empty state
  95889. */
  95890. resetTextureCache(): void;
  95891. /**
  95892. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  95893. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  95894. * @returns true if engine is in deterministic lock step mode
  95895. */
  95896. isDeterministicLockStep(): boolean;
  95897. /**
  95898. * Gets the max steps when engine is running in deterministic lock step
  95899. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  95900. * @returns the max steps
  95901. */
  95902. getLockstepMaxSteps(): number;
  95903. /**
  95904. * Gets an object containing information about the current webGL context
  95905. * @returns an object containing the vender, the renderer and the version of the current webGL context
  95906. */
  95907. getGlInfo(): {
  95908. vendor: string;
  95909. renderer: string;
  95910. version: string;
  95911. };
  95912. /**
  95913. * Gets current aspect ratio
  95914. * @param viewportOwner defines the camera to use to get the aspect ratio
  95915. * @param useScreen defines if screen size must be used (or the current render target if any)
  95916. * @returns a number defining the aspect ratio
  95917. */
  95918. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  95919. /**
  95920. * Gets current screen aspect ratio
  95921. * @returns a number defining the aspect ratio
  95922. */
  95923. getScreenAspectRatio(): number;
  95924. /**
  95925. * Gets the current render width
  95926. * @param useScreen defines if screen size must be used (or the current render target if any)
  95927. * @returns a number defining the current render width
  95928. */
  95929. getRenderWidth(useScreen?: boolean): number;
  95930. /**
  95931. * Gets the current render height
  95932. * @param useScreen defines if screen size must be used (or the current render target if any)
  95933. * @returns a number defining the current render height
  95934. */
  95935. getRenderHeight(useScreen?: boolean): number;
  95936. /**
  95937. * Gets the HTML canvas attached with the current webGL context
  95938. * @returns a HTML canvas
  95939. */
  95940. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  95941. /**
  95942. * Gets host window
  95943. * @returns the host window object
  95944. */
  95945. getHostWindow(): Window;
  95946. /**
  95947. * Gets host document
  95948. * @returns the host document object
  95949. */
  95950. getHostDocument(): Document;
  95951. /**
  95952. * Gets the client rect of the HTML canvas attached with the current webGL context
  95953. * @returns a client rectanglee
  95954. */
  95955. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  95956. /**
  95957. * Defines the hardware scaling level.
  95958. * By default the hardware scaling level is computed from the window device ratio.
  95959. * 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.
  95960. * @param level defines the level to use
  95961. */
  95962. setHardwareScalingLevel(level: number): void;
  95963. /**
  95964. * Gets the current hardware scaling level.
  95965. * By default the hardware scaling level is computed from the window device ratio.
  95966. * 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.
  95967. * @returns a number indicating the current hardware scaling level
  95968. */
  95969. getHardwareScalingLevel(): number;
  95970. /**
  95971. * Gets the list of loaded textures
  95972. * @returns an array containing all loaded textures
  95973. */
  95974. getLoadedTexturesCache(): InternalTexture[];
  95975. /**
  95976. * Gets the object containing all engine capabilities
  95977. * @returns the EngineCapabilities object
  95978. */
  95979. getCaps(): EngineCapabilities;
  95980. /**
  95981. * Gets the current depth function
  95982. * @returns a number defining the depth function
  95983. */
  95984. getDepthFunction(): Nullable<number>;
  95985. /**
  95986. * Sets the current depth function
  95987. * @param depthFunc defines the function to use
  95988. */
  95989. setDepthFunction(depthFunc: number): void;
  95990. /**
  95991. * Sets the current depth function to GREATER
  95992. */
  95993. setDepthFunctionToGreater(): void;
  95994. /**
  95995. * Sets the current depth function to GEQUAL
  95996. */
  95997. setDepthFunctionToGreaterOrEqual(): void;
  95998. /**
  95999. * Sets the current depth function to LESS
  96000. */
  96001. setDepthFunctionToLess(): void;
  96002. private _cachedStencilBuffer;
  96003. private _cachedStencilFunction;
  96004. private _cachedStencilMask;
  96005. private _cachedStencilOperationPass;
  96006. private _cachedStencilOperationFail;
  96007. private _cachedStencilOperationDepthFail;
  96008. private _cachedStencilReference;
  96009. /**
  96010. * Caches the the state of the stencil buffer
  96011. */
  96012. cacheStencilState(): void;
  96013. /**
  96014. * Restores the state of the stencil buffer
  96015. */
  96016. restoreStencilState(): void;
  96017. /**
  96018. * Sets the current depth function to LEQUAL
  96019. */
  96020. setDepthFunctionToLessOrEqual(): void;
  96021. /**
  96022. * Gets a boolean indicating if stencil buffer is enabled
  96023. * @returns the current stencil buffer state
  96024. */
  96025. getStencilBuffer(): boolean;
  96026. /**
  96027. * Enable or disable the stencil buffer
  96028. * @param enable defines if the stencil buffer must be enabled or disabled
  96029. */
  96030. setStencilBuffer(enable: boolean): void;
  96031. /**
  96032. * Gets the current stencil mask
  96033. * @returns a number defining the new stencil mask to use
  96034. */
  96035. getStencilMask(): number;
  96036. /**
  96037. * Sets the current stencil mask
  96038. * @param mask defines the new stencil mask to use
  96039. */
  96040. setStencilMask(mask: number): void;
  96041. /**
  96042. * Gets the current stencil function
  96043. * @returns a number defining the stencil function to use
  96044. */
  96045. getStencilFunction(): number;
  96046. /**
  96047. * Gets the current stencil reference value
  96048. * @returns a number defining the stencil reference value to use
  96049. */
  96050. getStencilFunctionReference(): number;
  96051. /**
  96052. * Gets the current stencil mask
  96053. * @returns a number defining the stencil mask to use
  96054. */
  96055. getStencilFunctionMask(): number;
  96056. /**
  96057. * Sets the current stencil function
  96058. * @param stencilFunc defines the new stencil function to use
  96059. */
  96060. setStencilFunction(stencilFunc: number): void;
  96061. /**
  96062. * Sets the current stencil reference
  96063. * @param reference defines the new stencil reference to use
  96064. */
  96065. setStencilFunctionReference(reference: number): void;
  96066. /**
  96067. * Sets the current stencil mask
  96068. * @param mask defines the new stencil mask to use
  96069. */
  96070. setStencilFunctionMask(mask: number): void;
  96071. /**
  96072. * Gets the current stencil operation when stencil fails
  96073. * @returns a number defining stencil operation to use when stencil fails
  96074. */
  96075. getStencilOperationFail(): number;
  96076. /**
  96077. * Gets the current stencil operation when depth fails
  96078. * @returns a number defining stencil operation to use when depth fails
  96079. */
  96080. getStencilOperationDepthFail(): number;
  96081. /**
  96082. * Gets the current stencil operation when stencil passes
  96083. * @returns a number defining stencil operation to use when stencil passes
  96084. */
  96085. getStencilOperationPass(): number;
  96086. /**
  96087. * Sets the stencil operation to use when stencil fails
  96088. * @param operation defines the stencil operation to use when stencil fails
  96089. */
  96090. setStencilOperationFail(operation: number): void;
  96091. /**
  96092. * Sets the stencil operation to use when depth fails
  96093. * @param operation defines the stencil operation to use when depth fails
  96094. */
  96095. setStencilOperationDepthFail(operation: number): void;
  96096. /**
  96097. * Sets the stencil operation to use when stencil passes
  96098. * @param operation defines the stencil operation to use when stencil passes
  96099. */
  96100. setStencilOperationPass(operation: number): void;
  96101. /**
  96102. * Sets a boolean indicating if the dithering state is enabled or disabled
  96103. * @param value defines the dithering state
  96104. */
  96105. setDitheringState(value: boolean): void;
  96106. /**
  96107. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  96108. * @param value defines the rasterizer state
  96109. */
  96110. setRasterizerState(value: boolean): void;
  96111. /**
  96112. * stop executing a render loop function and remove it from the execution array
  96113. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  96114. */
  96115. stopRenderLoop(renderFunction?: () => void): void;
  96116. /** @hidden */
  96117. _renderLoop(): void;
  96118. /**
  96119. * Can be used to override the current requestAnimationFrame requester.
  96120. * @hidden
  96121. */
  96122. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  96123. /**
  96124. * Register and execute a render loop. The engine can have more than one render function
  96125. * @param renderFunction defines the function to continuously execute
  96126. */
  96127. runRenderLoop(renderFunction: () => void): void;
  96128. /**
  96129. * Toggle full screen mode
  96130. * @param requestPointerLock defines if a pointer lock should be requested from the user
  96131. */
  96132. switchFullscreen(requestPointerLock: boolean): void;
  96133. /**
  96134. * Enters full screen mode
  96135. * @param requestPointerLock defines if a pointer lock should be requested from the user
  96136. */
  96137. enterFullscreen(requestPointerLock: boolean): void;
  96138. /**
  96139. * Exits full screen mode
  96140. */
  96141. exitFullscreen(): void;
  96142. /**
  96143. * Enters Pointerlock mode
  96144. */
  96145. enterPointerlock(): void;
  96146. /**
  96147. * Exits Pointerlock mode
  96148. */
  96149. exitPointerlock(): void;
  96150. /**
  96151. * Clear the current render buffer or the current render target (if any is set up)
  96152. * @param color defines the color to use
  96153. * @param backBuffer defines if the back buffer must be cleared
  96154. * @param depth defines if the depth buffer must be cleared
  96155. * @param stencil defines if the stencil buffer must be cleared
  96156. */
  96157. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  96158. /**
  96159. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  96160. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  96161. * @param y defines the y-coordinate of the corner of the clear rectangle
  96162. * @param width defines the width of the clear rectangle
  96163. * @param height defines the height of the clear rectangle
  96164. * @param clearColor defines the clear color
  96165. */
  96166. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  96167. /**
  96168. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  96169. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  96170. * @param y defines the y-coordinate of the corner of the clear rectangle
  96171. * @param width defines the width of the clear rectangle
  96172. * @param height defines the height of the clear rectangle
  96173. */
  96174. enableScissor(x: number, y: number, width: number, height: number): void;
  96175. /**
  96176. * Disable previously set scissor test rectangle
  96177. */
  96178. disableScissor(): void;
  96179. private _viewportCached;
  96180. /** @hidden */
  96181. _viewport(x: number, y: number, width: number, height: number): void;
  96182. /**
  96183. * Set the WebGL's viewport
  96184. * @param viewport defines the viewport element to be used
  96185. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  96186. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  96187. */
  96188. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  96189. /**
  96190. * Directly set the WebGL Viewport
  96191. * @param x defines the x coordinate of the viewport (in screen space)
  96192. * @param y defines the y coordinate of the viewport (in screen space)
  96193. * @param width defines the width of the viewport (in screen space)
  96194. * @param height defines the height of the viewport (in screen space)
  96195. * @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
  96196. */
  96197. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  96198. /**
  96199. * Begin a new frame
  96200. */
  96201. beginFrame(): void;
  96202. /**
  96203. * Enf the current frame
  96204. */
  96205. endFrame(): void;
  96206. /**
  96207. * Resize the view according to the canvas' size
  96208. */
  96209. resize(): void;
  96210. /**
  96211. * Force a specific size of the canvas
  96212. * @param width defines the new canvas' width
  96213. * @param height defines the new canvas' height
  96214. */
  96215. setSize(width: number, height: number): void;
  96216. /**
  96217. * Binds the frame buffer to the specified texture.
  96218. * @param texture The texture to render to or null for the default canvas
  96219. * @param faceIndex The face of the texture to render to in case of cube texture
  96220. * @param requiredWidth The width of the target to render to
  96221. * @param requiredHeight The height of the target to render to
  96222. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  96223. * @param depthStencilTexture The depth stencil texture to use to render
  96224. * @param lodLevel defines le lod level to bind to the frame buffer
  96225. */
  96226. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  96227. /** @hidden */
  96228. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  96229. /**
  96230. * Unbind the current render target texture from the webGL context
  96231. * @param texture defines the render target texture to unbind
  96232. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  96233. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  96234. */
  96235. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  96236. /**
  96237. * Force the mipmap generation for the given render target texture
  96238. * @param texture defines the render target texture to use
  96239. */
  96240. generateMipMapsForCubemap(texture: InternalTexture): void;
  96241. /**
  96242. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  96243. */
  96244. flushFramebuffer(): void;
  96245. /**
  96246. * Unbind the current render target and bind the default framebuffer
  96247. */
  96248. restoreDefaultFramebuffer(): void;
  96249. /**
  96250. * Create an uniform buffer
  96251. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  96252. * @param elements defines the content of the uniform buffer
  96253. * @returns the webGL uniform buffer
  96254. */
  96255. createUniformBuffer(elements: FloatArray): DataBuffer;
  96256. /**
  96257. * Create a dynamic uniform buffer
  96258. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  96259. * @param elements defines the content of the uniform buffer
  96260. * @returns the webGL uniform buffer
  96261. */
  96262. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  96263. /**
  96264. * Update an existing uniform buffer
  96265. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  96266. * @param uniformBuffer defines the target uniform buffer
  96267. * @param elements defines the content to update
  96268. * @param offset defines the offset in the uniform buffer where update should start
  96269. * @param count defines the size of the data to update
  96270. */
  96271. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  96272. private _resetVertexBufferBinding;
  96273. /**
  96274. * Creates a vertex buffer
  96275. * @param data the data for the vertex buffer
  96276. * @returns the new WebGL static buffer
  96277. */
  96278. createVertexBuffer(data: DataArray): DataBuffer;
  96279. /**
  96280. * Creates a dynamic vertex buffer
  96281. * @param data the data for the dynamic vertex buffer
  96282. * @returns the new WebGL dynamic buffer
  96283. */
  96284. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  96285. /**
  96286. * Update a dynamic index buffer
  96287. * @param indexBuffer defines the target index buffer
  96288. * @param indices defines the data to update
  96289. * @param offset defines the offset in the target index buffer where update should start
  96290. */
  96291. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  96292. /**
  96293. * Updates a dynamic vertex buffer.
  96294. * @param vertexBuffer the vertex buffer to update
  96295. * @param data the data used to update the vertex buffer
  96296. * @param byteOffset the byte offset of the data
  96297. * @param byteLength the byte length of the data
  96298. */
  96299. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  96300. private _resetIndexBufferBinding;
  96301. /**
  96302. * Creates a new index buffer
  96303. * @param indices defines the content of the index buffer
  96304. * @param updatable defines if the index buffer must be updatable
  96305. * @returns a new webGL buffer
  96306. */
  96307. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  96308. protected _normalizeIndexData(indices: IndicesArray): Uint16Array | Uint32Array;
  96309. /**
  96310. * Bind a webGL buffer to the webGL context
  96311. * @param buffer defines the buffer to bind
  96312. */
  96313. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  96314. /**
  96315. * Bind an uniform buffer to the current webGL context
  96316. * @param buffer defines the buffer to bind
  96317. */
  96318. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  96319. /**
  96320. * Bind a buffer to the current webGL context at a given location
  96321. * @param buffer defines the buffer to bind
  96322. * @param location defines the index where to bind the buffer
  96323. */
  96324. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  96325. /**
  96326. * Bind a specific block at a given index in a specific shader program
  96327. * @param pipelineContext defines the pipeline context to use
  96328. * @param blockName defines the block name
  96329. * @param index defines the index where to bind the block
  96330. */
  96331. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  96332. private bindIndexBuffer;
  96333. private bindBuffer;
  96334. /**
  96335. * update the bound buffer with the given data
  96336. * @param data defines the data to update
  96337. */
  96338. updateArrayBuffer(data: Float32Array): void;
  96339. private _vertexAttribPointer;
  96340. private _bindIndexBufferWithCache;
  96341. private _bindVertexBuffersAttributes;
  96342. /**
  96343. * Records a vertex array object
  96344. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  96345. * @param vertexBuffers defines the list of vertex buffers to store
  96346. * @param indexBuffer defines the index buffer to store
  96347. * @param effect defines the effect to store
  96348. * @returns the new vertex array object
  96349. */
  96350. recordVertexArrayObject(vertexBuffers: {
  96351. [key: string]: VertexBuffer;
  96352. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  96353. /**
  96354. * Bind a specific vertex array object
  96355. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  96356. * @param vertexArrayObject defines the vertex array object to bind
  96357. * @param indexBuffer defines the index buffer to bind
  96358. */
  96359. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  96360. /**
  96361. * Bind webGl buffers directly to the webGL context
  96362. * @param vertexBuffer defines the vertex buffer to bind
  96363. * @param indexBuffer defines the index buffer to bind
  96364. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  96365. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  96366. * @param effect defines the effect associated with the vertex buffer
  96367. */
  96368. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  96369. private _unbindVertexArrayObject;
  96370. /**
  96371. * Bind a list of vertex buffers to the webGL context
  96372. * @param vertexBuffers defines the list of vertex buffers to bind
  96373. * @param indexBuffer defines the index buffer to bind
  96374. * @param effect defines the effect associated with the vertex buffers
  96375. */
  96376. bindBuffers(vertexBuffers: {
  96377. [key: string]: Nullable<VertexBuffer>;
  96378. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  96379. /**
  96380. * Unbind all instance attributes
  96381. */
  96382. unbindInstanceAttributes(): void;
  96383. /**
  96384. * Release and free the memory of a vertex array object
  96385. * @param vao defines the vertex array object to delete
  96386. */
  96387. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  96388. /** @hidden */
  96389. _releaseBuffer(buffer: DataBuffer): boolean;
  96390. protected _deleteBuffer(buffer: DataBuffer): void;
  96391. /**
  96392. * Creates a webGL buffer to use with instanciation
  96393. * @param capacity defines the size of the buffer
  96394. * @returns the webGL buffer
  96395. */
  96396. createInstancesBuffer(capacity: number): DataBuffer;
  96397. /**
  96398. * Delete a webGL buffer used with instanciation
  96399. * @param buffer defines the webGL buffer to delete
  96400. */
  96401. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  96402. /**
  96403. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  96404. * @param instancesBuffer defines the webGL buffer to update and bind
  96405. * @param data defines the data to store in the buffer
  96406. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  96407. */
  96408. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  96409. /**
  96410. * Apply all cached states (depth, culling, stencil and alpha)
  96411. */
  96412. applyStates(): void;
  96413. /**
  96414. * Send a draw order
  96415. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  96416. * @param indexStart defines the starting index
  96417. * @param indexCount defines the number of index to draw
  96418. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  96419. */
  96420. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  96421. /**
  96422. * Draw a list of points
  96423. * @param verticesStart defines the index of first vertex to draw
  96424. * @param verticesCount defines the count of vertices to draw
  96425. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  96426. */
  96427. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  96428. /**
  96429. * Draw a list of unindexed primitives
  96430. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  96431. * @param verticesStart defines the index of first vertex to draw
  96432. * @param verticesCount defines the count of vertices to draw
  96433. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  96434. */
  96435. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  96436. /**
  96437. * Draw a list of indexed primitives
  96438. * @param fillMode defines the primitive to use
  96439. * @param indexStart defines the starting index
  96440. * @param indexCount defines the number of index to draw
  96441. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  96442. */
  96443. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  96444. /**
  96445. * Draw a list of unindexed primitives
  96446. * @param fillMode defines the primitive to use
  96447. * @param verticesStart defines the index of first vertex to draw
  96448. * @param verticesCount defines the count of vertices to draw
  96449. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  96450. */
  96451. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  96452. private _drawMode;
  96453. /** @hidden */
  96454. _releaseEffect(effect: Effect): void;
  96455. /** @hidden */
  96456. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  96457. /**
  96458. * Create a new effect (used to store vertex/fragment shaders)
  96459. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  96460. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  96461. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  96462. * @param samplers defines an array of string used to represent textures
  96463. * @param defines defines the string containing the defines to use to compile the shaders
  96464. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  96465. * @param onCompiled defines a function to call when the effect creation is successful
  96466. * @param onError defines a function to call when the effect creation has failed
  96467. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  96468. * @returns the new Effect
  96469. */
  96470. createEffect(baseName: any, attributesNamesOrOptions: string[] | EffectCreationOptions, uniformsNamesOrEngine: string[] | Engine, samplers?: string[], defines?: string, fallbacks?: EffectFallbacks, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any): Effect;
  96471. protected static _concatenateShader(source: string, defines: Nullable<string>, shaderVersion?: string): string;
  96472. private _compileShader;
  96473. private _compileRawShader;
  96474. /**
  96475. * Directly creates a webGL program
  96476. * @param pipelineContext defines the pipeline context to attach to
  96477. * @param vertexCode defines the vertex shader code to use
  96478. * @param fragmentCode defines the fragment shader code to use
  96479. * @param context defines the webGL context to use (if not set, the current one will be used)
  96480. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  96481. * @returns the new webGL program
  96482. */
  96483. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  96484. /**
  96485. * Creates a webGL program
  96486. * @param pipelineContext defines the pipeline context to attach to
  96487. * @param vertexCode defines the vertex shader code to use
  96488. * @param fragmentCode defines the fragment shader code to use
  96489. * @param defines defines the string containing the defines to use to compile the shaders
  96490. * @param context defines the webGL context to use (if not set, the current one will be used)
  96491. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  96492. * @returns the new webGL program
  96493. */
  96494. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  96495. /**
  96496. * Creates a new pipeline context
  96497. * @returns the new pipeline
  96498. */
  96499. createPipelineContext(): IPipelineContext;
  96500. private _createShaderProgram;
  96501. private _finalizePipelineContext;
  96502. /** @hidden */
  96503. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  96504. /** @hidden */
  96505. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  96506. /** @hidden */
  96507. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  96508. /**
  96509. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  96510. * @param pipelineContext defines the pipeline context to use
  96511. * @param uniformsNames defines the list of uniform names
  96512. * @returns an array of webGL uniform locations
  96513. */
  96514. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  96515. /**
  96516. * Gets the lsit of active attributes for a given webGL program
  96517. * @param pipelineContext defines the pipeline context to use
  96518. * @param attributesNames defines the list of attribute names to get
  96519. * @returns an array of indices indicating the offset of each attribute
  96520. */
  96521. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  96522. /**
  96523. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  96524. * @param effect defines the effect to activate
  96525. */
  96526. enableEffect(effect: Nullable<Effect>): void;
  96527. /**
  96528. * Set the value of an uniform to an array of int32
  96529. * @param uniform defines the webGL uniform location where to store the value
  96530. * @param array defines the array of int32 to store
  96531. */
  96532. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  96533. /**
  96534. * Set the value of an uniform to an array of int32 (stored as vec2)
  96535. * @param uniform defines the webGL uniform location where to store the value
  96536. * @param array defines the array of int32 to store
  96537. */
  96538. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  96539. /**
  96540. * Set the value of an uniform to an array of int32 (stored as vec3)
  96541. * @param uniform defines the webGL uniform location where to store the value
  96542. * @param array defines the array of int32 to store
  96543. */
  96544. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  96545. /**
  96546. * Set the value of an uniform to an array of int32 (stored as vec4)
  96547. * @param uniform defines the webGL uniform location where to store the value
  96548. * @param array defines the array of int32 to store
  96549. */
  96550. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  96551. /**
  96552. * Set the value of an uniform to an array of float32
  96553. * @param uniform defines the webGL uniform location where to store the value
  96554. * @param array defines the array of float32 to store
  96555. */
  96556. setFloatArray(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  96557. /**
  96558. * Set the value of an uniform to an array of float32 (stored as vec2)
  96559. * @param uniform defines the webGL uniform location where to store the value
  96560. * @param array defines the array of float32 to store
  96561. */
  96562. setFloatArray2(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  96563. /**
  96564. * Set the value of an uniform to an array of float32 (stored as vec3)
  96565. * @param uniform defines the webGL uniform location where to store the value
  96566. * @param array defines the array of float32 to store
  96567. */
  96568. setFloatArray3(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  96569. /**
  96570. * Set the value of an uniform to an array of float32 (stored as vec4)
  96571. * @param uniform defines the webGL uniform location where to store the value
  96572. * @param array defines the array of float32 to store
  96573. */
  96574. setFloatArray4(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  96575. /**
  96576. * Set the value of an uniform to an array of number
  96577. * @param uniform defines the webGL uniform location where to store the value
  96578. * @param array defines the array of number to store
  96579. */
  96580. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  96581. /**
  96582. * Set the value of an uniform to an array of number (stored as vec2)
  96583. * @param uniform defines the webGL uniform location where to store the value
  96584. * @param array defines the array of number to store
  96585. */
  96586. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  96587. /**
  96588. * Set the value of an uniform to an array of number (stored as vec3)
  96589. * @param uniform defines the webGL uniform location where to store the value
  96590. * @param array defines the array of number to store
  96591. */
  96592. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  96593. /**
  96594. * Set the value of an uniform to an array of number (stored as vec4)
  96595. * @param uniform defines the webGL uniform location where to store the value
  96596. * @param array defines the array of number to store
  96597. */
  96598. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  96599. /**
  96600. * Set the value of an uniform to an array of float32 (stored as matrices)
  96601. * @param uniform defines the webGL uniform location where to store the value
  96602. * @param matrices defines the array of float32 to store
  96603. */
  96604. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  96605. /**
  96606. * Set the value of an uniform to a matrix (3x3)
  96607. * @param uniform defines the webGL uniform location where to store the value
  96608. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  96609. */
  96610. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  96611. /**
  96612. * Set the value of an uniform to a matrix (2x2)
  96613. * @param uniform defines the webGL uniform location where to store the value
  96614. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  96615. */
  96616. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  96617. /**
  96618. * Set the value of an uniform to a number (int)
  96619. * @param uniform defines the webGL uniform location where to store the value
  96620. * @param value defines the int number to store
  96621. */
  96622. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  96623. /**
  96624. * Set the value of an uniform to a number (float)
  96625. * @param uniform defines the webGL uniform location where to store the value
  96626. * @param value defines the float number to store
  96627. */
  96628. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  96629. /**
  96630. * Set the value of an uniform to a vec2
  96631. * @param uniform defines the webGL uniform location where to store the value
  96632. * @param x defines the 1st component of the value
  96633. * @param y defines the 2nd component of the value
  96634. */
  96635. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  96636. /**
  96637. * Set the value of an uniform to a vec3
  96638. * @param uniform defines the webGL uniform location where to store the value
  96639. * @param x defines the 1st component of the value
  96640. * @param y defines the 2nd component of the value
  96641. * @param z defines the 3rd component of the value
  96642. */
  96643. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  96644. /**
  96645. * Set the value of an uniform to a boolean
  96646. * @param uniform defines the webGL uniform location where to store the value
  96647. * @param bool defines the boolean to store
  96648. */
  96649. setBool(uniform: Nullable<WebGLUniformLocation>, bool: number): void;
  96650. /**
  96651. * Set the value of an uniform to a vec4
  96652. * @param uniform defines the webGL uniform location where to store the value
  96653. * @param x defines the 1st component of the value
  96654. * @param y defines the 2nd component of the value
  96655. * @param z defines the 3rd component of the value
  96656. * @param w defines the 4th component of the value
  96657. */
  96658. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  96659. /**
  96660. * Sets a Color4 on a uniform variable
  96661. * @param uniform defines the uniform location
  96662. * @param color4 defines the value to be set
  96663. */
  96664. setDirectColor4(uniform: Nullable<WebGLUniformLocation>, color4: IColor4Like): void;
  96665. /**
  96666. * Set various states to the webGL context
  96667. * @param culling defines backface culling state
  96668. * @param zOffset defines the value to apply to zOffset (0 by default)
  96669. * @param force defines if states must be applied even if cache is up to date
  96670. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  96671. */
  96672. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  96673. /**
  96674. * Set the z offset to apply to current rendering
  96675. * @param value defines the offset to apply
  96676. */
  96677. setZOffset(value: number): void;
  96678. /**
  96679. * Gets the current value of the zOffset
  96680. * @returns the current zOffset state
  96681. */
  96682. getZOffset(): number;
  96683. /**
  96684. * Enable or disable depth buffering
  96685. * @param enable defines the state to set
  96686. */
  96687. setDepthBuffer(enable: boolean): void;
  96688. /**
  96689. * Gets a boolean indicating if depth writing is enabled
  96690. * @returns the current depth writing state
  96691. */
  96692. getDepthWrite(): boolean;
  96693. /**
  96694. * Enable or disable depth writing
  96695. * @param enable defines the state to set
  96696. */
  96697. setDepthWrite(enable: boolean): void;
  96698. /**
  96699. * Enable or disable color writing
  96700. * @param enable defines the state to set
  96701. */
  96702. setColorWrite(enable: boolean): void;
  96703. /**
  96704. * Gets a boolean indicating if color writing is enabled
  96705. * @returns the current color writing state
  96706. */
  96707. getColorWrite(): boolean;
  96708. /**
  96709. * Sets alpha constants used by some alpha blending modes
  96710. * @param r defines the red component
  96711. * @param g defines the green component
  96712. * @param b defines the blue component
  96713. * @param a defines the alpha component
  96714. */
  96715. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  96716. /**
  96717. * Sets the current alpha mode
  96718. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  96719. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  96720. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  96721. */
  96722. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  96723. /**
  96724. * Gets the current alpha mode
  96725. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  96726. * @returns the current alpha mode
  96727. */
  96728. getAlphaMode(): number;
  96729. /**
  96730. * Clears the list of texture accessible through engine.
  96731. * This can help preventing texture load conflict due to name collision.
  96732. */
  96733. clearInternalTexturesCache(): void;
  96734. /**
  96735. * Force the entire cache to be cleared
  96736. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  96737. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  96738. */
  96739. wipeCaches(bruteForce?: boolean): void;
  96740. /**
  96741. * Set the compressed texture format to use, based on the formats you have, and the formats
  96742. * supported by the hardware / browser.
  96743. *
  96744. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  96745. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  96746. * to API arguments needed to compressed textures. This puts the burden on the container
  96747. * generator to house the arcane code for determining these for current & future formats.
  96748. *
  96749. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  96750. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  96751. *
  96752. * Note: The result of this call is not taken into account when a texture is base64.
  96753. *
  96754. * @param formatsAvailable defines the list of those format families you have created
  96755. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  96756. *
  96757. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  96758. * @returns The extension selected.
  96759. */
  96760. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  96761. /** @hidden */
  96762. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  96763. min: number;
  96764. mag: number;
  96765. };
  96766. /** @hidden */
  96767. _createTexture(): WebGLTexture;
  96768. /**
  96769. * Usually called from Texture.ts.
  96770. * Passed information to create a WebGLTexture
  96771. * @param urlArg defines a value which contains one of the following:
  96772. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  96773. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  96774. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  96775. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  96776. * @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)
  96777. * @param scene needed for loading to the correct scene
  96778. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  96779. * @param onLoad optional callback to be called upon successful completion
  96780. * @param onError optional callback to be called upon failure
  96781. * @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
  96782. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  96783. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  96784. * @param forcedExtension defines the extension to use to pick the right loader
  96785. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  96786. * @returns a InternalTexture for assignment back into BABYLON.Texture
  96787. */
  96788. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<Scene>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>, excludeLoaders?: Array<IInternalTextureLoader>): InternalTexture;
  96789. /**
  96790. * @hidden
  96791. * Rescales a texture
  96792. * @param source input texutre
  96793. * @param destination destination texture
  96794. * @param scene scene to use to render the resize
  96795. * @param internalFormat format to use when resizing
  96796. * @param onComplete callback to be called when resize has completed
  96797. */
  96798. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<Scene>, internalFormat: number, onComplete: () => void): void;
  96799. private _unpackFlipYCached;
  96800. /**
  96801. * In case you are sharing the context with other applications, it might
  96802. * be interested to not cache the unpack flip y state to ensure a consistent
  96803. * value would be set.
  96804. */
  96805. enableUnpackFlipYCached: boolean;
  96806. /** @hidden */
  96807. _unpackFlipY(value: boolean): void;
  96808. /** @hidden */
  96809. _getUnpackAlignement(): number;
  96810. /**
  96811. * Creates a dynamic texture
  96812. * @param width defines the width of the texture
  96813. * @param height defines the height of the texture
  96814. * @param generateMipMaps defines if the engine should generate the mip levels
  96815. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  96816. * @returns the dynamic texture inside an InternalTexture
  96817. */
  96818. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  96819. /**
  96820. * Update the sampling mode of a given texture
  96821. * @param samplingMode defines the required sampling mode
  96822. * @param texture defines the texture to update
  96823. */
  96824. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  96825. /**
  96826. * Update the content of a dynamic texture
  96827. * @param texture defines the texture to update
  96828. * @param canvas defines the canvas containing the source
  96829. * @param invertY defines if data must be stored with Y axis inverted
  96830. * @param premulAlpha defines if alpha is stored as premultiplied
  96831. * @param format defines the format of the data
  96832. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  96833. */
  96834. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  96835. /**
  96836. * Update a video texture
  96837. * @param texture defines the texture to update
  96838. * @param video defines the video element to use
  96839. * @param invertY defines if data must be stored with Y axis inverted
  96840. */
  96841. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  96842. /**
  96843. * Updates a depth texture Comparison Mode and Function.
  96844. * If the comparison Function is equal to 0, the mode will be set to none.
  96845. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  96846. * @param texture The texture to set the comparison function for
  96847. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  96848. */
  96849. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  96850. /** @hidden */
  96851. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  96852. width: number;
  96853. height: number;
  96854. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  96855. /**
  96856. * Creates a depth stencil texture.
  96857. * This is only available in WebGL 2 or with the depth texture extension available.
  96858. * @param size The size of face edge in the texture.
  96859. * @param options The options defining the texture.
  96860. * @returns The texture
  96861. */
  96862. createDepthStencilTexture(size: number | {
  96863. width: number;
  96864. height: number;
  96865. }, options: DepthTextureCreationOptions): InternalTexture;
  96866. /**
  96867. * Creates a depth stencil texture.
  96868. * This is only available in WebGL 2 or with the depth texture extension available.
  96869. * @param size The size of face edge in the texture.
  96870. * @param options The options defining the texture.
  96871. * @returns The texture
  96872. */
  96873. private _createDepthStencilTexture;
  96874. /**
  96875. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  96876. * @param renderTarget The render target to set the frame buffer for
  96877. */
  96878. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  96879. /**
  96880. * Creates a new render target texture
  96881. * @param size defines the size of the texture
  96882. * @param options defines the options used to create the texture
  96883. * @returns a new render target texture stored in an InternalTexture
  96884. */
  96885. createRenderTargetTexture(size: number | {
  96886. width: number;
  96887. height: number;
  96888. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  96889. /** @hidden */
  96890. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  96891. /**
  96892. * Updates the sample count of a render target texture
  96893. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  96894. * @param texture defines the texture to update
  96895. * @param samples defines the sample count to set
  96896. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  96897. */
  96898. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  96899. /** @hidden */
  96900. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  96901. /** @hidden */
  96902. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  96903. /** @hidden */
  96904. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  96905. /** @hidden */
  96906. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  96907. /**
  96908. * @hidden
  96909. */
  96910. _setCubeMapTextureParams(loadMipmap: boolean): void;
  96911. protected _prepareWebGLTextureContinuation(texture: InternalTexture, scene: Nullable<Scene>, noMipmap: boolean, isCompressed: boolean, samplingMode: number): void;
  96912. private _prepareWebGLTexture;
  96913. /** @hidden */
  96914. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  96915. /** @hidden */
  96916. _releaseFramebufferObjects(texture: InternalTexture): void;
  96917. /** @hidden */
  96918. _releaseTexture(texture: InternalTexture): void;
  96919. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  96920. protected _setProgram(program: WebGLProgram): void;
  96921. protected _boundUniforms: {
  96922. [key: number]: WebGLUniformLocation;
  96923. };
  96924. /**
  96925. * Binds an effect to the webGL context
  96926. * @param effect defines the effect to bind
  96927. */
  96928. bindSamplers(effect: Effect): void;
  96929. private _activateCurrentTexture;
  96930. /** @hidden */
  96931. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  96932. /** @hidden */
  96933. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  96934. /**
  96935. * Sets a texture to the webGL context from a postprocess
  96936. * @param channel defines the channel to use
  96937. * @param postProcess defines the source postprocess
  96938. */
  96939. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  96940. /**
  96941. * Binds the output of the passed in post process to the texture channel specified
  96942. * @param channel The channel the texture should be bound to
  96943. * @param postProcess The post process which's output should be bound
  96944. */
  96945. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  96946. /**
  96947. * Unbind all textures from the webGL context
  96948. */
  96949. unbindAllTextures(): void;
  96950. /**
  96951. * Sets a texture to the according uniform.
  96952. * @param channel The texture channel
  96953. * @param uniform The uniform to set
  96954. * @param texture The texture to apply
  96955. */
  96956. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  96957. /**
  96958. * Sets a depth stencil texture from a render target to the according uniform.
  96959. * @param channel The texture channel
  96960. * @param uniform The uniform to set
  96961. * @param texture The render target texture containing the depth stencil texture to apply
  96962. */
  96963. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  96964. private _bindSamplerUniformToChannel;
  96965. private _getTextureWrapMode;
  96966. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  96967. /**
  96968. * Sets an array of texture to the webGL context
  96969. * @param channel defines the channel where the texture array must be set
  96970. * @param uniform defines the associated uniform location
  96971. * @param textures defines the array of textures to bind
  96972. */
  96973. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  96974. /** @hidden */
  96975. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  96976. private _setTextureParameterFloat;
  96977. private _setTextureParameterInteger;
  96978. /**
  96979. * Reads pixels from the current frame buffer. Please note that this function can be slow
  96980. * @param x defines the x coordinate of the rectangle where pixels must be read
  96981. * @param y defines the y coordinate of the rectangle where pixels must be read
  96982. * @param width defines the width of the rectangle where pixels must be read
  96983. * @param height defines the height of the rectangle where pixels must be read
  96984. * @returns a Uint8Array containing RGBA colors
  96985. */
  96986. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  96987. /**
  96988. * Add an externaly attached data from its key.
  96989. * This method call will fail and return false, if such key already exists.
  96990. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  96991. * @param key the unique key that identifies the data
  96992. * @param data the data object to associate to the key for this Engine instance
  96993. * @return true if no such key were already present and the data was added successfully, false otherwise
  96994. */
  96995. addExternalData<T>(key: string, data: T): boolean;
  96996. /**
  96997. * Get an externaly attached data from its key
  96998. * @param key the unique key that identifies the data
  96999. * @return the associated data, if present (can be null), or undefined if not present
  97000. */
  97001. getExternalData<T>(key: string): T;
  97002. /**
  97003. * Get an externaly attached data from its key, create it using a factory if it's not already present
  97004. * @param key the unique key that identifies the data
  97005. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  97006. * @return the associated data, can be null if the factory returned null.
  97007. */
  97008. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  97009. /**
  97010. * Remove an externaly attached data from the Engine instance
  97011. * @param key the unique key that identifies the data
  97012. * @return true if the data was successfully removed, false if it doesn't exist
  97013. */
  97014. removeExternalData(key: string): boolean;
  97015. /**
  97016. * Unbind all vertex attributes from the webGL context
  97017. */
  97018. unbindAllAttributes(): void;
  97019. /**
  97020. * 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
  97021. */
  97022. releaseEffects(): void;
  97023. /**
  97024. * Dispose and release all associated resources
  97025. */
  97026. dispose(): void;
  97027. /**
  97028. * Display the loading screen
  97029. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  97030. */
  97031. displayLoadingUI(): void;
  97032. /**
  97033. * Hide the loading screen
  97034. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  97035. */
  97036. hideLoadingUI(): void;
  97037. /**
  97038. * Gets the current loading screen object
  97039. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  97040. */
  97041. /**
  97042. * Sets the current loading screen object
  97043. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  97044. */
  97045. loadingScreen: ILoadingScreen;
  97046. /**
  97047. * Sets the current loading screen text
  97048. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  97049. */
  97050. loadingUIText: string;
  97051. /**
  97052. * Sets the current loading screen background color
  97053. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  97054. */
  97055. loadingUIBackgroundColor: string;
  97056. /**
  97057. * Attach a new callback raised when context lost event is fired
  97058. * @param callback defines the callback to call
  97059. */
  97060. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  97061. /**
  97062. * Attach a new callback raised when context restored event is fired
  97063. * @param callback defines the callback to call
  97064. */
  97065. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  97066. /**
  97067. * Gets the source code of the vertex shader associated with a specific webGL program
  97068. * @param program defines the program to use
  97069. * @returns a string containing the source code of the vertex shader associated with the program
  97070. */
  97071. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  97072. /**
  97073. * Gets the source code of the fragment shader associated with a specific webGL program
  97074. * @param program defines the program to use
  97075. * @returns a string containing the source code of the fragment shader associated with the program
  97076. */
  97077. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  97078. /**
  97079. * Get the current error code of the webGL context
  97080. * @returns the error code
  97081. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  97082. */
  97083. getError(): number;
  97084. /**
  97085. * Gets the current framerate
  97086. * @returns a number representing the framerate
  97087. */
  97088. getFps(): number;
  97089. /**
  97090. * Gets the time spent between current and previous frame
  97091. * @returns a number representing the delta time in ms
  97092. */
  97093. getDeltaTime(): number;
  97094. private _measureFps;
  97095. /** @hidden */
  97096. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  97097. private _canRenderToFloatFramebuffer;
  97098. private _canRenderToHalfFloatFramebuffer;
  97099. private _canRenderToFramebuffer;
  97100. /** @hidden */
  97101. _getWebGLTextureType(type: number): number;
  97102. /** @hidden */
  97103. _getInternalFormat(format: number): number;
  97104. /** @hidden */
  97105. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  97106. /** @hidden */
  97107. _getRGBAMultiSampleBufferFormat(type: number): number;
  97108. /** @hidden */
  97109. _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;
  97110. /** @hidden */
  97111. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  97112. /**
  97113. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  97114. * @returns true if the engine can be created
  97115. * @ignorenaming
  97116. */
  97117. static isSupported(): boolean;
  97118. /**
  97119. * Find the next highest power of two.
  97120. * @param x Number to start search from.
  97121. * @return Next highest power of two.
  97122. */
  97123. static CeilingPOT(x: number): number;
  97124. /**
  97125. * Find the next lowest power of two.
  97126. * @param x Number to start search from.
  97127. * @return Next lowest power of two.
  97128. */
  97129. static FloorPOT(x: number): number;
  97130. /**
  97131. * Find the nearest power of two.
  97132. * @param x Number to start search from.
  97133. * @return Next nearest power of two.
  97134. */
  97135. static NearestPOT(x: number): number;
  97136. /**
  97137. * Get the closest exponent of two
  97138. * @param value defines the value to approximate
  97139. * @param max defines the maximum value to return
  97140. * @param mode defines how to define the closest value
  97141. * @returns closest exponent of two of the given value
  97142. */
  97143. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  97144. /**
  97145. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  97146. * @param func - the function to be called
  97147. * @param requester - the object that will request the next frame. Falls back to window.
  97148. * @returns frame number
  97149. */
  97150. static QueueNewFrame(func: () => void, requester?: any): number;
  97151. /**
  97152. * Ask the browser to promote the current element to pointerlock mode
  97153. * @param element defines the DOM element to promote
  97154. */
  97155. static _RequestPointerlock(element: HTMLElement): void;
  97156. /**
  97157. * Asks the browser to exit pointerlock mode
  97158. */
  97159. static _ExitPointerlock(): void;
  97160. /**
  97161. * Ask the browser to promote the current element to fullscreen rendering mode
  97162. * @param element defines the DOM element to promote
  97163. */
  97164. static _RequestFullscreen(element: HTMLElement): void;
  97165. /**
  97166. * Asks the browser to exit fullscreen mode
  97167. */
  97168. static _ExitFullscreen(): void;
  97169. }
  97170. }
  97171. declare module BABYLON {
  97172. /**
  97173. * The engine store class is responsible to hold all the instances of Engine and Scene created
  97174. * during the life time of the application.
  97175. */
  97176. export class EngineStore {
  97177. /** Gets the list of created engines */
  97178. static Instances: Engine[];
  97179. /** @hidden */
  97180. static _LastCreatedScene: Nullable<Scene>;
  97181. /**
  97182. * Gets the latest created engine
  97183. */
  97184. static readonly LastCreatedEngine: Nullable<Engine>;
  97185. /**
  97186. * Gets the latest created scene
  97187. */
  97188. static readonly LastCreatedScene: Nullable<Scene>;
  97189. /**
  97190. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  97191. * @ignorenaming
  97192. */
  97193. static UseFallbackTexture: boolean;
  97194. /**
  97195. * Texture content used if a texture cannot loaded
  97196. * @ignorenaming
  97197. */
  97198. static FallbackTexture: string;
  97199. }
  97200. }
  97201. declare module BABYLON {
  97202. /**
  97203. * Helper class that provides a small promise polyfill
  97204. */
  97205. export class PromisePolyfill {
  97206. /**
  97207. * Static function used to check if the polyfill is required
  97208. * If this is the case then the function will inject the polyfill to window.Promise
  97209. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  97210. */
  97211. static Apply(force?: boolean): void;
  97212. }
  97213. }
  97214. declare module BABYLON {
  97215. /**
  97216. * Interface for screenshot methods with describe argument called `size` as object with options
  97217. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  97218. */
  97219. export interface IScreenshotSize {
  97220. /**
  97221. * number in pixels for canvas height
  97222. */
  97223. height?: number;
  97224. /**
  97225. * multiplier allowing render at a higher or lower resolution
  97226. * If value is defined then height and width will be ignored and taken from camera
  97227. */
  97228. precision?: number;
  97229. /**
  97230. * number in pixels for canvas width
  97231. */
  97232. width?: number;
  97233. }
  97234. }
  97235. declare module BABYLON {
  97236. interface IColor4Like {
  97237. r: float;
  97238. g: float;
  97239. b: float;
  97240. a: float;
  97241. }
  97242. /**
  97243. * Class containing a set of static utilities functions
  97244. */
  97245. export class Tools {
  97246. /**
  97247. * Gets or sets the base URL to use to load assets
  97248. */
  97249. static BaseUrl: string;
  97250. /**
  97251. * Enable/Disable Custom HTTP Request Headers globally.
  97252. * default = false
  97253. * @see CustomRequestHeaders
  97254. */
  97255. static UseCustomRequestHeaders: boolean;
  97256. /**
  97257. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  97258. * i.e. when loading files, where the server/service expects an Authorization header
  97259. */
  97260. static CustomRequestHeaders: {
  97261. [key: string]: string;
  97262. };
  97263. /**
  97264. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  97265. */
  97266. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  97267. /**
  97268. * Default behaviour for cors in the application.
  97269. * It can be a string if the expected behavior is identical in the entire app.
  97270. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  97271. */
  97272. static CorsBehavior: string | ((url: string | string[]) => string);
  97273. /**
  97274. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  97275. * @ignorenaming
  97276. */
  97277. static UseFallbackTexture: boolean;
  97278. /**
  97279. * Use this object to register external classes like custom textures or material
  97280. * to allow the laoders to instantiate them
  97281. */
  97282. static RegisteredExternalClasses: {
  97283. [key: string]: Object;
  97284. };
  97285. /**
  97286. * Texture content used if a texture cannot loaded
  97287. * @ignorenaming
  97288. */
  97289. static fallbackTexture: string;
  97290. /**
  97291. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  97292. * @param u defines the coordinate on X axis
  97293. * @param v defines the coordinate on Y axis
  97294. * @param width defines the width of the source data
  97295. * @param height defines the height of the source data
  97296. * @param pixels defines the source byte array
  97297. * @param color defines the output color
  97298. */
  97299. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  97300. /**
  97301. * Interpolates between a and b via alpha
  97302. * @param a The lower value (returned when alpha = 0)
  97303. * @param b The upper value (returned when alpha = 1)
  97304. * @param alpha The interpolation-factor
  97305. * @return The mixed value
  97306. */
  97307. static Mix(a: number, b: number, alpha: number): number;
  97308. /**
  97309. * Tries to instantiate a new object from a given class name
  97310. * @param className defines the class name to instantiate
  97311. * @returns the new object or null if the system was not able to do the instantiation
  97312. */
  97313. static Instantiate(className: string): any;
  97314. /**
  97315. * Provides a slice function that will work even on IE
  97316. * @param data defines the array to slice
  97317. * @param start defines the start of the data (optional)
  97318. * @param end defines the end of the data (optional)
  97319. * @returns the new sliced array
  97320. */
  97321. static Slice<T>(data: T, start?: number, end?: number): T;
  97322. /**
  97323. * Polyfill for setImmediate
  97324. * @param action defines the action to execute after the current execution block
  97325. */
  97326. static SetImmediate(action: () => void): void;
  97327. /**
  97328. * Function indicating if a number is an exponent of 2
  97329. * @param value defines the value to test
  97330. * @returns true if the value is an exponent of 2
  97331. */
  97332. static IsExponentOfTwo(value: number): boolean;
  97333. private static _tmpFloatArray;
  97334. /**
  97335. * Returns the nearest 32-bit single precision float representation of a Number
  97336. * @param value A Number. If the parameter is of a different type, it will get converted
  97337. * to a number or to NaN if it cannot be converted
  97338. * @returns number
  97339. */
  97340. static FloatRound(value: number): number;
  97341. /**
  97342. * Extracts the filename from a path
  97343. * @param path defines the path to use
  97344. * @returns the filename
  97345. */
  97346. static GetFilename(path: string): string;
  97347. /**
  97348. * Extracts the "folder" part of a path (everything before the filename).
  97349. * @param uri The URI to extract the info from
  97350. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  97351. * @returns The "folder" part of the path
  97352. */
  97353. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  97354. /**
  97355. * Extracts text content from a DOM element hierarchy
  97356. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  97357. */
  97358. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  97359. /**
  97360. * Convert an angle in radians to degrees
  97361. * @param angle defines the angle to convert
  97362. * @returns the angle in degrees
  97363. */
  97364. static ToDegrees(angle: number): number;
  97365. /**
  97366. * Convert an angle in degrees to radians
  97367. * @param angle defines the angle to convert
  97368. * @returns the angle in radians
  97369. */
  97370. static ToRadians(angle: number): number;
  97371. /**
  97372. * Encode a buffer to a base64 string
  97373. * @param buffer defines the buffer to encode
  97374. * @returns the encoded string
  97375. */
  97376. static EncodeArrayBufferTobase64(buffer: ArrayBuffer): string;
  97377. /**
  97378. * Returns an array if obj is not an array
  97379. * @param obj defines the object to evaluate as an array
  97380. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  97381. * @returns either obj directly if obj is an array or a new array containing obj
  97382. */
  97383. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  97384. /**
  97385. * Gets the pointer prefix to use
  97386. * @returns "pointer" if touch is enabled. Else returns "mouse"
  97387. */
  97388. static GetPointerPrefix(): string;
  97389. /**
  97390. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  97391. * @param url define the url we are trying
  97392. * @param element define the dom element where to configure the cors policy
  97393. */
  97394. static SetCorsBehavior(url: string | string[], element: {
  97395. crossOrigin: string | null;
  97396. }): void;
  97397. /**
  97398. * Removes unwanted characters from an url
  97399. * @param url defines the url to clean
  97400. * @returns the cleaned url
  97401. */
  97402. static CleanUrl(url: string): string;
  97403. /**
  97404. * Gets or sets a function used to pre-process url before using them to load assets
  97405. */
  97406. static PreprocessUrl: (url: string) => string;
  97407. /**
  97408. * Loads an image as an HTMLImageElement.
  97409. * @param input url string, ArrayBuffer, or Blob to load
  97410. * @param onLoad callback called when the image successfully loads
  97411. * @param onError callback called when the image fails to load
  97412. * @param offlineProvider offline provider for caching
  97413. * @returns the HTMLImageElement of the loaded image
  97414. */
  97415. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  97416. /**
  97417. * Loads a file
  97418. * @param url url string, ArrayBuffer, or Blob to load
  97419. * @param onSuccess callback called when the file successfully loads
  97420. * @param onProgress callback called while file is loading (if the server supports this mode)
  97421. * @param offlineProvider defines the offline provider for caching
  97422. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  97423. * @param onError callback called when the file fails to load
  97424. * @returns a file request object
  97425. */
  97426. 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;
  97427. /**
  97428. * Loads a file from a url
  97429. * @param url the file url to load
  97430. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  97431. */
  97432. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  97433. /**
  97434. * Load a script (identified by an url). When the url returns, the
  97435. * content of this file is added into a new script element, attached to the DOM (body element)
  97436. * @param scriptUrl defines the url of the script to laod
  97437. * @param onSuccess defines the callback called when the script is loaded
  97438. * @param onError defines the callback to call if an error occurs
  97439. * @param scriptId defines the id of the script element
  97440. */
  97441. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  97442. /**
  97443. * Load an asynchronous script (identified by an url). When the url returns, the
  97444. * content of this file is added into a new script element, attached to the DOM (body element)
  97445. * @param scriptUrl defines the url of the script to laod
  97446. * @param scriptId defines the id of the script element
  97447. * @returns a promise request object
  97448. */
  97449. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  97450. /**
  97451. * Loads a file from a blob
  97452. * @param fileToLoad defines the blob to use
  97453. * @param callback defines the callback to call when data is loaded
  97454. * @param progressCallback defines the callback to call during loading process
  97455. * @returns a file request object
  97456. */
  97457. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  97458. /**
  97459. * Loads a file
  97460. * @param fileToLoad defines the file to load
  97461. * @param callback defines the callback to call when data is loaded
  97462. * @param progressCallBack defines the callback to call during loading process
  97463. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  97464. * @returns a file request object
  97465. */
  97466. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  97467. /**
  97468. * Creates a data url from a given string content
  97469. * @param content defines the content to convert
  97470. * @returns the new data url link
  97471. */
  97472. static FileAsURL(content: string): string;
  97473. /**
  97474. * Format the given number to a specific decimal format
  97475. * @param value defines the number to format
  97476. * @param decimals defines the number of decimals to use
  97477. * @returns the formatted string
  97478. */
  97479. static Format(value: number, decimals?: number): string;
  97480. /**
  97481. * Tries to copy an object by duplicating every property
  97482. * @param source defines the source object
  97483. * @param destination defines the target object
  97484. * @param doNotCopyList defines a list of properties to avoid
  97485. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  97486. */
  97487. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  97488. /**
  97489. * Gets a boolean indicating if the given object has no own property
  97490. * @param obj defines the object to test
  97491. * @returns true if object has no own property
  97492. */
  97493. static IsEmpty(obj: any): boolean;
  97494. /**
  97495. * Function used to register events at window level
  97496. * @param windowElement defines the Window object to use
  97497. * @param events defines the events to register
  97498. */
  97499. static RegisterTopRootEvents(windowElement: Window, events: {
  97500. name: string;
  97501. handler: Nullable<(e: FocusEvent) => any>;
  97502. }[]): void;
  97503. /**
  97504. * Function used to unregister events from window level
  97505. * @param windowElement defines the Window object to use
  97506. * @param events defines the events to unregister
  97507. */
  97508. static UnregisterTopRootEvents(windowElement: Window, events: {
  97509. name: string;
  97510. handler: Nullable<(e: FocusEvent) => any>;
  97511. }[]): void;
  97512. /**
  97513. * @ignore
  97514. */
  97515. static _ScreenshotCanvas: HTMLCanvasElement;
  97516. /**
  97517. * Dumps the current bound framebuffer
  97518. * @param width defines the rendering width
  97519. * @param height defines the rendering height
  97520. * @param engine defines the hosting engine
  97521. * @param successCallback defines the callback triggered once the data are available
  97522. * @param mimeType defines the mime type of the result
  97523. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  97524. */
  97525. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  97526. /**
  97527. * Converts the canvas data to blob.
  97528. * This acts as a polyfill for browsers not supporting the to blob function.
  97529. * @param canvas Defines the canvas to extract the data from
  97530. * @param successCallback Defines the callback triggered once the data are available
  97531. * @param mimeType Defines the mime type of the result
  97532. */
  97533. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  97534. /**
  97535. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  97536. * @param successCallback defines the callback triggered once the data are available
  97537. * @param mimeType defines the mime type of the result
  97538. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  97539. */
  97540. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  97541. /**
  97542. * Downloads a blob in the browser
  97543. * @param blob defines the blob to download
  97544. * @param fileName defines the name of the downloaded file
  97545. */
  97546. static Download(blob: Blob, fileName: string): void;
  97547. /**
  97548. * Captures a screenshot of the current rendering
  97549. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  97550. * @param engine defines the rendering engine
  97551. * @param camera defines the source camera
  97552. * @param size This parameter can be set to a single number or to an object with the
  97553. * following (optional) properties: precision, width, height. If a single number is passed,
  97554. * it will be used for both width and height. If an object is passed, the screenshot size
  97555. * will be derived from the parameters. The precision property is a multiplier allowing
  97556. * rendering at a higher or lower resolution
  97557. * @param successCallback defines the callback receives a single parameter which contains the
  97558. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  97559. * src parameter of an <img> to display it
  97560. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  97561. * Check your browser for supported MIME types
  97562. */
  97563. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  97564. /**
  97565. * Captures a screenshot of the current rendering
  97566. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  97567. * @param engine defines the rendering engine
  97568. * @param camera defines the source camera
  97569. * @param size This parameter can be set to a single number or to an object with the
  97570. * following (optional) properties: precision, width, height. If a single number is passed,
  97571. * it will be used for both width and height. If an object is passed, the screenshot size
  97572. * will be derived from the parameters. The precision property is a multiplier allowing
  97573. * rendering at a higher or lower resolution
  97574. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  97575. * Check your browser for supported MIME types
  97576. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  97577. * to the src parameter of an <img> to display it
  97578. */
  97579. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  97580. /**
  97581. * Generates an image screenshot from the specified camera.
  97582. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  97583. * @param engine The engine to use for rendering
  97584. * @param camera The camera to use for rendering
  97585. * @param size This parameter can be set to a single number or to an object with the
  97586. * following (optional) properties: precision, width, height. If a single number is passed,
  97587. * it will be used for both width and height. If an object is passed, the screenshot size
  97588. * will be derived from the parameters. The precision property is a multiplier allowing
  97589. * rendering at a higher or lower resolution
  97590. * @param successCallback The callback receives a single parameter which contains the
  97591. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  97592. * src parameter of an <img> to display it
  97593. * @param mimeType The MIME type of the screenshot image (default: image/png).
  97594. * Check your browser for supported MIME types
  97595. * @param samples Texture samples (default: 1)
  97596. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  97597. * @param fileName A name for for the downloaded file.
  97598. */
  97599. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  97600. /**
  97601. * Generates an image screenshot from the specified camera.
  97602. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  97603. * @param engine The engine to use for rendering
  97604. * @param camera The camera to use for rendering
  97605. * @param size This parameter can be set to a single number or to an object with the
  97606. * following (optional) properties: precision, width, height. If a single number is passed,
  97607. * it will be used for both width and height. If an object is passed, the screenshot size
  97608. * will be derived from the parameters. The precision property is a multiplier allowing
  97609. * rendering at a higher or lower resolution
  97610. * @param mimeType The MIME type of the screenshot image (default: image/png).
  97611. * Check your browser for supported MIME types
  97612. * @param samples Texture samples (default: 1)
  97613. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  97614. * @param fileName A name for for the downloaded file.
  97615. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  97616. * to the src parameter of an <img> to display it
  97617. */
  97618. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  97619. /**
  97620. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  97621. * Be aware Math.random() could cause collisions, but:
  97622. * "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"
  97623. * @returns a pseudo random id
  97624. */
  97625. static RandomId(): string;
  97626. /**
  97627. * Test if the given uri is a base64 string
  97628. * @param uri The uri to test
  97629. * @return True if the uri is a base64 string or false otherwise
  97630. */
  97631. static IsBase64(uri: string): boolean;
  97632. /**
  97633. * Decode the given base64 uri.
  97634. * @param uri The uri to decode
  97635. * @return The decoded base64 data.
  97636. */
  97637. static DecodeBase64(uri: string): ArrayBuffer;
  97638. /**
  97639. * Gets the absolute url.
  97640. * @param url the input url
  97641. * @return the absolute url
  97642. */
  97643. static GetAbsoluteUrl(url: string): string;
  97644. /**
  97645. * No log
  97646. */
  97647. static readonly NoneLogLevel: number;
  97648. /**
  97649. * Only message logs
  97650. */
  97651. static readonly MessageLogLevel: number;
  97652. /**
  97653. * Only warning logs
  97654. */
  97655. static readonly WarningLogLevel: number;
  97656. /**
  97657. * Only error logs
  97658. */
  97659. static readonly ErrorLogLevel: number;
  97660. /**
  97661. * All logs
  97662. */
  97663. static readonly AllLogLevel: number;
  97664. /**
  97665. * Gets a value indicating the number of loading errors
  97666. * @ignorenaming
  97667. */
  97668. static readonly errorsCount: number;
  97669. /**
  97670. * Callback called when a new log is added
  97671. */
  97672. static OnNewCacheEntry: (entry: string) => void;
  97673. /**
  97674. * Log a message to the console
  97675. * @param message defines the message to log
  97676. */
  97677. static Log(message: string): void;
  97678. /**
  97679. * Write a warning message to the console
  97680. * @param message defines the message to log
  97681. */
  97682. static Warn(message: string): void;
  97683. /**
  97684. * Write an error message to the console
  97685. * @param message defines the message to log
  97686. */
  97687. static Error(message: string): void;
  97688. /**
  97689. * Gets current log cache (list of logs)
  97690. */
  97691. static readonly LogCache: string;
  97692. /**
  97693. * Clears the log cache
  97694. */
  97695. static ClearLogCache(): void;
  97696. /**
  97697. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  97698. */
  97699. static LogLevels: number;
  97700. /**
  97701. * Checks if the window object exists
  97702. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  97703. */
  97704. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  97705. /**
  97706. * No performance log
  97707. */
  97708. static readonly PerformanceNoneLogLevel: number;
  97709. /**
  97710. * Use user marks to log performance
  97711. */
  97712. static readonly PerformanceUserMarkLogLevel: number;
  97713. /**
  97714. * Log performance to the console
  97715. */
  97716. static readonly PerformanceConsoleLogLevel: number;
  97717. private static _performance;
  97718. /**
  97719. * Sets the current performance log level
  97720. */
  97721. static PerformanceLogLevel: number;
  97722. private static _StartPerformanceCounterDisabled;
  97723. private static _EndPerformanceCounterDisabled;
  97724. private static _StartUserMark;
  97725. private static _EndUserMark;
  97726. private static _StartPerformanceConsole;
  97727. private static _EndPerformanceConsole;
  97728. /**
  97729. * Starts a performance counter
  97730. */
  97731. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  97732. /**
  97733. * Ends a specific performance coutner
  97734. */
  97735. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  97736. /**
  97737. * Gets either window.performance.now() if supported or Date.now() else
  97738. */
  97739. static readonly Now: number;
  97740. /**
  97741. * This method will return the name of the class used to create the instance of the given object.
  97742. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  97743. * @param object the object to get the class name from
  97744. * @param isType defines if the object is actually a type
  97745. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  97746. */
  97747. static GetClassName(object: any, isType?: boolean): string;
  97748. /**
  97749. * Gets the first element of an array satisfying a given predicate
  97750. * @param array defines the array to browse
  97751. * @param predicate defines the predicate to use
  97752. * @returns null if not found or the element
  97753. */
  97754. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  97755. /**
  97756. * This method will return the name of the full name of the class, including its owning module (if any).
  97757. * 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).
  97758. * @param object the object to get the class name from
  97759. * @param isType defines if the object is actually a type
  97760. * @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.
  97761. * @ignorenaming
  97762. */
  97763. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  97764. /**
  97765. * Returns a promise that resolves after the given amount of time.
  97766. * @param delay Number of milliseconds to delay
  97767. * @returns Promise that resolves after the given amount of time
  97768. */
  97769. static DelayAsync(delay: number): Promise<void>;
  97770. }
  97771. /**
  97772. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  97773. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  97774. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  97775. * @param name The name of the class, case should be preserved
  97776. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  97777. */
  97778. export function className(name: string, module?: string): (target: Object) => void;
  97779. /**
  97780. * An implementation of a loop for asynchronous functions.
  97781. */
  97782. export class AsyncLoop {
  97783. /**
  97784. * Defines the number of iterations for the loop
  97785. */
  97786. iterations: number;
  97787. /**
  97788. * Defines the current index of the loop.
  97789. */
  97790. index: number;
  97791. private _done;
  97792. private _fn;
  97793. private _successCallback;
  97794. /**
  97795. * Constructor.
  97796. * @param iterations the number of iterations.
  97797. * @param func the function to run each iteration
  97798. * @param successCallback the callback that will be called upon succesful execution
  97799. * @param offset starting offset.
  97800. */
  97801. constructor(
  97802. /**
  97803. * Defines the number of iterations for the loop
  97804. */
  97805. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  97806. /**
  97807. * Execute the next iteration. Must be called after the last iteration was finished.
  97808. */
  97809. executeNext(): void;
  97810. /**
  97811. * Break the loop and run the success callback.
  97812. */
  97813. breakLoop(): void;
  97814. /**
  97815. * Create and run an async loop.
  97816. * @param iterations the number of iterations.
  97817. * @param fn the function to run each iteration
  97818. * @param successCallback the callback that will be called upon succesful execution
  97819. * @param offset starting offset.
  97820. * @returns the created async loop object
  97821. */
  97822. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  97823. /**
  97824. * A for-loop that will run a given number of iterations synchronous and the rest async.
  97825. * @param iterations total number of iterations
  97826. * @param syncedIterations number of synchronous iterations in each async iteration.
  97827. * @param fn the function to call each iteration.
  97828. * @param callback a success call back that will be called when iterating stops.
  97829. * @param breakFunction a break condition (optional)
  97830. * @param timeout timeout settings for the setTimeout function. default - 0.
  97831. * @returns the created async loop object
  97832. */
  97833. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  97834. }
  97835. }
  97836. declare module BABYLON {
  97837. /** @hidden */
  97838. export interface ICollisionCoordinator {
  97839. createCollider(): Collider;
  97840. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  97841. init(scene: Scene): void;
  97842. }
  97843. /** @hidden */
  97844. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  97845. private _scene;
  97846. private _scaledPosition;
  97847. private _scaledVelocity;
  97848. private _finalPosition;
  97849. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  97850. createCollider(): Collider;
  97851. init(scene: Scene): void;
  97852. private _collideWithWorld;
  97853. }
  97854. }
  97855. declare module BABYLON {
  97856. /**
  97857. * Class used to manage all inputs for the scene.
  97858. */
  97859. export class InputManager {
  97860. /** The distance in pixel that you have to move to prevent some events */
  97861. static DragMovementThreshold: number;
  97862. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  97863. static LongPressDelay: number;
  97864. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  97865. static DoubleClickDelay: number;
  97866. /** If you need to check double click without raising a single click at first click, enable this flag */
  97867. static ExclusiveDoubleClickMode: boolean;
  97868. private _wheelEventName;
  97869. private _onPointerMove;
  97870. private _onPointerDown;
  97871. private _onPointerUp;
  97872. private _initClickEvent;
  97873. private _initActionManager;
  97874. private _delayedSimpleClick;
  97875. private _delayedSimpleClickTimeout;
  97876. private _previousDelayedSimpleClickTimeout;
  97877. private _meshPickProceed;
  97878. private _previousButtonPressed;
  97879. private _currentPickResult;
  97880. private _previousPickResult;
  97881. private _totalPointersPressed;
  97882. private _doubleClickOccured;
  97883. private _pointerOverMesh;
  97884. private _pickedDownMesh;
  97885. private _pickedUpMesh;
  97886. private _pointerX;
  97887. private _pointerY;
  97888. private _unTranslatedPointerX;
  97889. private _unTranslatedPointerY;
  97890. private _startingPointerPosition;
  97891. private _previousStartingPointerPosition;
  97892. private _startingPointerTime;
  97893. private _previousStartingPointerTime;
  97894. private _pointerCaptures;
  97895. private _onKeyDown;
  97896. private _onKeyUp;
  97897. private _onCanvasFocusObserver;
  97898. private _onCanvasBlurObserver;
  97899. private _scene;
  97900. /**
  97901. * Creates a new InputManager
  97902. * @param scene defines the hosting scene
  97903. */
  97904. constructor(scene: Scene);
  97905. /**
  97906. * Gets the mesh that is currently under the pointer
  97907. */
  97908. readonly meshUnderPointer: Nullable<AbstractMesh>;
  97909. /**
  97910. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  97911. */
  97912. readonly unTranslatedPointer: Vector2;
  97913. /**
  97914. * Gets or sets the current on-screen X position of the pointer
  97915. */
  97916. pointerX: number;
  97917. /**
  97918. * Gets or sets the current on-screen Y position of the pointer
  97919. */
  97920. pointerY: number;
  97921. private _updatePointerPosition;
  97922. private _processPointerMove;
  97923. private _setRayOnPointerInfo;
  97924. private _checkPrePointerObservable;
  97925. /**
  97926. * Use this method to simulate a pointer move on a mesh
  97927. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  97928. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  97929. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  97930. */
  97931. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  97932. /**
  97933. * Use this method to simulate a pointer down on a mesh
  97934. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  97935. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  97936. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  97937. */
  97938. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  97939. private _processPointerDown;
  97940. /** @hidden */
  97941. _isPointerSwiping(): boolean;
  97942. /**
  97943. * Use this method to simulate a pointer up on a mesh
  97944. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  97945. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  97946. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  97947. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  97948. */
  97949. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  97950. private _processPointerUp;
  97951. /**
  97952. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  97953. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  97954. * @returns true if the pointer was captured
  97955. */
  97956. isPointerCaptured(pointerId?: number): boolean;
  97957. /**
  97958. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  97959. * @param attachUp defines if you want to attach events to pointerup
  97960. * @param attachDown defines if you want to attach events to pointerdown
  97961. * @param attachMove defines if you want to attach events to pointermove
  97962. */
  97963. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  97964. /**
  97965. * Detaches all event handlers
  97966. */
  97967. detachControl(): void;
  97968. /**
  97969. * Force the value of meshUnderPointer
  97970. * @param mesh defines the mesh to use
  97971. */
  97972. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  97973. /**
  97974. * Gets the mesh under the pointer
  97975. * @returns a Mesh or null if no mesh is under the pointer
  97976. */
  97977. getPointerOverMesh(): Nullable<AbstractMesh>;
  97978. }
  97979. }
  97980. declare module BABYLON {
  97981. /**
  97982. * Helper class used to generate session unique ID
  97983. */
  97984. export class UniqueIdGenerator {
  97985. private static _UniqueIdCounter;
  97986. /**
  97987. * Gets an unique (relatively to the current scene) Id
  97988. */
  97989. static readonly UniqueId: number;
  97990. }
  97991. }
  97992. declare module BABYLON {
  97993. /**
  97994. * This class defines the direct association between an animation and a target
  97995. */
  97996. export class TargetedAnimation {
  97997. /**
  97998. * Animation to perform
  97999. */
  98000. animation: Animation;
  98001. /**
  98002. * Target to animate
  98003. */
  98004. target: any;
  98005. /**
  98006. * Serialize the object
  98007. * @returns the JSON object representing the current entity
  98008. */
  98009. serialize(): any;
  98010. }
  98011. /**
  98012. * Use this class to create coordinated animations on multiple targets
  98013. */
  98014. export class AnimationGroup implements IDisposable {
  98015. /** The name of the animation group */
  98016. name: string;
  98017. private _scene;
  98018. private _targetedAnimations;
  98019. private _animatables;
  98020. private _from;
  98021. private _to;
  98022. private _isStarted;
  98023. private _isPaused;
  98024. private _speedRatio;
  98025. private _loopAnimation;
  98026. /**
  98027. * Gets or sets the unique id of the node
  98028. */
  98029. uniqueId: number;
  98030. /**
  98031. * This observable will notify when one animation have ended
  98032. */
  98033. onAnimationEndObservable: Observable<TargetedAnimation>;
  98034. /**
  98035. * Observer raised when one animation loops
  98036. */
  98037. onAnimationLoopObservable: Observable<TargetedAnimation>;
  98038. /**
  98039. * This observable will notify when all animations have ended.
  98040. */
  98041. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  98042. /**
  98043. * This observable will notify when all animations have paused.
  98044. */
  98045. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  98046. /**
  98047. * This observable will notify when all animations are playing.
  98048. */
  98049. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  98050. /**
  98051. * Gets the first frame
  98052. */
  98053. readonly from: number;
  98054. /**
  98055. * Gets the last frame
  98056. */
  98057. readonly to: number;
  98058. /**
  98059. * Define if the animations are started
  98060. */
  98061. readonly isStarted: boolean;
  98062. /**
  98063. * Gets a value indicating that the current group is playing
  98064. */
  98065. readonly isPlaying: boolean;
  98066. /**
  98067. * Gets or sets the speed ratio to use for all animations
  98068. */
  98069. /**
  98070. * Gets or sets the speed ratio to use for all animations
  98071. */
  98072. speedRatio: number;
  98073. /**
  98074. * Gets or sets if all animations should loop or not
  98075. */
  98076. loopAnimation: boolean;
  98077. /**
  98078. * Gets the targeted animations for this animation group
  98079. */
  98080. readonly targetedAnimations: Array<TargetedAnimation>;
  98081. /**
  98082. * returning the list of animatables controlled by this animation group.
  98083. */
  98084. readonly animatables: Array<Animatable>;
  98085. /**
  98086. * Instantiates a new Animation Group.
  98087. * This helps managing several animations at once.
  98088. * @see http://doc.babylonjs.com/how_to/group
  98089. * @param name Defines the name of the group
  98090. * @param scene Defines the scene the group belongs to
  98091. */
  98092. constructor(
  98093. /** The name of the animation group */
  98094. name: string, scene?: Nullable<Scene>);
  98095. /**
  98096. * Add an animation (with its target) in the group
  98097. * @param animation defines the animation we want to add
  98098. * @param target defines the target of the animation
  98099. * @returns the TargetedAnimation object
  98100. */
  98101. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  98102. /**
  98103. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  98104. * It can add constant keys at begin or end
  98105. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  98106. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  98107. * @returns the animation group
  98108. */
  98109. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  98110. /**
  98111. * Start all animations on given targets
  98112. * @param loop defines if animations must loop
  98113. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  98114. * @param from defines the from key (optional)
  98115. * @param to defines the to key (optional)
  98116. * @returns the current animation group
  98117. */
  98118. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  98119. /**
  98120. * Pause all animations
  98121. * @returns the animation group
  98122. */
  98123. pause(): AnimationGroup;
  98124. /**
  98125. * Play all animations to initial state
  98126. * This function will start() the animations if they were not started or will restart() them if they were paused
  98127. * @param loop defines if animations must loop
  98128. * @returns the animation group
  98129. */
  98130. play(loop?: boolean): AnimationGroup;
  98131. /**
  98132. * Reset all animations to initial state
  98133. * @returns the animation group
  98134. */
  98135. reset(): AnimationGroup;
  98136. /**
  98137. * Restart animations from key 0
  98138. * @returns the animation group
  98139. */
  98140. restart(): AnimationGroup;
  98141. /**
  98142. * Stop all animations
  98143. * @returns the animation group
  98144. */
  98145. stop(): AnimationGroup;
  98146. /**
  98147. * Set animation weight for all animatables
  98148. * @param weight defines the weight to use
  98149. * @return the animationGroup
  98150. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  98151. */
  98152. setWeightForAllAnimatables(weight: number): AnimationGroup;
  98153. /**
  98154. * Synchronize and normalize all animatables with a source animatable
  98155. * @param root defines the root animatable to synchronize with
  98156. * @return the animationGroup
  98157. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  98158. */
  98159. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  98160. /**
  98161. * Goes to a specific frame in this animation group
  98162. * @param frame the frame number to go to
  98163. * @return the animationGroup
  98164. */
  98165. goToFrame(frame: number): AnimationGroup;
  98166. /**
  98167. * Dispose all associated resources
  98168. */
  98169. dispose(): void;
  98170. private _checkAnimationGroupEnded;
  98171. /**
  98172. * Clone the current animation group and returns a copy
  98173. * @param newName defines the name of the new group
  98174. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  98175. * @returns the new aniamtion group
  98176. */
  98177. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  98178. /**
  98179. * Serializes the animationGroup to an object
  98180. * @returns Serialized object
  98181. */
  98182. serialize(): any;
  98183. /**
  98184. * Returns a new AnimationGroup object parsed from the source provided.
  98185. * @param parsedAnimationGroup defines the source
  98186. * @param scene defines the scene that will receive the animationGroup
  98187. * @returns a new AnimationGroup
  98188. */
  98189. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  98190. /**
  98191. * Returns the string "AnimationGroup"
  98192. * @returns "AnimationGroup"
  98193. */
  98194. getClassName(): string;
  98195. /**
  98196. * Creates a detailled string about the object
  98197. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  98198. * @returns a string representing the object
  98199. */
  98200. toString(fullDetails?: boolean): string;
  98201. }
  98202. }
  98203. declare module BABYLON {
  98204. /**
  98205. * Define an interface for all classes that will hold resources
  98206. */
  98207. export interface IDisposable {
  98208. /**
  98209. * Releases all held resources
  98210. */
  98211. dispose(): void;
  98212. }
  98213. /** Interface defining initialization parameters for Scene class */
  98214. export interface SceneOptions {
  98215. /**
  98216. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  98217. * It will improve performance when the number of geometries becomes important.
  98218. */
  98219. useGeometryUniqueIdsMap?: boolean;
  98220. /**
  98221. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  98222. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  98223. */
  98224. useMaterialMeshMap?: boolean;
  98225. /**
  98226. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  98227. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  98228. */
  98229. useClonedMeshhMap?: boolean;
  98230. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  98231. virtual?: boolean;
  98232. }
  98233. /**
  98234. * Represents a scene to be rendered by the engine.
  98235. * @see http://doc.babylonjs.com/features/scene
  98236. */
  98237. export class Scene extends AbstractScene implements IAnimatable {
  98238. /** The fog is deactivated */
  98239. static readonly FOGMODE_NONE: number;
  98240. /** The fog density is following an exponential function */
  98241. static readonly FOGMODE_EXP: number;
  98242. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  98243. static readonly FOGMODE_EXP2: number;
  98244. /** The fog density is following a linear function. */
  98245. static readonly FOGMODE_LINEAR: number;
  98246. /**
  98247. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  98248. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  98249. */
  98250. static MinDeltaTime: number;
  98251. /**
  98252. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  98253. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  98254. */
  98255. static MaxDeltaTime: number;
  98256. /**
  98257. * Factory used to create the default material.
  98258. * @param name The name of the material to create
  98259. * @param scene The scene to create the material for
  98260. * @returns The default material
  98261. */
  98262. static DefaultMaterialFactory(scene: Scene): Material;
  98263. /**
  98264. * Factory used to create the a collision coordinator.
  98265. * @returns The collision coordinator
  98266. */
  98267. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  98268. /** @hidden */
  98269. _inputManager: InputManager;
  98270. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  98271. cameraToUseForPointers: Nullable<Camera>;
  98272. /** @hidden */
  98273. readonly _isScene: boolean;
  98274. /**
  98275. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  98276. */
  98277. autoClear: boolean;
  98278. /**
  98279. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  98280. */
  98281. autoClearDepthAndStencil: boolean;
  98282. /**
  98283. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  98284. */
  98285. clearColor: Color4;
  98286. /**
  98287. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  98288. */
  98289. ambientColor: Color3;
  98290. /**
  98291. * This is use to store the default BRDF lookup for PBR materials in your scene.
  98292. * It should only be one of the following (if not the default embedded one):
  98293. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  98294. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  98295. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  98296. * The material properties need to be setup according to the type of texture in use.
  98297. */
  98298. environmentBRDFTexture: BaseTexture;
  98299. /** @hidden */
  98300. protected _environmentTexture: Nullable<BaseTexture>;
  98301. /**
  98302. * Texture used in all pbr material as the reflection texture.
  98303. * As in the majority of the scene they are the same (exception for multi room and so on),
  98304. * this is easier to reference from here than from all the materials.
  98305. */
  98306. /**
  98307. * Texture used in all pbr material as the reflection texture.
  98308. * As in the majority of the scene they are the same (exception for multi room and so on),
  98309. * this is easier to set here than in all the materials.
  98310. */
  98311. environmentTexture: Nullable<BaseTexture>;
  98312. /** @hidden */
  98313. protected _environmentIntensity: number;
  98314. /**
  98315. * Intensity of the environment in all pbr material.
  98316. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  98317. * As in the majority of the scene they are the same (exception for multi room and so on),
  98318. * this is easier to reference from here than from all the materials.
  98319. */
  98320. /**
  98321. * Intensity of the environment in all pbr material.
  98322. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  98323. * As in the majority of the scene they are the same (exception for multi room and so on),
  98324. * this is easier to set here than in all the materials.
  98325. */
  98326. environmentIntensity: number;
  98327. /** @hidden */
  98328. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  98329. /**
  98330. * Default image processing configuration used either in the rendering
  98331. * Forward main pass or through the imageProcessingPostProcess if present.
  98332. * As in the majority of the scene they are the same (exception for multi camera),
  98333. * this is easier to reference from here than from all the materials and post process.
  98334. *
  98335. * No setter as we it is a shared configuration, you can set the values instead.
  98336. */
  98337. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  98338. private _forceWireframe;
  98339. /**
  98340. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  98341. */
  98342. forceWireframe: boolean;
  98343. private _forcePointsCloud;
  98344. /**
  98345. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  98346. */
  98347. forcePointsCloud: boolean;
  98348. /**
  98349. * Gets or sets the active clipplane 1
  98350. */
  98351. clipPlane: Nullable<Plane>;
  98352. /**
  98353. * Gets or sets the active clipplane 2
  98354. */
  98355. clipPlane2: Nullable<Plane>;
  98356. /**
  98357. * Gets or sets the active clipplane 3
  98358. */
  98359. clipPlane3: Nullable<Plane>;
  98360. /**
  98361. * Gets or sets the active clipplane 4
  98362. */
  98363. clipPlane4: Nullable<Plane>;
  98364. /**
  98365. * Gets or sets a boolean indicating if animations are enabled
  98366. */
  98367. animationsEnabled: boolean;
  98368. private _animationPropertiesOverride;
  98369. /**
  98370. * Gets or sets the animation properties override
  98371. */
  98372. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  98373. /**
  98374. * Gets or sets a boolean indicating if a constant deltatime has to be used
  98375. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  98376. */
  98377. useConstantAnimationDeltaTime: boolean;
  98378. /**
  98379. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  98380. * Please note that it requires to run a ray cast through the scene on every frame
  98381. */
  98382. constantlyUpdateMeshUnderPointer: boolean;
  98383. /**
  98384. * Defines the HTML cursor to use when hovering over interactive elements
  98385. */
  98386. hoverCursor: string;
  98387. /**
  98388. * Defines the HTML default cursor to use (empty by default)
  98389. */
  98390. defaultCursor: string;
  98391. /**
  98392. * This is used to call preventDefault() on pointer down
  98393. * in order to block unwanted artifacts like system double clicks
  98394. */
  98395. preventDefaultOnPointerDown: boolean;
  98396. /**
  98397. * This is used to call preventDefault() on pointer up
  98398. * in order to block unwanted artifacts like system double clicks
  98399. */
  98400. preventDefaultOnPointerUp: boolean;
  98401. /**
  98402. * Gets or sets user defined metadata
  98403. */
  98404. metadata: any;
  98405. /**
  98406. * For internal use only. Please do not use.
  98407. */
  98408. reservedDataStore: any;
  98409. /**
  98410. * Gets the name of the plugin used to load this scene (null by default)
  98411. */
  98412. loadingPluginName: string;
  98413. /**
  98414. * Use this array to add regular expressions used to disable offline support for specific urls
  98415. */
  98416. disableOfflineSupportExceptionRules: RegExp[];
  98417. /**
  98418. * An event triggered when the scene is disposed.
  98419. */
  98420. onDisposeObservable: Observable<Scene>;
  98421. private _onDisposeObserver;
  98422. /** Sets a function to be executed when this scene is disposed. */
  98423. onDispose: () => void;
  98424. /**
  98425. * An event triggered before rendering the scene (right after animations and physics)
  98426. */
  98427. onBeforeRenderObservable: Observable<Scene>;
  98428. private _onBeforeRenderObserver;
  98429. /** Sets a function to be executed before rendering this scene */
  98430. beforeRender: Nullable<() => void>;
  98431. /**
  98432. * An event triggered after rendering the scene
  98433. */
  98434. onAfterRenderObservable: Observable<Scene>;
  98435. /**
  98436. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  98437. */
  98438. onAfterRenderCameraObservable: Observable<Camera>;
  98439. private _onAfterRenderObserver;
  98440. /** Sets a function to be executed after rendering this scene */
  98441. afterRender: Nullable<() => void>;
  98442. /**
  98443. * An event triggered before animating the scene
  98444. */
  98445. onBeforeAnimationsObservable: Observable<Scene>;
  98446. /**
  98447. * An event triggered after animations processing
  98448. */
  98449. onAfterAnimationsObservable: Observable<Scene>;
  98450. /**
  98451. * An event triggered before draw calls are ready to be sent
  98452. */
  98453. onBeforeDrawPhaseObservable: Observable<Scene>;
  98454. /**
  98455. * An event triggered after draw calls have been sent
  98456. */
  98457. onAfterDrawPhaseObservable: Observable<Scene>;
  98458. /**
  98459. * An event triggered when the scene is ready
  98460. */
  98461. onReadyObservable: Observable<Scene>;
  98462. /**
  98463. * An event triggered before rendering a camera
  98464. */
  98465. onBeforeCameraRenderObservable: Observable<Camera>;
  98466. private _onBeforeCameraRenderObserver;
  98467. /** Sets a function to be executed before rendering a camera*/
  98468. beforeCameraRender: () => void;
  98469. /**
  98470. * An event triggered after rendering a camera
  98471. */
  98472. onAfterCameraRenderObservable: Observable<Camera>;
  98473. private _onAfterCameraRenderObserver;
  98474. /** Sets a function to be executed after rendering a camera*/
  98475. afterCameraRender: () => void;
  98476. /**
  98477. * An event triggered when active meshes evaluation is about to start
  98478. */
  98479. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  98480. /**
  98481. * An event triggered when active meshes evaluation is done
  98482. */
  98483. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  98484. /**
  98485. * An event triggered when particles rendering is about to start
  98486. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  98487. */
  98488. onBeforeParticlesRenderingObservable: Observable<Scene>;
  98489. /**
  98490. * An event triggered when particles rendering is done
  98491. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  98492. */
  98493. onAfterParticlesRenderingObservable: Observable<Scene>;
  98494. /**
  98495. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  98496. */
  98497. onDataLoadedObservable: Observable<Scene>;
  98498. /**
  98499. * An event triggered when a camera is created
  98500. */
  98501. onNewCameraAddedObservable: Observable<Camera>;
  98502. /**
  98503. * An event triggered when a camera is removed
  98504. */
  98505. onCameraRemovedObservable: Observable<Camera>;
  98506. /**
  98507. * An event triggered when a light is created
  98508. */
  98509. onNewLightAddedObservable: Observable<Light>;
  98510. /**
  98511. * An event triggered when a light is removed
  98512. */
  98513. onLightRemovedObservable: Observable<Light>;
  98514. /**
  98515. * An event triggered when a geometry is created
  98516. */
  98517. onNewGeometryAddedObservable: Observable<Geometry>;
  98518. /**
  98519. * An event triggered when a geometry is removed
  98520. */
  98521. onGeometryRemovedObservable: Observable<Geometry>;
  98522. /**
  98523. * An event triggered when a transform node is created
  98524. */
  98525. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  98526. /**
  98527. * An event triggered when a transform node is removed
  98528. */
  98529. onTransformNodeRemovedObservable: Observable<TransformNode>;
  98530. /**
  98531. * An event triggered when a mesh is created
  98532. */
  98533. onNewMeshAddedObservable: Observable<AbstractMesh>;
  98534. /**
  98535. * An event triggered when a mesh is removed
  98536. */
  98537. onMeshRemovedObservable: Observable<AbstractMesh>;
  98538. /**
  98539. * An event triggered when a skeleton is created
  98540. */
  98541. onNewSkeletonAddedObservable: Observable<Skeleton>;
  98542. /**
  98543. * An event triggered when a skeleton is removed
  98544. */
  98545. onSkeletonRemovedObservable: Observable<Skeleton>;
  98546. /**
  98547. * An event triggered when a material is created
  98548. */
  98549. onNewMaterialAddedObservable: Observable<Material>;
  98550. /**
  98551. * An event triggered when a material is removed
  98552. */
  98553. onMaterialRemovedObservable: Observable<Material>;
  98554. /**
  98555. * An event triggered when a texture is created
  98556. */
  98557. onNewTextureAddedObservable: Observable<BaseTexture>;
  98558. /**
  98559. * An event triggered when a texture is removed
  98560. */
  98561. onTextureRemovedObservable: Observable<BaseTexture>;
  98562. /**
  98563. * An event triggered when render targets are about to be rendered
  98564. * Can happen multiple times per frame.
  98565. */
  98566. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  98567. /**
  98568. * An event triggered when render targets were rendered.
  98569. * Can happen multiple times per frame.
  98570. */
  98571. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  98572. /**
  98573. * An event triggered before calculating deterministic simulation step
  98574. */
  98575. onBeforeStepObservable: Observable<Scene>;
  98576. /**
  98577. * An event triggered after calculating deterministic simulation step
  98578. */
  98579. onAfterStepObservable: Observable<Scene>;
  98580. /**
  98581. * An event triggered when the activeCamera property is updated
  98582. */
  98583. onActiveCameraChanged: Observable<Scene>;
  98584. /**
  98585. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  98586. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  98587. * 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)
  98588. */
  98589. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  98590. /**
  98591. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  98592. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  98593. * 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)
  98594. */
  98595. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  98596. /**
  98597. * This Observable will when a mesh has been imported into the scene.
  98598. */
  98599. onMeshImportedObservable: Observable<AbstractMesh>;
  98600. /**
  98601. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  98602. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  98603. */
  98604. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  98605. /** @hidden */
  98606. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  98607. /**
  98608. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  98609. */
  98610. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  98611. /**
  98612. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  98613. */
  98614. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  98615. /**
  98616. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  98617. */
  98618. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  98619. /** Callback called when a pointer move is detected */
  98620. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  98621. /** Callback called when a pointer down is detected */
  98622. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  98623. /** Callback called when a pointer up is detected */
  98624. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  98625. /** Callback called when a pointer pick is detected */
  98626. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  98627. /**
  98628. * 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).
  98629. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  98630. */
  98631. onPrePointerObservable: Observable<PointerInfoPre>;
  98632. /**
  98633. * Observable event triggered each time an input event is received from the rendering canvas
  98634. */
  98635. onPointerObservable: Observable<PointerInfo>;
  98636. /**
  98637. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  98638. */
  98639. readonly unTranslatedPointer: Vector2;
  98640. /**
  98641. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  98642. */
  98643. static DragMovementThreshold: number;
  98644. /**
  98645. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  98646. */
  98647. static LongPressDelay: number;
  98648. /**
  98649. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  98650. */
  98651. static DoubleClickDelay: number;
  98652. /** If you need to check double click without raising a single click at first click, enable this flag */
  98653. static ExclusiveDoubleClickMode: boolean;
  98654. /** @hidden */
  98655. _mirroredCameraPosition: Nullable<Vector3>;
  98656. /**
  98657. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  98658. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  98659. */
  98660. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  98661. /**
  98662. * Observable event triggered each time an keyboard event is received from the hosting window
  98663. */
  98664. onKeyboardObservable: Observable<KeyboardInfo>;
  98665. private _useRightHandedSystem;
  98666. /**
  98667. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  98668. */
  98669. useRightHandedSystem: boolean;
  98670. private _timeAccumulator;
  98671. private _currentStepId;
  98672. private _currentInternalStep;
  98673. /**
  98674. * Sets the step Id used by deterministic lock step
  98675. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  98676. * @param newStepId defines the step Id
  98677. */
  98678. setStepId(newStepId: number): void;
  98679. /**
  98680. * Gets the step Id used by deterministic lock step
  98681. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  98682. * @returns the step Id
  98683. */
  98684. getStepId(): number;
  98685. /**
  98686. * Gets the internal step used by deterministic lock step
  98687. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  98688. * @returns the internal step
  98689. */
  98690. getInternalStep(): number;
  98691. private _fogEnabled;
  98692. /**
  98693. * Gets or sets a boolean indicating if fog is enabled on this scene
  98694. * @see http://doc.babylonjs.com/babylon101/environment#fog
  98695. * (Default is true)
  98696. */
  98697. fogEnabled: boolean;
  98698. private _fogMode;
  98699. /**
  98700. * Gets or sets the fog mode to use
  98701. * @see http://doc.babylonjs.com/babylon101/environment#fog
  98702. * | mode | value |
  98703. * | --- | --- |
  98704. * | FOGMODE_NONE | 0 |
  98705. * | FOGMODE_EXP | 1 |
  98706. * | FOGMODE_EXP2 | 2 |
  98707. * | FOGMODE_LINEAR | 3 |
  98708. */
  98709. fogMode: number;
  98710. /**
  98711. * Gets or sets the fog color to use
  98712. * @see http://doc.babylonjs.com/babylon101/environment#fog
  98713. * (Default is Color3(0.2, 0.2, 0.3))
  98714. */
  98715. fogColor: Color3;
  98716. /**
  98717. * Gets or sets the fog density to use
  98718. * @see http://doc.babylonjs.com/babylon101/environment#fog
  98719. * (Default is 0.1)
  98720. */
  98721. fogDensity: number;
  98722. /**
  98723. * Gets or sets the fog start distance to use
  98724. * @see http://doc.babylonjs.com/babylon101/environment#fog
  98725. * (Default is 0)
  98726. */
  98727. fogStart: number;
  98728. /**
  98729. * Gets or sets the fog end distance to use
  98730. * @see http://doc.babylonjs.com/babylon101/environment#fog
  98731. * (Default is 1000)
  98732. */
  98733. fogEnd: number;
  98734. private _shadowsEnabled;
  98735. /**
  98736. * Gets or sets a boolean indicating if shadows are enabled on this scene
  98737. */
  98738. shadowsEnabled: boolean;
  98739. private _lightsEnabled;
  98740. /**
  98741. * Gets or sets a boolean indicating if lights are enabled on this scene
  98742. */
  98743. lightsEnabled: boolean;
  98744. /** All of the active cameras added to this scene. */
  98745. activeCameras: Camera[];
  98746. /** @hidden */
  98747. _activeCamera: Nullable<Camera>;
  98748. /** Gets or sets the current active camera */
  98749. activeCamera: Nullable<Camera>;
  98750. private _defaultMaterial;
  98751. /** The default material used on meshes when no material is affected */
  98752. /** The default material used on meshes when no material is affected */
  98753. defaultMaterial: Material;
  98754. private _texturesEnabled;
  98755. /**
  98756. * Gets or sets a boolean indicating if textures are enabled on this scene
  98757. */
  98758. texturesEnabled: boolean;
  98759. /**
  98760. * Gets or sets a boolean indicating if particles are enabled on this scene
  98761. */
  98762. particlesEnabled: boolean;
  98763. /**
  98764. * Gets or sets a boolean indicating if sprites are enabled on this scene
  98765. */
  98766. spritesEnabled: boolean;
  98767. private _skeletonsEnabled;
  98768. /**
  98769. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  98770. */
  98771. skeletonsEnabled: boolean;
  98772. /**
  98773. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  98774. */
  98775. lensFlaresEnabled: boolean;
  98776. /**
  98777. * Gets or sets a boolean indicating if collisions are enabled on this scene
  98778. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  98779. */
  98780. collisionsEnabled: boolean;
  98781. private _collisionCoordinator;
  98782. /** @hidden */
  98783. readonly collisionCoordinator: ICollisionCoordinator;
  98784. /**
  98785. * Defines the gravity applied to this scene (used only for collisions)
  98786. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  98787. */
  98788. gravity: Vector3;
  98789. /**
  98790. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  98791. */
  98792. postProcessesEnabled: boolean;
  98793. /**
  98794. * The list of postprocesses added to the scene
  98795. */
  98796. postProcesses: PostProcess[];
  98797. /**
  98798. * Gets the current postprocess manager
  98799. */
  98800. postProcessManager: PostProcessManager;
  98801. /**
  98802. * Gets or sets a boolean indicating if render targets are enabled on this scene
  98803. */
  98804. renderTargetsEnabled: boolean;
  98805. /**
  98806. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  98807. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  98808. */
  98809. dumpNextRenderTargets: boolean;
  98810. /**
  98811. * The list of user defined render targets added to the scene
  98812. */
  98813. customRenderTargets: RenderTargetTexture[];
  98814. /**
  98815. * Defines if texture loading must be delayed
  98816. * If true, textures will only be loaded when they need to be rendered
  98817. */
  98818. useDelayedTextureLoading: boolean;
  98819. /**
  98820. * Gets the list of meshes imported to the scene through SceneLoader
  98821. */
  98822. importedMeshesFiles: String[];
  98823. /**
  98824. * Gets or sets a boolean indicating if probes are enabled on this scene
  98825. */
  98826. probesEnabled: boolean;
  98827. /**
  98828. * Gets or sets the current offline provider to use to store scene data
  98829. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  98830. */
  98831. offlineProvider: IOfflineProvider;
  98832. /**
  98833. * Gets or sets the action manager associated with the scene
  98834. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  98835. */
  98836. actionManager: AbstractActionManager;
  98837. private _meshesForIntersections;
  98838. /**
  98839. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  98840. */
  98841. proceduralTexturesEnabled: boolean;
  98842. private _engine;
  98843. private _totalVertices;
  98844. /** @hidden */
  98845. _activeIndices: PerfCounter;
  98846. /** @hidden */
  98847. _activeParticles: PerfCounter;
  98848. /** @hidden */
  98849. _activeBones: PerfCounter;
  98850. private _animationRatio;
  98851. /** @hidden */
  98852. _animationTimeLast: number;
  98853. /** @hidden */
  98854. _animationTime: number;
  98855. /**
  98856. * Gets or sets a general scale for animation speed
  98857. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  98858. */
  98859. animationTimeScale: number;
  98860. /** @hidden */
  98861. _cachedMaterial: Nullable<Material>;
  98862. /** @hidden */
  98863. _cachedEffect: Nullable<Effect>;
  98864. /** @hidden */
  98865. _cachedVisibility: Nullable<number>;
  98866. private _renderId;
  98867. private _frameId;
  98868. private _executeWhenReadyTimeoutId;
  98869. private _intermediateRendering;
  98870. private _viewUpdateFlag;
  98871. private _projectionUpdateFlag;
  98872. /** @hidden */
  98873. _toBeDisposed: Nullable<IDisposable>[];
  98874. private _activeRequests;
  98875. /** @hidden */
  98876. _pendingData: any[];
  98877. private _isDisposed;
  98878. /**
  98879. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  98880. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  98881. */
  98882. dispatchAllSubMeshesOfActiveMeshes: boolean;
  98883. private _activeMeshes;
  98884. private _processedMaterials;
  98885. private _renderTargets;
  98886. /** @hidden */
  98887. _activeParticleSystems: SmartArray<IParticleSystem>;
  98888. private _activeSkeletons;
  98889. private _softwareSkinnedMeshes;
  98890. private _renderingManager;
  98891. /** @hidden */
  98892. _activeAnimatables: Animatable[];
  98893. private _transformMatrix;
  98894. private _sceneUbo;
  98895. /** @hidden */
  98896. _viewMatrix: Matrix;
  98897. private _projectionMatrix;
  98898. /** @hidden */
  98899. _forcedViewPosition: Nullable<Vector3>;
  98900. /** @hidden */
  98901. _frustumPlanes: Plane[];
  98902. /**
  98903. * Gets the list of frustum planes (built from the active camera)
  98904. */
  98905. readonly frustumPlanes: Plane[];
  98906. /**
  98907. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  98908. * This is useful if there are more lights that the maximum simulteanous authorized
  98909. */
  98910. requireLightSorting: boolean;
  98911. /** @hidden */
  98912. readonly useMaterialMeshMap: boolean;
  98913. /** @hidden */
  98914. readonly useClonedMeshhMap: boolean;
  98915. private _externalData;
  98916. private _uid;
  98917. /**
  98918. * @hidden
  98919. * Backing store of defined scene components.
  98920. */
  98921. _components: ISceneComponent[];
  98922. /**
  98923. * @hidden
  98924. * Backing store of defined scene components.
  98925. */
  98926. _serializableComponents: ISceneSerializableComponent[];
  98927. /**
  98928. * List of components to register on the next registration step.
  98929. */
  98930. private _transientComponents;
  98931. /**
  98932. * Registers the transient components if needed.
  98933. */
  98934. private _registerTransientComponents;
  98935. /**
  98936. * @hidden
  98937. * Add a component to the scene.
  98938. * Note that the ccomponent could be registered on th next frame if this is called after
  98939. * the register component stage.
  98940. * @param component Defines the component to add to the scene
  98941. */
  98942. _addComponent(component: ISceneComponent): void;
  98943. /**
  98944. * @hidden
  98945. * Gets a component from the scene.
  98946. * @param name defines the name of the component to retrieve
  98947. * @returns the component or null if not present
  98948. */
  98949. _getComponent(name: string): Nullable<ISceneComponent>;
  98950. /**
  98951. * @hidden
  98952. * Defines the actions happening before camera updates.
  98953. */
  98954. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  98955. /**
  98956. * @hidden
  98957. * Defines the actions happening before clear the canvas.
  98958. */
  98959. _beforeClearStage: Stage<SimpleStageAction>;
  98960. /**
  98961. * @hidden
  98962. * Defines the actions when collecting render targets for the frame.
  98963. */
  98964. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  98965. /**
  98966. * @hidden
  98967. * Defines the actions happening for one camera in the frame.
  98968. */
  98969. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  98970. /**
  98971. * @hidden
  98972. * Defines the actions happening during the per mesh ready checks.
  98973. */
  98974. _isReadyForMeshStage: Stage<MeshStageAction>;
  98975. /**
  98976. * @hidden
  98977. * Defines the actions happening before evaluate active mesh checks.
  98978. */
  98979. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  98980. /**
  98981. * @hidden
  98982. * Defines the actions happening during the evaluate sub mesh checks.
  98983. */
  98984. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  98985. /**
  98986. * @hidden
  98987. * Defines the actions happening during the active mesh stage.
  98988. */
  98989. _activeMeshStage: Stage<ActiveMeshStageAction>;
  98990. /**
  98991. * @hidden
  98992. * Defines the actions happening during the per camera render target step.
  98993. */
  98994. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  98995. /**
  98996. * @hidden
  98997. * Defines the actions happening just before the active camera is drawing.
  98998. */
  98999. _beforeCameraDrawStage: Stage<CameraStageAction>;
  99000. /**
  99001. * @hidden
  99002. * Defines the actions happening just before a render target is drawing.
  99003. */
  99004. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  99005. /**
  99006. * @hidden
  99007. * Defines the actions happening just before a rendering group is drawing.
  99008. */
  99009. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  99010. /**
  99011. * @hidden
  99012. * Defines the actions happening just before a mesh is drawing.
  99013. */
  99014. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  99015. /**
  99016. * @hidden
  99017. * Defines the actions happening just after a mesh has been drawn.
  99018. */
  99019. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  99020. /**
  99021. * @hidden
  99022. * Defines the actions happening just after a rendering group has been drawn.
  99023. */
  99024. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  99025. /**
  99026. * @hidden
  99027. * Defines the actions happening just after the active camera has been drawn.
  99028. */
  99029. _afterCameraDrawStage: Stage<CameraStageAction>;
  99030. /**
  99031. * @hidden
  99032. * Defines the actions happening just after a render target has been drawn.
  99033. */
  99034. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  99035. /**
  99036. * @hidden
  99037. * Defines the actions happening just after rendering all cameras and computing intersections.
  99038. */
  99039. _afterRenderStage: Stage<SimpleStageAction>;
  99040. /**
  99041. * @hidden
  99042. * Defines the actions happening when a pointer move event happens.
  99043. */
  99044. _pointerMoveStage: Stage<PointerMoveStageAction>;
  99045. /**
  99046. * @hidden
  99047. * Defines the actions happening when a pointer down event happens.
  99048. */
  99049. _pointerDownStage: Stage<PointerUpDownStageAction>;
  99050. /**
  99051. * @hidden
  99052. * Defines the actions happening when a pointer up event happens.
  99053. */
  99054. _pointerUpStage: Stage<PointerUpDownStageAction>;
  99055. /**
  99056. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  99057. */
  99058. private geometriesByUniqueId;
  99059. /**
  99060. * Creates a new Scene
  99061. * @param engine defines the engine to use to render this scene
  99062. * @param options defines the scene options
  99063. */
  99064. constructor(engine: Engine, options?: SceneOptions);
  99065. /**
  99066. * Gets a string idenfifying the name of the class
  99067. * @returns "Scene" string
  99068. */
  99069. getClassName(): string;
  99070. private _defaultMeshCandidates;
  99071. /**
  99072. * @hidden
  99073. */
  99074. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  99075. private _defaultSubMeshCandidates;
  99076. /**
  99077. * @hidden
  99078. */
  99079. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  99080. /**
  99081. * Sets the default candidate providers for the scene.
  99082. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  99083. * and getCollidingSubMeshCandidates to their default function
  99084. */
  99085. setDefaultCandidateProviders(): void;
  99086. /**
  99087. * Gets the mesh that is currently under the pointer
  99088. */
  99089. readonly meshUnderPointer: Nullable<AbstractMesh>;
  99090. /**
  99091. * Gets or sets the current on-screen X position of the pointer
  99092. */
  99093. pointerX: number;
  99094. /**
  99095. * Gets or sets the current on-screen Y position of the pointer
  99096. */
  99097. pointerY: number;
  99098. /**
  99099. * Gets the cached material (ie. the latest rendered one)
  99100. * @returns the cached material
  99101. */
  99102. getCachedMaterial(): Nullable<Material>;
  99103. /**
  99104. * Gets the cached effect (ie. the latest rendered one)
  99105. * @returns the cached effect
  99106. */
  99107. getCachedEffect(): Nullable<Effect>;
  99108. /**
  99109. * Gets the cached visibility state (ie. the latest rendered one)
  99110. * @returns the cached visibility state
  99111. */
  99112. getCachedVisibility(): Nullable<number>;
  99113. /**
  99114. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  99115. * @param material defines the current material
  99116. * @param effect defines the current effect
  99117. * @param visibility defines the current visibility state
  99118. * @returns true if one parameter is not cached
  99119. */
  99120. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  99121. /**
  99122. * Gets the engine associated with the scene
  99123. * @returns an Engine
  99124. */
  99125. getEngine(): Engine;
  99126. /**
  99127. * Gets the total number of vertices rendered per frame
  99128. * @returns the total number of vertices rendered per frame
  99129. */
  99130. getTotalVertices(): number;
  99131. /**
  99132. * Gets the performance counter for total vertices
  99133. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  99134. */
  99135. readonly totalVerticesPerfCounter: PerfCounter;
  99136. /**
  99137. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  99138. * @returns the total number of active indices rendered per frame
  99139. */
  99140. getActiveIndices(): number;
  99141. /**
  99142. * Gets the performance counter for active indices
  99143. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  99144. */
  99145. readonly totalActiveIndicesPerfCounter: PerfCounter;
  99146. /**
  99147. * Gets the total number of active particles rendered per frame
  99148. * @returns the total number of active particles rendered per frame
  99149. */
  99150. getActiveParticles(): number;
  99151. /**
  99152. * Gets the performance counter for active particles
  99153. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  99154. */
  99155. readonly activeParticlesPerfCounter: PerfCounter;
  99156. /**
  99157. * Gets the total number of active bones rendered per frame
  99158. * @returns the total number of active bones rendered per frame
  99159. */
  99160. getActiveBones(): number;
  99161. /**
  99162. * Gets the performance counter for active bones
  99163. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  99164. */
  99165. readonly activeBonesPerfCounter: PerfCounter;
  99166. /**
  99167. * Gets the array of active meshes
  99168. * @returns an array of AbstractMesh
  99169. */
  99170. getActiveMeshes(): SmartArray<AbstractMesh>;
  99171. /**
  99172. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  99173. * @returns a number
  99174. */
  99175. getAnimationRatio(): number;
  99176. /**
  99177. * Gets an unique Id for the current render phase
  99178. * @returns a number
  99179. */
  99180. getRenderId(): number;
  99181. /**
  99182. * Gets an unique Id for the current frame
  99183. * @returns a number
  99184. */
  99185. getFrameId(): number;
  99186. /** Call this function if you want to manually increment the render Id*/
  99187. incrementRenderId(): void;
  99188. private _createUbo;
  99189. /**
  99190. * Use this method to simulate a pointer move on a mesh
  99191. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  99192. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  99193. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  99194. * @returns the current scene
  99195. */
  99196. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  99197. /**
  99198. * Use this method to simulate a pointer down on a mesh
  99199. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  99200. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  99201. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  99202. * @returns the current scene
  99203. */
  99204. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  99205. /**
  99206. * Use this method to simulate a pointer up on a mesh
  99207. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  99208. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  99209. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  99210. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  99211. * @returns the current scene
  99212. */
  99213. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  99214. /**
  99215. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  99216. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  99217. * @returns true if the pointer was captured
  99218. */
  99219. isPointerCaptured(pointerId?: number): boolean;
  99220. /**
  99221. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  99222. * @param attachUp defines if you want to attach events to pointerup
  99223. * @param attachDown defines if you want to attach events to pointerdown
  99224. * @param attachMove defines if you want to attach events to pointermove
  99225. */
  99226. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  99227. /** Detaches all event handlers*/
  99228. detachControl(): void;
  99229. /**
  99230. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  99231. * Delay loaded resources are not taking in account
  99232. * @return true if all required resources are ready
  99233. */
  99234. isReady(): boolean;
  99235. /** Resets all cached information relative to material (including effect and visibility) */
  99236. resetCachedMaterial(): void;
  99237. /**
  99238. * Registers a function to be called before every frame render
  99239. * @param func defines the function to register
  99240. */
  99241. registerBeforeRender(func: () => void): void;
  99242. /**
  99243. * Unregisters a function called before every frame render
  99244. * @param func defines the function to unregister
  99245. */
  99246. unregisterBeforeRender(func: () => void): void;
  99247. /**
  99248. * Registers a function to be called after every frame render
  99249. * @param func defines the function to register
  99250. */
  99251. registerAfterRender(func: () => void): void;
  99252. /**
  99253. * Unregisters a function called after every frame render
  99254. * @param func defines the function to unregister
  99255. */
  99256. unregisterAfterRender(func: () => void): void;
  99257. private _executeOnceBeforeRender;
  99258. /**
  99259. * The provided function will run before render once and will be disposed afterwards.
  99260. * A timeout delay can be provided so that the function will be executed in N ms.
  99261. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  99262. * @param func The function to be executed.
  99263. * @param timeout optional delay in ms
  99264. */
  99265. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  99266. /** @hidden */
  99267. _addPendingData(data: any): void;
  99268. /** @hidden */
  99269. _removePendingData(data: any): void;
  99270. /**
  99271. * Returns the number of items waiting to be loaded
  99272. * @returns the number of items waiting to be loaded
  99273. */
  99274. getWaitingItemsCount(): number;
  99275. /**
  99276. * Returns a boolean indicating if the scene is still loading data
  99277. */
  99278. readonly isLoading: boolean;
  99279. /**
  99280. * Registers a function to be executed when the scene is ready
  99281. * @param {Function} func - the function to be executed
  99282. */
  99283. executeWhenReady(func: () => void): void;
  99284. /**
  99285. * Returns a promise that resolves when the scene is ready
  99286. * @returns A promise that resolves when the scene is ready
  99287. */
  99288. whenReadyAsync(): Promise<void>;
  99289. /** @hidden */
  99290. _checkIsReady(): void;
  99291. /**
  99292. * Gets all animatable attached to the scene
  99293. */
  99294. readonly animatables: Animatable[];
  99295. /**
  99296. * Resets the last animation time frame.
  99297. * Useful to override when animations start running when loading a scene for the first time.
  99298. */
  99299. resetLastAnimationTimeFrame(): void;
  99300. /**
  99301. * Gets the current view matrix
  99302. * @returns a Matrix
  99303. */
  99304. getViewMatrix(): Matrix;
  99305. /**
  99306. * Gets the current projection matrix
  99307. * @returns a Matrix
  99308. */
  99309. getProjectionMatrix(): Matrix;
  99310. /**
  99311. * Gets the current transform matrix
  99312. * @returns a Matrix made of View * Projection
  99313. */
  99314. getTransformMatrix(): Matrix;
  99315. /**
  99316. * Sets the current transform matrix
  99317. * @param viewL defines the View matrix to use
  99318. * @param projectionL defines the Projection matrix to use
  99319. * @param viewR defines the right View matrix to use (if provided)
  99320. * @param projectionR defines the right Projection matrix to use (if provided)
  99321. */
  99322. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  99323. /**
  99324. * Gets the uniform buffer used to store scene data
  99325. * @returns a UniformBuffer
  99326. */
  99327. getSceneUniformBuffer(): UniformBuffer;
  99328. /**
  99329. * Gets an unique (relatively to the current scene) Id
  99330. * @returns an unique number for the scene
  99331. */
  99332. getUniqueId(): number;
  99333. /**
  99334. * Add a mesh to the list of scene's meshes
  99335. * @param newMesh defines the mesh to add
  99336. * @param recursive if all child meshes should also be added to the scene
  99337. */
  99338. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  99339. /**
  99340. * Remove a mesh for the list of scene's meshes
  99341. * @param toRemove defines the mesh to remove
  99342. * @param recursive if all child meshes should also be removed from the scene
  99343. * @returns the index where the mesh was in the mesh list
  99344. */
  99345. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  99346. /**
  99347. * Add a transform node to the list of scene's transform nodes
  99348. * @param newTransformNode defines the transform node to add
  99349. */
  99350. addTransformNode(newTransformNode: TransformNode): void;
  99351. /**
  99352. * Remove a transform node for the list of scene's transform nodes
  99353. * @param toRemove defines the transform node to remove
  99354. * @returns the index where the transform node was in the transform node list
  99355. */
  99356. removeTransformNode(toRemove: TransformNode): number;
  99357. /**
  99358. * Remove a skeleton for the list of scene's skeletons
  99359. * @param toRemove defines the skeleton to remove
  99360. * @returns the index where the skeleton was in the skeleton list
  99361. */
  99362. removeSkeleton(toRemove: Skeleton): number;
  99363. /**
  99364. * Remove a morph target for the list of scene's morph targets
  99365. * @param toRemove defines the morph target to remove
  99366. * @returns the index where the morph target was in the morph target list
  99367. */
  99368. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  99369. /**
  99370. * Remove a light for the list of scene's lights
  99371. * @param toRemove defines the light to remove
  99372. * @returns the index where the light was in the light list
  99373. */
  99374. removeLight(toRemove: Light): number;
  99375. /**
  99376. * Remove a camera for the list of scene's cameras
  99377. * @param toRemove defines the camera to remove
  99378. * @returns the index where the camera was in the camera list
  99379. */
  99380. removeCamera(toRemove: Camera): number;
  99381. /**
  99382. * Remove a particle system for the list of scene's particle systems
  99383. * @param toRemove defines the particle system to remove
  99384. * @returns the index where the particle system was in the particle system list
  99385. */
  99386. removeParticleSystem(toRemove: IParticleSystem): number;
  99387. /**
  99388. * Remove a animation for the list of scene's animations
  99389. * @param toRemove defines the animation to remove
  99390. * @returns the index where the animation was in the animation list
  99391. */
  99392. removeAnimation(toRemove: Animation): number;
  99393. /**
  99394. * Will stop the animation of the given target
  99395. * @param target - the target
  99396. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  99397. * @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)
  99398. */
  99399. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  99400. /**
  99401. * Removes the given animation group from this scene.
  99402. * @param toRemove The animation group to remove
  99403. * @returns The index of the removed animation group
  99404. */
  99405. removeAnimationGroup(toRemove: AnimationGroup): number;
  99406. /**
  99407. * Removes the given multi-material from this scene.
  99408. * @param toRemove The multi-material to remove
  99409. * @returns The index of the removed multi-material
  99410. */
  99411. removeMultiMaterial(toRemove: MultiMaterial): number;
  99412. /**
  99413. * Removes the given material from this scene.
  99414. * @param toRemove The material to remove
  99415. * @returns The index of the removed material
  99416. */
  99417. removeMaterial(toRemove: Material): number;
  99418. /**
  99419. * Removes the given action manager from this scene.
  99420. * @param toRemove The action manager to remove
  99421. * @returns The index of the removed action manager
  99422. */
  99423. removeActionManager(toRemove: AbstractActionManager): number;
  99424. /**
  99425. * Removes the given texture from this scene.
  99426. * @param toRemove The texture to remove
  99427. * @returns The index of the removed texture
  99428. */
  99429. removeTexture(toRemove: BaseTexture): number;
  99430. /**
  99431. * Adds the given light to this scene
  99432. * @param newLight The light to add
  99433. */
  99434. addLight(newLight: Light): void;
  99435. /**
  99436. * Sorts the list list based on light priorities
  99437. */
  99438. sortLightsByPriority(): void;
  99439. /**
  99440. * Adds the given camera to this scene
  99441. * @param newCamera The camera to add
  99442. */
  99443. addCamera(newCamera: Camera): void;
  99444. /**
  99445. * Adds the given skeleton to this scene
  99446. * @param newSkeleton The skeleton to add
  99447. */
  99448. addSkeleton(newSkeleton: Skeleton): void;
  99449. /**
  99450. * Adds the given particle system to this scene
  99451. * @param newParticleSystem The particle system to add
  99452. */
  99453. addParticleSystem(newParticleSystem: IParticleSystem): void;
  99454. /**
  99455. * Adds the given animation to this scene
  99456. * @param newAnimation The animation to add
  99457. */
  99458. addAnimation(newAnimation: Animation): void;
  99459. /**
  99460. * Adds the given animation group to this scene.
  99461. * @param newAnimationGroup The animation group to add
  99462. */
  99463. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  99464. /**
  99465. * Adds the given multi-material to this scene
  99466. * @param newMultiMaterial The multi-material to add
  99467. */
  99468. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  99469. /**
  99470. * Adds the given material to this scene
  99471. * @param newMaterial The material to add
  99472. */
  99473. addMaterial(newMaterial: Material): void;
  99474. /**
  99475. * Adds the given morph target to this scene
  99476. * @param newMorphTargetManager The morph target to add
  99477. */
  99478. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  99479. /**
  99480. * Adds the given geometry to this scene
  99481. * @param newGeometry The geometry to add
  99482. */
  99483. addGeometry(newGeometry: Geometry): void;
  99484. /**
  99485. * Adds the given action manager to this scene
  99486. * @param newActionManager The action manager to add
  99487. */
  99488. addActionManager(newActionManager: AbstractActionManager): void;
  99489. /**
  99490. * Adds the given texture to this scene.
  99491. * @param newTexture The texture to add
  99492. */
  99493. addTexture(newTexture: BaseTexture): void;
  99494. /**
  99495. * Switch active camera
  99496. * @param newCamera defines the new active camera
  99497. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  99498. */
  99499. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  99500. /**
  99501. * sets the active camera of the scene using its ID
  99502. * @param id defines the camera's ID
  99503. * @return the new active camera or null if none found.
  99504. */
  99505. setActiveCameraByID(id: string): Nullable<Camera>;
  99506. /**
  99507. * sets the active camera of the scene using its name
  99508. * @param name defines the camera's name
  99509. * @returns the new active camera or null if none found.
  99510. */
  99511. setActiveCameraByName(name: string): Nullable<Camera>;
  99512. /**
  99513. * get an animation group using its name
  99514. * @param name defines the material's name
  99515. * @return the animation group or null if none found.
  99516. */
  99517. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  99518. /**
  99519. * Get a material using its unique id
  99520. * @param uniqueId defines the material's unique id
  99521. * @return the material or null if none found.
  99522. */
  99523. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  99524. /**
  99525. * get a material using its id
  99526. * @param id defines the material's ID
  99527. * @return the material or null if none found.
  99528. */
  99529. getMaterialByID(id: string): Nullable<Material>;
  99530. /**
  99531. * Gets a the last added material using a given id
  99532. * @param id defines the material's ID
  99533. * @return the last material with the given id or null if none found.
  99534. */
  99535. getLastMaterialByID(id: string): Nullable<Material>;
  99536. /**
  99537. * Gets a material using its name
  99538. * @param name defines the material's name
  99539. * @return the material or null if none found.
  99540. */
  99541. getMaterialByName(name: string): Nullable<Material>;
  99542. /**
  99543. * Get a texture using its unique id
  99544. * @param uniqueId defines the texture's unique id
  99545. * @return the texture or null if none found.
  99546. */
  99547. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  99548. /**
  99549. * Gets a camera using its id
  99550. * @param id defines the id to look for
  99551. * @returns the camera or null if not found
  99552. */
  99553. getCameraByID(id: string): Nullable<Camera>;
  99554. /**
  99555. * Gets a camera using its unique id
  99556. * @param uniqueId defines the unique id to look for
  99557. * @returns the camera or null if not found
  99558. */
  99559. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  99560. /**
  99561. * Gets a camera using its name
  99562. * @param name defines the camera's name
  99563. * @return the camera or null if none found.
  99564. */
  99565. getCameraByName(name: string): Nullable<Camera>;
  99566. /**
  99567. * Gets a bone using its id
  99568. * @param id defines the bone's id
  99569. * @return the bone or null if not found
  99570. */
  99571. getBoneByID(id: string): Nullable<Bone>;
  99572. /**
  99573. * Gets a bone using its id
  99574. * @param name defines the bone's name
  99575. * @return the bone or null if not found
  99576. */
  99577. getBoneByName(name: string): Nullable<Bone>;
  99578. /**
  99579. * Gets a light node using its name
  99580. * @param name defines the the light's name
  99581. * @return the light or null if none found.
  99582. */
  99583. getLightByName(name: string): Nullable<Light>;
  99584. /**
  99585. * Gets a light node using its id
  99586. * @param id defines the light's id
  99587. * @return the light or null if none found.
  99588. */
  99589. getLightByID(id: string): Nullable<Light>;
  99590. /**
  99591. * Gets a light node using its scene-generated unique ID
  99592. * @param uniqueId defines the light's unique id
  99593. * @return the light or null if none found.
  99594. */
  99595. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  99596. /**
  99597. * Gets a particle system by id
  99598. * @param id defines the particle system id
  99599. * @return the corresponding system or null if none found
  99600. */
  99601. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  99602. /**
  99603. * Gets a geometry using its ID
  99604. * @param id defines the geometry's id
  99605. * @return the geometry or null if none found.
  99606. */
  99607. getGeometryByID(id: string): Nullable<Geometry>;
  99608. private _getGeometryByUniqueID;
  99609. /**
  99610. * Add a new geometry to this scene
  99611. * @param geometry defines the geometry to be added to the scene.
  99612. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  99613. * @return a boolean defining if the geometry was added or not
  99614. */
  99615. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  99616. /**
  99617. * Removes an existing geometry
  99618. * @param geometry defines the geometry to be removed from the scene
  99619. * @return a boolean defining if the geometry was removed or not
  99620. */
  99621. removeGeometry(geometry: Geometry): boolean;
  99622. /**
  99623. * Gets the list of geometries attached to the scene
  99624. * @returns an array of Geometry
  99625. */
  99626. getGeometries(): Geometry[];
  99627. /**
  99628. * Gets the first added mesh found of a given ID
  99629. * @param id defines the id to search for
  99630. * @return the mesh found or null if not found at all
  99631. */
  99632. getMeshByID(id: string): Nullable<AbstractMesh>;
  99633. /**
  99634. * Gets a list of meshes using their id
  99635. * @param id defines the id to search for
  99636. * @returns a list of meshes
  99637. */
  99638. getMeshesByID(id: string): Array<AbstractMesh>;
  99639. /**
  99640. * Gets the first added transform node found of a given ID
  99641. * @param id defines the id to search for
  99642. * @return the found transform node or null if not found at all.
  99643. */
  99644. getTransformNodeByID(id: string): Nullable<TransformNode>;
  99645. /**
  99646. * Gets a transform node with its auto-generated unique id
  99647. * @param uniqueId efines the unique id to search for
  99648. * @return the found transform node or null if not found at all.
  99649. */
  99650. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  99651. /**
  99652. * Gets a list of transform nodes using their id
  99653. * @param id defines the id to search for
  99654. * @returns a list of transform nodes
  99655. */
  99656. getTransformNodesByID(id: string): Array<TransformNode>;
  99657. /**
  99658. * Gets a mesh with its auto-generated unique id
  99659. * @param uniqueId defines the unique id to search for
  99660. * @return the found mesh or null if not found at all.
  99661. */
  99662. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  99663. /**
  99664. * Gets a the last added mesh using a given id
  99665. * @param id defines the id to search for
  99666. * @return the found mesh or null if not found at all.
  99667. */
  99668. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  99669. /**
  99670. * Gets a the last added node (Mesh, Camera, Light) using a given id
  99671. * @param id defines the id to search for
  99672. * @return the found node or null if not found at all
  99673. */
  99674. getLastEntryByID(id: string): Nullable<Node>;
  99675. /**
  99676. * Gets a node (Mesh, Camera, Light) using a given id
  99677. * @param id defines the id to search for
  99678. * @return the found node or null if not found at all
  99679. */
  99680. getNodeByID(id: string): Nullable<Node>;
  99681. /**
  99682. * Gets a node (Mesh, Camera, Light) using a given name
  99683. * @param name defines the name to search for
  99684. * @return the found node or null if not found at all.
  99685. */
  99686. getNodeByName(name: string): Nullable<Node>;
  99687. /**
  99688. * Gets a mesh using a given name
  99689. * @param name defines the name to search for
  99690. * @return the found mesh or null if not found at all.
  99691. */
  99692. getMeshByName(name: string): Nullable<AbstractMesh>;
  99693. /**
  99694. * Gets a transform node using a given name
  99695. * @param name defines the name to search for
  99696. * @return the found transform node or null if not found at all.
  99697. */
  99698. getTransformNodeByName(name: string): Nullable<TransformNode>;
  99699. /**
  99700. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  99701. * @param id defines the id to search for
  99702. * @return the found skeleton or null if not found at all.
  99703. */
  99704. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  99705. /**
  99706. * Gets a skeleton using a given auto generated unique id
  99707. * @param uniqueId defines the unique id to search for
  99708. * @return the found skeleton or null if not found at all.
  99709. */
  99710. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  99711. /**
  99712. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  99713. * @param id defines the id to search for
  99714. * @return the found skeleton or null if not found at all.
  99715. */
  99716. getSkeletonById(id: string): Nullable<Skeleton>;
  99717. /**
  99718. * Gets a skeleton using a given name
  99719. * @param name defines the name to search for
  99720. * @return the found skeleton or null if not found at all.
  99721. */
  99722. getSkeletonByName(name: string): Nullable<Skeleton>;
  99723. /**
  99724. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  99725. * @param id defines the id to search for
  99726. * @return the found morph target manager or null if not found at all.
  99727. */
  99728. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  99729. /**
  99730. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  99731. * @param id defines the id to search for
  99732. * @return the found morph target or null if not found at all.
  99733. */
  99734. getMorphTargetById(id: string): Nullable<MorphTarget>;
  99735. /**
  99736. * Gets a boolean indicating if the given mesh is active
  99737. * @param mesh defines the mesh to look for
  99738. * @returns true if the mesh is in the active list
  99739. */
  99740. isActiveMesh(mesh: AbstractMesh): boolean;
  99741. /**
  99742. * Return a unique id as a string which can serve as an identifier for the scene
  99743. */
  99744. readonly uid: string;
  99745. /**
  99746. * Add an externaly attached data from its key.
  99747. * This method call will fail and return false, if such key already exists.
  99748. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  99749. * @param key the unique key that identifies the data
  99750. * @param data the data object to associate to the key for this Engine instance
  99751. * @return true if no such key were already present and the data was added successfully, false otherwise
  99752. */
  99753. addExternalData<T>(key: string, data: T): boolean;
  99754. /**
  99755. * Get an externaly attached data from its key
  99756. * @param key the unique key that identifies the data
  99757. * @return the associated data, if present (can be null), or undefined if not present
  99758. */
  99759. getExternalData<T>(key: string): Nullable<T>;
  99760. /**
  99761. * Get an externaly attached data from its key, create it using a factory if it's not already present
  99762. * @param key the unique key that identifies the data
  99763. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  99764. * @return the associated data, can be null if the factory returned null.
  99765. */
  99766. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  99767. /**
  99768. * Remove an externaly attached data from the Engine instance
  99769. * @param key the unique key that identifies the data
  99770. * @return true if the data was successfully removed, false if it doesn't exist
  99771. */
  99772. removeExternalData(key: string): boolean;
  99773. private _evaluateSubMesh;
  99774. /**
  99775. * Clear the processed materials smart array preventing retention point in material dispose.
  99776. */
  99777. freeProcessedMaterials(): void;
  99778. private _preventFreeActiveMeshesAndRenderingGroups;
  99779. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  99780. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  99781. * when disposing several meshes in a row or a hierarchy of meshes.
  99782. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  99783. */
  99784. blockfreeActiveMeshesAndRenderingGroups: boolean;
  99785. /**
  99786. * Clear the active meshes smart array preventing retention point in mesh dispose.
  99787. */
  99788. freeActiveMeshes(): void;
  99789. /**
  99790. * Clear the info related to rendering groups preventing retention points during dispose.
  99791. */
  99792. freeRenderingGroups(): void;
  99793. /** @hidden */
  99794. _isInIntermediateRendering(): boolean;
  99795. /**
  99796. * Lambda returning the list of potentially active meshes.
  99797. */
  99798. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  99799. /**
  99800. * Lambda returning the list of potentially active sub meshes.
  99801. */
  99802. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  99803. /**
  99804. * Lambda returning the list of potentially intersecting sub meshes.
  99805. */
  99806. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  99807. /**
  99808. * Lambda returning the list of potentially colliding sub meshes.
  99809. */
  99810. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  99811. private _activeMeshesFrozen;
  99812. /**
  99813. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  99814. * @returns the current scene
  99815. */
  99816. freezeActiveMeshes(): Scene;
  99817. /**
  99818. * Use this function to restart evaluating active meshes on every frame
  99819. * @returns the current scene
  99820. */
  99821. unfreezeActiveMeshes(): Scene;
  99822. private _evaluateActiveMeshes;
  99823. private _activeMesh;
  99824. /**
  99825. * Update the transform matrix to update from the current active camera
  99826. * @param force defines a boolean used to force the update even if cache is up to date
  99827. */
  99828. updateTransformMatrix(force?: boolean): void;
  99829. private _bindFrameBuffer;
  99830. /** @hidden */
  99831. _allowPostProcessClearColor: boolean;
  99832. /** @hidden */
  99833. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  99834. private _processSubCameras;
  99835. private _checkIntersections;
  99836. /** @hidden */
  99837. _advancePhysicsEngineStep(step: number): void;
  99838. /**
  99839. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  99840. */
  99841. getDeterministicFrameTime: () => number;
  99842. /** @hidden */
  99843. _animate(): void;
  99844. /** Execute all animations (for a frame) */
  99845. animate(): void;
  99846. /**
  99847. * Render the scene
  99848. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  99849. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  99850. */
  99851. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  99852. /**
  99853. * Freeze all materials
  99854. * A frozen material will not be updatable but should be faster to render
  99855. */
  99856. freezeMaterials(): void;
  99857. /**
  99858. * Unfreeze all materials
  99859. * A frozen material will not be updatable but should be faster to render
  99860. */
  99861. unfreezeMaterials(): void;
  99862. /**
  99863. * Releases all held ressources
  99864. */
  99865. dispose(): void;
  99866. /**
  99867. * Gets if the scene is already disposed
  99868. */
  99869. readonly isDisposed: boolean;
  99870. /**
  99871. * Call this function to reduce memory footprint of the scene.
  99872. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  99873. */
  99874. clearCachedVertexData(): void;
  99875. /**
  99876. * This function will remove the local cached buffer data from texture.
  99877. * It will save memory but will prevent the texture from being rebuilt
  99878. */
  99879. cleanCachedTextureBuffer(): void;
  99880. /**
  99881. * Get the world extend vectors with an optional filter
  99882. *
  99883. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  99884. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  99885. */
  99886. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  99887. min: Vector3;
  99888. max: Vector3;
  99889. };
  99890. /**
  99891. * Creates a ray that can be used to pick in the scene
  99892. * @param x defines the x coordinate of the origin (on-screen)
  99893. * @param y defines the y coordinate of the origin (on-screen)
  99894. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  99895. * @param camera defines the camera to use for the picking
  99896. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  99897. * @returns a Ray
  99898. */
  99899. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  99900. /**
  99901. * Creates a ray that can be used to pick in the scene
  99902. * @param x defines the x coordinate of the origin (on-screen)
  99903. * @param y defines the y coordinate of the origin (on-screen)
  99904. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  99905. * @param result defines the ray where to store the picking ray
  99906. * @param camera defines the camera to use for the picking
  99907. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  99908. * @returns the current scene
  99909. */
  99910. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  99911. /**
  99912. * Creates a ray that can be used to pick in the scene
  99913. * @param x defines the x coordinate of the origin (on-screen)
  99914. * @param y defines the y coordinate of the origin (on-screen)
  99915. * @param camera defines the camera to use for the picking
  99916. * @returns a Ray
  99917. */
  99918. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  99919. /**
  99920. * Creates a ray that can be used to pick in the scene
  99921. * @param x defines the x coordinate of the origin (on-screen)
  99922. * @param y defines the y coordinate of the origin (on-screen)
  99923. * @param result defines the ray where to store the picking ray
  99924. * @param camera defines the camera to use for the picking
  99925. * @returns the current scene
  99926. */
  99927. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  99928. /** Launch a ray to try to pick a mesh in the scene
  99929. * @param x position on screen
  99930. * @param y position on screen
  99931. * @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
  99932. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  99933. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  99934. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  99935. * @returns a PickingInfo
  99936. */
  99937. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  99938. /** Use the given ray to pick a mesh in the scene
  99939. * @param ray The ray to use to pick meshes
  99940. * @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
  99941. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  99942. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  99943. * @returns a PickingInfo
  99944. */
  99945. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  99946. /**
  99947. * Launch a ray to try to pick a mesh in the scene
  99948. * @param x X position on screen
  99949. * @param y Y position on screen
  99950. * @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
  99951. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  99952. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  99953. * @returns an array of PickingInfo
  99954. */
  99955. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  99956. /**
  99957. * Launch a ray to try to pick a mesh in the scene
  99958. * @param ray Ray to use
  99959. * @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
  99960. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  99961. * @returns an array of PickingInfo
  99962. */
  99963. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  99964. /**
  99965. * Force the value of meshUnderPointer
  99966. * @param mesh defines the mesh to use
  99967. */
  99968. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  99969. /**
  99970. * Gets the mesh under the pointer
  99971. * @returns a Mesh or null if no mesh is under the pointer
  99972. */
  99973. getPointerOverMesh(): Nullable<AbstractMesh>;
  99974. /** @hidden */
  99975. _rebuildGeometries(): void;
  99976. /** @hidden */
  99977. _rebuildTextures(): void;
  99978. private _getByTags;
  99979. /**
  99980. * Get a list of meshes by tags
  99981. * @param tagsQuery defines the tags query to use
  99982. * @param forEach defines a predicate used to filter results
  99983. * @returns an array of Mesh
  99984. */
  99985. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  99986. /**
  99987. * Get a list of cameras by tags
  99988. * @param tagsQuery defines the tags query to use
  99989. * @param forEach defines a predicate used to filter results
  99990. * @returns an array of Camera
  99991. */
  99992. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  99993. /**
  99994. * Get a list of lights by tags
  99995. * @param tagsQuery defines the tags query to use
  99996. * @param forEach defines a predicate used to filter results
  99997. * @returns an array of Light
  99998. */
  99999. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  100000. /**
  100001. * Get a list of materials by tags
  100002. * @param tagsQuery defines the tags query to use
  100003. * @param forEach defines a predicate used to filter results
  100004. * @returns an array of Material
  100005. */
  100006. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  100007. /**
  100008. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  100009. * This allowed control for front to back rendering or reversly depending of the special needs.
  100010. *
  100011. * @param renderingGroupId The rendering group id corresponding to its index
  100012. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  100013. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  100014. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  100015. */
  100016. 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;
  100017. /**
  100018. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  100019. *
  100020. * @param renderingGroupId The rendering group id corresponding to its index
  100021. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  100022. * @param depth Automatically clears depth between groups if true and autoClear is true.
  100023. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  100024. */
  100025. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  100026. /**
  100027. * Gets the current auto clear configuration for one rendering group of the rendering
  100028. * manager.
  100029. * @param index the rendering group index to get the information for
  100030. * @returns The auto clear setup for the requested rendering group
  100031. */
  100032. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  100033. private _blockMaterialDirtyMechanism;
  100034. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  100035. blockMaterialDirtyMechanism: boolean;
  100036. /**
  100037. * Will flag all materials as dirty to trigger new shader compilation
  100038. * @param flag defines the flag used to specify which material part must be marked as dirty
  100039. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  100040. */
  100041. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  100042. /** @hidden */
  100043. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  100044. /** @hidden */
  100045. _loadFileAsync(url: string, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  100046. }
  100047. }
  100048. declare module BABYLON {
  100049. /**
  100050. * Set of assets to keep when moving a scene into an asset container.
  100051. */
  100052. export class KeepAssets extends AbstractScene {
  100053. }
  100054. /**
  100055. * Container with a set of assets that can be added or removed from a scene.
  100056. */
  100057. export class AssetContainer extends AbstractScene {
  100058. /**
  100059. * The scene the AssetContainer belongs to.
  100060. */
  100061. scene: Scene;
  100062. /**
  100063. * Instantiates an AssetContainer.
  100064. * @param scene The scene the AssetContainer belongs to.
  100065. */
  100066. constructor(scene: Scene);
  100067. /**
  100068. * Adds all the assets from the container to the scene.
  100069. */
  100070. addAllToScene(): void;
  100071. /**
  100072. * Removes all the assets in the container from the scene
  100073. */
  100074. removeAllFromScene(): void;
  100075. /**
  100076. * Disposes all the assets in the container
  100077. */
  100078. dispose(): void;
  100079. private _moveAssets;
  100080. /**
  100081. * Removes all the assets contained in the scene and adds them to the container.
  100082. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  100083. */
  100084. moveAllFromScene(keepAssets?: KeepAssets): void;
  100085. /**
  100086. * 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.
  100087. * @returns the root mesh
  100088. */
  100089. createRootMesh(): Mesh;
  100090. }
  100091. }
  100092. declare module BABYLON {
  100093. /**
  100094. * Defines how the parser contract is defined.
  100095. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  100096. */
  100097. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  100098. /**
  100099. * Defines how the individual parser contract is defined.
  100100. * These parser can parse an individual asset
  100101. */
  100102. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  100103. /**
  100104. * Base class of the scene acting as a container for the different elements composing a scene.
  100105. * This class is dynamically extended by the different components of the scene increasing
  100106. * flexibility and reducing coupling
  100107. */
  100108. export abstract class AbstractScene {
  100109. /**
  100110. * Stores the list of available parsers in the application.
  100111. */
  100112. private static _BabylonFileParsers;
  100113. /**
  100114. * Stores the list of available individual parsers in the application.
  100115. */
  100116. private static _IndividualBabylonFileParsers;
  100117. /**
  100118. * Adds a parser in the list of available ones
  100119. * @param name Defines the name of the parser
  100120. * @param parser Defines the parser to add
  100121. */
  100122. static AddParser(name: string, parser: BabylonFileParser): void;
  100123. /**
  100124. * Gets a general parser from the list of avaialble ones
  100125. * @param name Defines the name of the parser
  100126. * @returns the requested parser or null
  100127. */
  100128. static GetParser(name: string): Nullable<BabylonFileParser>;
  100129. /**
  100130. * Adds n individual parser in the list of available ones
  100131. * @param name Defines the name of the parser
  100132. * @param parser Defines the parser to add
  100133. */
  100134. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  100135. /**
  100136. * Gets an individual parser from the list of avaialble ones
  100137. * @param name Defines the name of the parser
  100138. * @returns the requested parser or null
  100139. */
  100140. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  100141. /**
  100142. * Parser json data and populate both a scene and its associated container object
  100143. * @param jsonData Defines the data to parse
  100144. * @param scene Defines the scene to parse the data for
  100145. * @param container Defines the container attached to the parsing sequence
  100146. * @param rootUrl Defines the root url of the data
  100147. */
  100148. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  100149. /**
  100150. * Gets the list of root nodes (ie. nodes with no parent)
  100151. */
  100152. rootNodes: Node[];
  100153. /** All of the cameras added to this scene
  100154. * @see http://doc.babylonjs.com/babylon101/cameras
  100155. */
  100156. cameras: Camera[];
  100157. /**
  100158. * All of the lights added to this scene
  100159. * @see http://doc.babylonjs.com/babylon101/lights
  100160. */
  100161. lights: Light[];
  100162. /**
  100163. * All of the (abstract) meshes added to this scene
  100164. */
  100165. meshes: AbstractMesh[];
  100166. /**
  100167. * The list of skeletons added to the scene
  100168. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  100169. */
  100170. skeletons: Skeleton[];
  100171. /**
  100172. * All of the particle systems added to this scene
  100173. * @see http://doc.babylonjs.com/babylon101/particles
  100174. */
  100175. particleSystems: IParticleSystem[];
  100176. /**
  100177. * Gets a list of Animations associated with the scene
  100178. */
  100179. animations: Animation[];
  100180. /**
  100181. * All of the animation groups added to this scene
  100182. * @see http://doc.babylonjs.com/how_to/group
  100183. */
  100184. animationGroups: AnimationGroup[];
  100185. /**
  100186. * All of the multi-materials added to this scene
  100187. * @see http://doc.babylonjs.com/how_to/multi_materials
  100188. */
  100189. multiMaterials: MultiMaterial[];
  100190. /**
  100191. * All of the materials added to this scene
  100192. * In the context of a Scene, it is not supposed to be modified manually.
  100193. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  100194. * Note also that the order of the Material wihin the array is not significant and might change.
  100195. * @see http://doc.babylonjs.com/babylon101/materials
  100196. */
  100197. materials: Material[];
  100198. /**
  100199. * The list of morph target managers added to the scene
  100200. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  100201. */
  100202. morphTargetManagers: MorphTargetManager[];
  100203. /**
  100204. * The list of geometries used in the scene.
  100205. */
  100206. geometries: Geometry[];
  100207. /**
  100208. * All of the tranform nodes added to this scene
  100209. * In the context of a Scene, it is not supposed to be modified manually.
  100210. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  100211. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  100212. * @see http://doc.babylonjs.com/how_to/transformnode
  100213. */
  100214. transformNodes: TransformNode[];
  100215. /**
  100216. * ActionManagers available on the scene.
  100217. */
  100218. actionManagers: AbstractActionManager[];
  100219. /**
  100220. * Textures to keep.
  100221. */
  100222. textures: BaseTexture[];
  100223. /**
  100224. * Environment texture for the scene
  100225. */
  100226. environmentTexture: Nullable<BaseTexture>;
  100227. }
  100228. }
  100229. declare module BABYLON {
  100230. /**
  100231. * Interface used to define options for Sound class
  100232. */
  100233. export interface ISoundOptions {
  100234. /**
  100235. * Does the sound autoplay once loaded.
  100236. */
  100237. autoplay?: boolean;
  100238. /**
  100239. * Does the sound loop after it finishes playing once.
  100240. */
  100241. loop?: boolean;
  100242. /**
  100243. * Sound's volume
  100244. */
  100245. volume?: number;
  100246. /**
  100247. * Is it a spatial sound?
  100248. */
  100249. spatialSound?: boolean;
  100250. /**
  100251. * Maximum distance to hear that sound
  100252. */
  100253. maxDistance?: number;
  100254. /**
  100255. * Uses user defined attenuation function
  100256. */
  100257. useCustomAttenuation?: boolean;
  100258. /**
  100259. * Define the roll off factor of spatial sounds.
  100260. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100261. */
  100262. rolloffFactor?: number;
  100263. /**
  100264. * Define the reference distance the sound should be heard perfectly.
  100265. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100266. */
  100267. refDistance?: number;
  100268. /**
  100269. * Define the distance attenuation model the sound will follow.
  100270. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100271. */
  100272. distanceModel?: string;
  100273. /**
  100274. * Defines the playback speed (1 by default)
  100275. */
  100276. playbackRate?: number;
  100277. /**
  100278. * Defines if the sound is from a streaming source
  100279. */
  100280. streaming?: boolean;
  100281. /**
  100282. * Defines an optional length (in seconds) inside the sound file
  100283. */
  100284. length?: number;
  100285. /**
  100286. * Defines an optional offset (in seconds) inside the sound file
  100287. */
  100288. offset?: number;
  100289. /**
  100290. * If true, URLs will not be required to state the audio file codec to use.
  100291. */
  100292. skipCodecCheck?: boolean;
  100293. }
  100294. /**
  100295. * Defines a sound that can be played in the application.
  100296. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  100297. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  100298. */
  100299. export class Sound {
  100300. /**
  100301. * The name of the sound in the scene.
  100302. */
  100303. name: string;
  100304. /**
  100305. * Does the sound autoplay once loaded.
  100306. */
  100307. autoplay: boolean;
  100308. /**
  100309. * Does the sound loop after it finishes playing once.
  100310. */
  100311. loop: boolean;
  100312. /**
  100313. * Does the sound use a custom attenuation curve to simulate the falloff
  100314. * happening when the source gets further away from the camera.
  100315. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  100316. */
  100317. useCustomAttenuation: boolean;
  100318. /**
  100319. * The sound track id this sound belongs to.
  100320. */
  100321. soundTrackId: number;
  100322. /**
  100323. * Is this sound currently played.
  100324. */
  100325. isPlaying: boolean;
  100326. /**
  100327. * Is this sound currently paused.
  100328. */
  100329. isPaused: boolean;
  100330. /**
  100331. * Does this sound enables spatial sound.
  100332. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100333. */
  100334. spatialSound: boolean;
  100335. /**
  100336. * Define the reference distance the sound should be heard perfectly.
  100337. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100338. */
  100339. refDistance: number;
  100340. /**
  100341. * Define the roll off factor of spatial sounds.
  100342. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100343. */
  100344. rolloffFactor: number;
  100345. /**
  100346. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  100347. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100348. */
  100349. maxDistance: number;
  100350. /**
  100351. * Define the distance attenuation model the sound will follow.
  100352. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100353. */
  100354. distanceModel: string;
  100355. /**
  100356. * @hidden
  100357. * Back Compat
  100358. **/
  100359. onended: () => any;
  100360. /**
  100361. * Observable event when the current playing sound finishes.
  100362. */
  100363. onEndedObservable: Observable<Sound>;
  100364. private _panningModel;
  100365. private _playbackRate;
  100366. private _streaming;
  100367. private _startTime;
  100368. private _startOffset;
  100369. private _position;
  100370. /** @hidden */
  100371. _positionInEmitterSpace: boolean;
  100372. private _localDirection;
  100373. private _volume;
  100374. private _isReadyToPlay;
  100375. private _isDirectional;
  100376. private _readyToPlayCallback;
  100377. private _audioBuffer;
  100378. private _soundSource;
  100379. private _streamingSource;
  100380. private _soundPanner;
  100381. private _soundGain;
  100382. private _inputAudioNode;
  100383. private _outputAudioNode;
  100384. private _coneInnerAngle;
  100385. private _coneOuterAngle;
  100386. private _coneOuterGain;
  100387. private _scene;
  100388. private _connectedTransformNode;
  100389. private _customAttenuationFunction;
  100390. private _registerFunc;
  100391. private _isOutputConnected;
  100392. private _htmlAudioElement;
  100393. private _urlType;
  100394. private _length?;
  100395. private _offset?;
  100396. /** @hidden */
  100397. static _SceneComponentInitialization: (scene: Scene) => void;
  100398. /**
  100399. * Create a sound and attach it to a scene
  100400. * @param name Name of your sound
  100401. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  100402. * @param scene defines the scene the sound belongs to
  100403. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  100404. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  100405. */
  100406. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  100407. /**
  100408. * Release the sound and its associated resources
  100409. */
  100410. dispose(): void;
  100411. /**
  100412. * Gets if the sounds is ready to be played or not.
  100413. * @returns true if ready, otherwise false
  100414. */
  100415. isReady(): boolean;
  100416. private _soundLoaded;
  100417. /**
  100418. * Sets the data of the sound from an audiobuffer
  100419. * @param audioBuffer The audioBuffer containing the data
  100420. */
  100421. setAudioBuffer(audioBuffer: AudioBuffer): void;
  100422. /**
  100423. * Updates the current sounds options such as maxdistance, loop...
  100424. * @param options A JSON object containing values named as the object properties
  100425. */
  100426. updateOptions(options: ISoundOptions): void;
  100427. private _createSpatialParameters;
  100428. private _updateSpatialParameters;
  100429. /**
  100430. * Switch the panning model to HRTF:
  100431. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  100432. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100433. */
  100434. switchPanningModelToHRTF(): void;
  100435. /**
  100436. * Switch the panning model to Equal Power:
  100437. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  100438. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100439. */
  100440. switchPanningModelToEqualPower(): void;
  100441. private _switchPanningModel;
  100442. /**
  100443. * Connect this sound to a sound track audio node like gain...
  100444. * @param soundTrackAudioNode the sound track audio node to connect to
  100445. */
  100446. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  100447. /**
  100448. * Transform this sound into a directional source
  100449. * @param coneInnerAngle Size of the inner cone in degree
  100450. * @param coneOuterAngle Size of the outer cone in degree
  100451. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  100452. */
  100453. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  100454. /**
  100455. * Gets or sets the inner angle for the directional cone.
  100456. */
  100457. /**
  100458. * Gets or sets the inner angle for the directional cone.
  100459. */
  100460. directionalConeInnerAngle: number;
  100461. /**
  100462. * Gets or sets the outer angle for the directional cone.
  100463. */
  100464. /**
  100465. * Gets or sets the outer angle for the directional cone.
  100466. */
  100467. directionalConeOuterAngle: number;
  100468. /**
  100469. * Sets the position of the emitter if spatial sound is enabled
  100470. * @param newPosition Defines the new posisiton
  100471. */
  100472. setPosition(newPosition: Vector3): void;
  100473. /**
  100474. * Sets the local direction of the emitter if spatial sound is enabled
  100475. * @param newLocalDirection Defines the new local direction
  100476. */
  100477. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  100478. private _updateDirection;
  100479. /** @hidden */
  100480. updateDistanceFromListener(): void;
  100481. /**
  100482. * Sets a new custom attenuation function for the sound.
  100483. * @param callback Defines the function used for the attenuation
  100484. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  100485. */
  100486. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  100487. /**
  100488. * Play the sound
  100489. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  100490. * @param offset (optional) Start the sound at a specific time in seconds
  100491. * @param length (optional) Sound duration (in seconds)
  100492. */
  100493. play(time?: number, offset?: number, length?: number): void;
  100494. private _onended;
  100495. /**
  100496. * Stop the sound
  100497. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  100498. */
  100499. stop(time?: number): void;
  100500. /**
  100501. * Put the sound in pause
  100502. */
  100503. pause(): void;
  100504. /**
  100505. * Sets a dedicated volume for this sounds
  100506. * @param newVolume Define the new volume of the sound
  100507. * @param time Define time for gradual change to new volume
  100508. */
  100509. setVolume(newVolume: number, time?: number): void;
  100510. /**
  100511. * Set the sound play back rate
  100512. * @param newPlaybackRate Define the playback rate the sound should be played at
  100513. */
  100514. setPlaybackRate(newPlaybackRate: number): void;
  100515. /**
  100516. * Gets the volume of the sound.
  100517. * @returns the volume of the sound
  100518. */
  100519. getVolume(): number;
  100520. /**
  100521. * Attach the sound to a dedicated mesh
  100522. * @param transformNode The transform node to connect the sound with
  100523. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  100524. */
  100525. attachToMesh(transformNode: TransformNode): void;
  100526. /**
  100527. * Detach the sound from the previously attached mesh
  100528. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  100529. */
  100530. detachFromMesh(): void;
  100531. private _onRegisterAfterWorldMatrixUpdate;
  100532. /**
  100533. * Clone the current sound in the scene.
  100534. * @returns the new sound clone
  100535. */
  100536. clone(): Nullable<Sound>;
  100537. /**
  100538. * Gets the current underlying audio buffer containing the data
  100539. * @returns the audio buffer
  100540. */
  100541. getAudioBuffer(): Nullable<AudioBuffer>;
  100542. /**
  100543. * Serializes the Sound in a JSON representation
  100544. * @returns the JSON representation of the sound
  100545. */
  100546. serialize(): any;
  100547. /**
  100548. * Parse a JSON representation of a sound to innstantiate in a given scene
  100549. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  100550. * @param scene Define the scene the new parsed sound should be created in
  100551. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  100552. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  100553. * @returns the newly parsed sound
  100554. */
  100555. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  100556. }
  100557. }
  100558. declare module BABYLON {
  100559. /**
  100560. * This defines an action helpful to play a defined sound on a triggered action.
  100561. */
  100562. export class PlaySoundAction extends Action {
  100563. private _sound;
  100564. /**
  100565. * Instantiate the action
  100566. * @param triggerOptions defines the trigger options
  100567. * @param sound defines the sound to play
  100568. * @param condition defines the trigger related conditions
  100569. */
  100570. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  100571. /** @hidden */
  100572. _prepare(): void;
  100573. /**
  100574. * Execute the action and play the sound.
  100575. */
  100576. execute(): void;
  100577. /**
  100578. * Serializes the actions and its related information.
  100579. * @param parent defines the object to serialize in
  100580. * @returns the serialized object
  100581. */
  100582. serialize(parent: any): any;
  100583. }
  100584. /**
  100585. * This defines an action helpful to stop a defined sound on a triggered action.
  100586. */
  100587. export class StopSoundAction extends Action {
  100588. private _sound;
  100589. /**
  100590. * Instantiate the action
  100591. * @param triggerOptions defines the trigger options
  100592. * @param sound defines the sound to stop
  100593. * @param condition defines the trigger related conditions
  100594. */
  100595. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  100596. /** @hidden */
  100597. _prepare(): void;
  100598. /**
  100599. * Execute the action and stop the sound.
  100600. */
  100601. execute(): void;
  100602. /**
  100603. * Serializes the actions and its related information.
  100604. * @param parent defines the object to serialize in
  100605. * @returns the serialized object
  100606. */
  100607. serialize(parent: any): any;
  100608. }
  100609. }
  100610. declare module BABYLON {
  100611. /**
  100612. * This defines an action responsible to change the value of a property
  100613. * by interpolating between its current value and the newly set one once triggered.
  100614. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  100615. */
  100616. export class InterpolateValueAction extends Action {
  100617. /**
  100618. * Defines the path of the property where the value should be interpolated
  100619. */
  100620. propertyPath: string;
  100621. /**
  100622. * Defines the target value at the end of the interpolation.
  100623. */
  100624. value: any;
  100625. /**
  100626. * Defines the time it will take for the property to interpolate to the value.
  100627. */
  100628. duration: number;
  100629. /**
  100630. * Defines if the other scene animations should be stopped when the action has been triggered
  100631. */
  100632. stopOtherAnimations?: boolean;
  100633. /**
  100634. * Defines a callback raised once the interpolation animation has been done.
  100635. */
  100636. onInterpolationDone?: () => void;
  100637. /**
  100638. * Observable triggered once the interpolation animation has been done.
  100639. */
  100640. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  100641. private _target;
  100642. private _effectiveTarget;
  100643. private _property;
  100644. /**
  100645. * Instantiate the action
  100646. * @param triggerOptions defines the trigger options
  100647. * @param target defines the object containing the value to interpolate
  100648. * @param propertyPath defines the path to the property in the target object
  100649. * @param value defines the target value at the end of the interpolation
  100650. * @param duration deines the time it will take for the property to interpolate to the value.
  100651. * @param condition defines the trigger related conditions
  100652. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  100653. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  100654. */
  100655. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  100656. /** @hidden */
  100657. _prepare(): void;
  100658. /**
  100659. * Execute the action starts the value interpolation.
  100660. */
  100661. execute(): void;
  100662. /**
  100663. * Serializes the actions and its related information.
  100664. * @param parent defines the object to serialize in
  100665. * @returns the serialized object
  100666. */
  100667. serialize(parent: any): any;
  100668. }
  100669. }
  100670. declare module BABYLON {
  100671. /**
  100672. * Options allowed during the creation of a sound track.
  100673. */
  100674. export interface ISoundTrackOptions {
  100675. /**
  100676. * The volume the sound track should take during creation
  100677. */
  100678. volume?: number;
  100679. /**
  100680. * Define if the sound track is the main sound track of the scene
  100681. */
  100682. mainTrack?: boolean;
  100683. }
  100684. /**
  100685. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  100686. * It will be also used in a future release to apply effects on a specific track.
  100687. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  100688. */
  100689. export class SoundTrack {
  100690. /**
  100691. * The unique identifier of the sound track in the scene.
  100692. */
  100693. id: number;
  100694. /**
  100695. * The list of sounds included in the sound track.
  100696. */
  100697. soundCollection: Array<Sound>;
  100698. private _outputAudioNode;
  100699. private _scene;
  100700. private _isMainTrack;
  100701. private _connectedAnalyser;
  100702. private _options;
  100703. private _isInitialized;
  100704. /**
  100705. * Creates a new sound track.
  100706. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  100707. * @param scene Define the scene the sound track belongs to
  100708. * @param options
  100709. */
  100710. constructor(scene: Scene, options?: ISoundTrackOptions);
  100711. private _initializeSoundTrackAudioGraph;
  100712. /**
  100713. * Release the sound track and its associated resources
  100714. */
  100715. dispose(): void;
  100716. /**
  100717. * Adds a sound to this sound track
  100718. * @param sound define the cound to add
  100719. * @ignoreNaming
  100720. */
  100721. AddSound(sound: Sound): void;
  100722. /**
  100723. * Removes a sound to this sound track
  100724. * @param sound define the cound to remove
  100725. * @ignoreNaming
  100726. */
  100727. RemoveSound(sound: Sound): void;
  100728. /**
  100729. * Set a global volume for the full sound track.
  100730. * @param newVolume Define the new volume of the sound track
  100731. */
  100732. setVolume(newVolume: number): void;
  100733. /**
  100734. * Switch the panning model to HRTF:
  100735. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  100736. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100737. */
  100738. switchPanningModelToHRTF(): void;
  100739. /**
  100740. * Switch the panning model to Equal Power:
  100741. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  100742. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  100743. */
  100744. switchPanningModelToEqualPower(): void;
  100745. /**
  100746. * Connect the sound track to an audio analyser allowing some amazing
  100747. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  100748. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  100749. * @param analyser The analyser to connect to the engine
  100750. */
  100751. connectToAnalyser(analyser: Analyser): void;
  100752. }
  100753. }
  100754. declare module BABYLON {
  100755. interface AbstractScene {
  100756. /**
  100757. * The list of sounds used in the scene.
  100758. */
  100759. sounds: Nullable<Array<Sound>>;
  100760. }
  100761. interface Scene {
  100762. /**
  100763. * @hidden
  100764. * Backing field
  100765. */
  100766. _mainSoundTrack: SoundTrack;
  100767. /**
  100768. * The main sound track played by the scene.
  100769. * It cotains your primary collection of sounds.
  100770. */
  100771. mainSoundTrack: SoundTrack;
  100772. /**
  100773. * The list of sound tracks added to the scene
  100774. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  100775. */
  100776. soundTracks: Nullable<Array<SoundTrack>>;
  100777. /**
  100778. * Gets a sound using a given name
  100779. * @param name defines the name to search for
  100780. * @return the found sound or null if not found at all.
  100781. */
  100782. getSoundByName(name: string): Nullable<Sound>;
  100783. /**
  100784. * Gets or sets if audio support is enabled
  100785. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  100786. */
  100787. audioEnabled: boolean;
  100788. /**
  100789. * Gets or sets if audio will be output to headphones
  100790. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  100791. */
  100792. headphone: boolean;
  100793. /**
  100794. * Gets or sets custom audio listener position provider
  100795. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  100796. */
  100797. audioListenerPositionProvider: Nullable<() => Vector3>;
  100798. }
  100799. /**
  100800. * Defines the sound scene component responsible to manage any sounds
  100801. * in a given scene.
  100802. */
  100803. export class AudioSceneComponent implements ISceneSerializableComponent {
  100804. /**
  100805. * The component name helpfull to identify the component in the list of scene components.
  100806. */
  100807. readonly name: string;
  100808. /**
  100809. * The scene the component belongs to.
  100810. */
  100811. scene: Scene;
  100812. private _audioEnabled;
  100813. /**
  100814. * Gets whether audio is enabled or not.
  100815. * Please use related enable/disable method to switch state.
  100816. */
  100817. readonly audioEnabled: boolean;
  100818. private _headphone;
  100819. /**
  100820. * Gets whether audio is outputing to headphone or not.
  100821. * Please use the according Switch methods to change output.
  100822. */
  100823. readonly headphone: boolean;
  100824. private _audioListenerPositionProvider;
  100825. /**
  100826. * Gets the current audio listener position provider
  100827. */
  100828. /**
  100829. * Sets a custom listener position for all sounds in the scene
  100830. * By default, this is the position of the first active camera
  100831. */
  100832. audioListenerPositionProvider: Nullable<() => Vector3>;
  100833. /**
  100834. * Creates a new instance of the component for the given scene
  100835. * @param scene Defines the scene to register the component in
  100836. */
  100837. constructor(scene: Scene);
  100838. /**
  100839. * Registers the component in a given scene
  100840. */
  100841. register(): void;
  100842. /**
  100843. * Rebuilds the elements related to this component in case of
  100844. * context lost for instance.
  100845. */
  100846. rebuild(): void;
  100847. /**
  100848. * Serializes the component data to the specified json object
  100849. * @param serializationObject The object to serialize to
  100850. */
  100851. serialize(serializationObject: any): void;
  100852. /**
  100853. * Adds all the elements from the container to the scene
  100854. * @param container the container holding the elements
  100855. */
  100856. addFromContainer(container: AbstractScene): void;
  100857. /**
  100858. * Removes all the elements in the container from the scene
  100859. * @param container contains the elements to remove
  100860. * @param dispose if the removed element should be disposed (default: false)
  100861. */
  100862. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  100863. /**
  100864. * Disposes the component and the associated ressources.
  100865. */
  100866. dispose(): void;
  100867. /**
  100868. * Disables audio in the associated scene.
  100869. */
  100870. disableAudio(): void;
  100871. /**
  100872. * Enables audio in the associated scene.
  100873. */
  100874. enableAudio(): void;
  100875. /**
  100876. * Switch audio to headphone output.
  100877. */
  100878. switchAudioModeForHeadphones(): void;
  100879. /**
  100880. * Switch audio to normal speakers.
  100881. */
  100882. switchAudioModeForNormalSpeakers(): void;
  100883. private _afterRender;
  100884. }
  100885. }
  100886. declare module BABYLON {
  100887. /**
  100888. * Wraps one or more Sound objects and selects one with random weight for playback.
  100889. */
  100890. export class WeightedSound {
  100891. /** When true a Sound will be selected and played when the current playing Sound completes. */
  100892. loop: boolean;
  100893. private _coneInnerAngle;
  100894. private _coneOuterAngle;
  100895. private _volume;
  100896. /** A Sound is currently playing. */
  100897. isPlaying: boolean;
  100898. /** A Sound is currently paused. */
  100899. isPaused: boolean;
  100900. private _sounds;
  100901. private _weights;
  100902. private _currentIndex?;
  100903. /**
  100904. * Creates a new WeightedSound from the list of sounds given.
  100905. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  100906. * @param sounds Array of Sounds that will be selected from.
  100907. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  100908. */
  100909. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  100910. /**
  100911. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  100912. */
  100913. /**
  100914. * The size of cone in degress for a directional sound in which there will be no attenuation.
  100915. */
  100916. directionalConeInnerAngle: number;
  100917. /**
  100918. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  100919. * Listener angles between innerAngle and outerAngle will falloff linearly.
  100920. */
  100921. /**
  100922. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  100923. * Listener angles between innerAngle and outerAngle will falloff linearly.
  100924. */
  100925. directionalConeOuterAngle: number;
  100926. /**
  100927. * Playback volume.
  100928. */
  100929. /**
  100930. * Playback volume.
  100931. */
  100932. volume: number;
  100933. private _onended;
  100934. /**
  100935. * Suspend playback
  100936. */
  100937. pause(): void;
  100938. /**
  100939. * Stop playback
  100940. */
  100941. stop(): void;
  100942. /**
  100943. * Start playback.
  100944. * @param startOffset Position the clip head at a specific time in seconds.
  100945. */
  100946. play(startOffset?: number): void;
  100947. }
  100948. }
  100949. declare module BABYLON {
  100950. /**
  100951. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  100952. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  100953. */
  100954. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  100955. /**
  100956. * Gets the name of the behavior.
  100957. */
  100958. readonly name: string;
  100959. /**
  100960. * The easing function used by animations
  100961. */
  100962. static EasingFunction: BackEase;
  100963. /**
  100964. * The easing mode used by animations
  100965. */
  100966. static EasingMode: number;
  100967. /**
  100968. * The duration of the animation, in milliseconds
  100969. */
  100970. transitionDuration: number;
  100971. /**
  100972. * Length of the distance animated by the transition when lower radius is reached
  100973. */
  100974. lowerRadiusTransitionRange: number;
  100975. /**
  100976. * Length of the distance animated by the transition when upper radius is reached
  100977. */
  100978. upperRadiusTransitionRange: number;
  100979. private _autoTransitionRange;
  100980. /**
  100981. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  100982. */
  100983. /**
  100984. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  100985. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  100986. */
  100987. autoTransitionRange: boolean;
  100988. private _attachedCamera;
  100989. private _onAfterCheckInputsObserver;
  100990. private _onMeshTargetChangedObserver;
  100991. /**
  100992. * Initializes the behavior.
  100993. */
  100994. init(): void;
  100995. /**
  100996. * Attaches the behavior to its arc rotate camera.
  100997. * @param camera Defines the camera to attach the behavior to
  100998. */
  100999. attach(camera: ArcRotateCamera): void;
  101000. /**
  101001. * Detaches the behavior from its current arc rotate camera.
  101002. */
  101003. detach(): void;
  101004. private _radiusIsAnimating;
  101005. private _radiusBounceTransition;
  101006. private _animatables;
  101007. private _cachedWheelPrecision;
  101008. /**
  101009. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  101010. * @param radiusLimit The limit to check against.
  101011. * @return Bool to indicate if at limit.
  101012. */
  101013. private _isRadiusAtLimit;
  101014. /**
  101015. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  101016. * @param radiusDelta The delta by which to animate to. Can be negative.
  101017. */
  101018. private _applyBoundRadiusAnimation;
  101019. /**
  101020. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  101021. */
  101022. protected _clearAnimationLocks(): void;
  101023. /**
  101024. * Stops and removes all animations that have been applied to the camera
  101025. */
  101026. stopAllAnimations(): void;
  101027. }
  101028. }
  101029. declare module BABYLON {
  101030. /**
  101031. * 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.
  101032. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  101033. */
  101034. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  101035. /**
  101036. * Gets the name of the behavior.
  101037. */
  101038. readonly name: string;
  101039. private _mode;
  101040. private _radiusScale;
  101041. private _positionScale;
  101042. private _defaultElevation;
  101043. private _elevationReturnTime;
  101044. private _elevationReturnWaitTime;
  101045. private _zoomStopsAnimation;
  101046. private _framingTime;
  101047. /**
  101048. * The easing function used by animations
  101049. */
  101050. static EasingFunction: ExponentialEase;
  101051. /**
  101052. * The easing mode used by animations
  101053. */
  101054. static EasingMode: number;
  101055. /**
  101056. * Sets the current mode used by the behavior
  101057. */
  101058. /**
  101059. * Gets current mode used by the behavior.
  101060. */
  101061. mode: number;
  101062. /**
  101063. * Sets the scale applied to the radius (1 by default)
  101064. */
  101065. /**
  101066. * Gets the scale applied to the radius
  101067. */
  101068. radiusScale: number;
  101069. /**
  101070. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  101071. */
  101072. /**
  101073. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  101074. */
  101075. positionScale: number;
  101076. /**
  101077. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  101078. * behaviour is triggered, in radians.
  101079. */
  101080. /**
  101081. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  101082. * behaviour is triggered, in radians.
  101083. */
  101084. defaultElevation: number;
  101085. /**
  101086. * Sets the time (in milliseconds) taken to return to the default beta position.
  101087. * Negative value indicates camera should not return to default.
  101088. */
  101089. /**
  101090. * Gets the time (in milliseconds) taken to return to the default beta position.
  101091. * Negative value indicates camera should not return to default.
  101092. */
  101093. elevationReturnTime: number;
  101094. /**
  101095. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  101096. */
  101097. /**
  101098. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  101099. */
  101100. elevationReturnWaitTime: number;
  101101. /**
  101102. * Sets the flag that indicates if user zooming should stop animation.
  101103. */
  101104. /**
  101105. * Gets the flag that indicates if user zooming should stop animation.
  101106. */
  101107. zoomStopsAnimation: boolean;
  101108. /**
  101109. * Sets the transition time when framing the mesh, in milliseconds
  101110. */
  101111. /**
  101112. * Gets the transition time when framing the mesh, in milliseconds
  101113. */
  101114. framingTime: number;
  101115. /**
  101116. * Define if the behavior should automatically change the configured
  101117. * camera limits and sensibilities.
  101118. */
  101119. autoCorrectCameraLimitsAndSensibility: boolean;
  101120. private _onPrePointerObservableObserver;
  101121. private _onAfterCheckInputsObserver;
  101122. private _onMeshTargetChangedObserver;
  101123. private _attachedCamera;
  101124. private _isPointerDown;
  101125. private _lastInteractionTime;
  101126. /**
  101127. * Initializes the behavior.
  101128. */
  101129. init(): void;
  101130. /**
  101131. * Attaches the behavior to its arc rotate camera.
  101132. * @param camera Defines the camera to attach the behavior to
  101133. */
  101134. attach(camera: ArcRotateCamera): void;
  101135. /**
  101136. * Detaches the behavior from its current arc rotate camera.
  101137. */
  101138. detach(): void;
  101139. private _animatables;
  101140. private _betaIsAnimating;
  101141. private _betaTransition;
  101142. private _radiusTransition;
  101143. private _vectorTransition;
  101144. /**
  101145. * Targets the given mesh and updates zoom level accordingly.
  101146. * @param mesh The mesh to target.
  101147. * @param radius Optional. If a cached radius position already exists, overrides default.
  101148. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  101149. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  101150. * @param onAnimationEnd Callback triggered at the end of the framing animation
  101151. */
  101152. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  101153. /**
  101154. * Targets the given mesh with its children and updates zoom level accordingly.
  101155. * @param mesh The mesh to target.
  101156. * @param radius Optional. If a cached radius position already exists, overrides default.
  101157. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  101158. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  101159. * @param onAnimationEnd Callback triggered at the end of the framing animation
  101160. */
  101161. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  101162. /**
  101163. * Targets the given meshes with their children and updates zoom level accordingly.
  101164. * @param meshes The mesh to target.
  101165. * @param radius Optional. If a cached radius position already exists, overrides default.
  101166. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  101167. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  101168. * @param onAnimationEnd Callback triggered at the end of the framing animation
  101169. */
  101170. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  101171. /**
  101172. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  101173. * @param minimumWorld Determines the smaller position of the bounding box extend
  101174. * @param maximumWorld Determines the bigger position of the bounding box extend
  101175. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  101176. * @param onAnimationEnd Callback triggered at the end of the framing animation
  101177. */
  101178. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  101179. /**
  101180. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  101181. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  101182. * frustum width.
  101183. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  101184. * to fully enclose the mesh in the viewing frustum.
  101185. */
  101186. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  101187. /**
  101188. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  101189. * is automatically returned to its default position (expected to be above ground plane).
  101190. */
  101191. private _maintainCameraAboveGround;
  101192. /**
  101193. * Returns the frustum slope based on the canvas ratio and camera FOV
  101194. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  101195. */
  101196. private _getFrustumSlope;
  101197. /**
  101198. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  101199. */
  101200. private _clearAnimationLocks;
  101201. /**
  101202. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  101203. */
  101204. private _applyUserInteraction;
  101205. /**
  101206. * Stops and removes all animations that have been applied to the camera
  101207. */
  101208. stopAllAnimations(): void;
  101209. /**
  101210. * Gets a value indicating if the user is moving the camera
  101211. */
  101212. readonly isUserIsMoving: boolean;
  101213. /**
  101214. * The camera can move all the way towards the mesh.
  101215. */
  101216. static IgnoreBoundsSizeMode: number;
  101217. /**
  101218. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  101219. */
  101220. static FitFrustumSidesMode: number;
  101221. }
  101222. }
  101223. declare module BABYLON {
  101224. /**
  101225. * Base class for Camera Pointer Inputs.
  101226. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  101227. * for example usage.
  101228. */
  101229. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  101230. /**
  101231. * Defines the camera the input is attached to.
  101232. */
  101233. abstract camera: Camera;
  101234. /**
  101235. * Whether keyboard modifier keys are pressed at time of last mouse event.
  101236. */
  101237. protected _altKey: boolean;
  101238. protected _ctrlKey: boolean;
  101239. protected _metaKey: boolean;
  101240. protected _shiftKey: boolean;
  101241. /**
  101242. * Which mouse buttons were pressed at time of last mouse event.
  101243. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  101244. */
  101245. protected _buttonsPressed: number;
  101246. /**
  101247. * Defines the buttons associated with the input to handle camera move.
  101248. */
  101249. buttons: number[];
  101250. /**
  101251. * Attach the input controls to a specific dom element to get the input from.
  101252. * @param element Defines the element the controls should be listened from
  101253. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101254. */
  101255. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101256. /**
  101257. * Detach the current controls from the specified dom element.
  101258. * @param element Defines the element to stop listening the inputs from
  101259. */
  101260. detachControl(element: Nullable<HTMLElement>): void;
  101261. /**
  101262. * Gets the class name of the current input.
  101263. * @returns the class name
  101264. */
  101265. getClassName(): string;
  101266. /**
  101267. * Get the friendly name associated with the input class.
  101268. * @returns the input friendly name
  101269. */
  101270. getSimpleName(): string;
  101271. /**
  101272. * Called on pointer POINTERDOUBLETAP event.
  101273. * Override this method to provide functionality on POINTERDOUBLETAP event.
  101274. */
  101275. protected onDoubleTap(type: string): void;
  101276. /**
  101277. * Called on pointer POINTERMOVE event if only a single touch is active.
  101278. * Override this method to provide functionality.
  101279. */
  101280. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  101281. /**
  101282. * Called on pointer POINTERMOVE event if multiple touches are active.
  101283. * Override this method to provide functionality.
  101284. */
  101285. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  101286. /**
  101287. * Called on JS contextmenu event.
  101288. * Override this method to provide functionality.
  101289. */
  101290. protected onContextMenu(evt: PointerEvent): void;
  101291. /**
  101292. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  101293. * press.
  101294. * Override this method to provide functionality.
  101295. */
  101296. protected onButtonDown(evt: PointerEvent): void;
  101297. /**
  101298. * Called each time a new POINTERUP event occurs. Ie, for each button
  101299. * release.
  101300. * Override this method to provide functionality.
  101301. */
  101302. protected onButtonUp(evt: PointerEvent): void;
  101303. /**
  101304. * Called when window becomes inactive.
  101305. * Override this method to provide functionality.
  101306. */
  101307. protected onLostFocus(): void;
  101308. private _pointerInput;
  101309. private _observer;
  101310. private _onLostFocus;
  101311. private pointA;
  101312. private pointB;
  101313. }
  101314. }
  101315. declare module BABYLON {
  101316. /**
  101317. * Manage the pointers inputs to control an arc rotate camera.
  101318. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101319. */
  101320. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  101321. /**
  101322. * Defines the camera the input is attached to.
  101323. */
  101324. camera: ArcRotateCamera;
  101325. /**
  101326. * Gets the class name of the current input.
  101327. * @returns the class name
  101328. */
  101329. getClassName(): string;
  101330. /**
  101331. * Defines the buttons associated with the input to handle camera move.
  101332. */
  101333. buttons: number[];
  101334. /**
  101335. * Defines the pointer angular sensibility along the X axis or how fast is
  101336. * the camera rotating.
  101337. */
  101338. angularSensibilityX: number;
  101339. /**
  101340. * Defines the pointer angular sensibility along the Y axis or how fast is
  101341. * the camera rotating.
  101342. */
  101343. angularSensibilityY: number;
  101344. /**
  101345. * Defines the pointer pinch precision or how fast is the camera zooming.
  101346. */
  101347. pinchPrecision: number;
  101348. /**
  101349. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  101350. * from 0.
  101351. * It defines the percentage of current camera.radius to use as delta when
  101352. * pinch zoom is used.
  101353. */
  101354. pinchDeltaPercentage: number;
  101355. /**
  101356. * Defines the pointer panning sensibility or how fast is the camera moving.
  101357. */
  101358. panningSensibility: number;
  101359. /**
  101360. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  101361. */
  101362. multiTouchPanning: boolean;
  101363. /**
  101364. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  101365. * zoom (pinch) through multitouch.
  101366. */
  101367. multiTouchPanAndZoom: boolean;
  101368. /**
  101369. * Revers pinch action direction.
  101370. */
  101371. pinchInwards: boolean;
  101372. private _isPanClick;
  101373. private _twoFingerActivityCount;
  101374. private _isPinching;
  101375. /**
  101376. * Called on pointer POINTERMOVE event if only a single touch is active.
  101377. */
  101378. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  101379. /**
  101380. * Called on pointer POINTERDOUBLETAP event.
  101381. */
  101382. protected onDoubleTap(type: string): void;
  101383. /**
  101384. * Called on pointer POINTERMOVE event if multiple touches are active.
  101385. */
  101386. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  101387. /**
  101388. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  101389. * press.
  101390. */
  101391. protected onButtonDown(evt: PointerEvent): void;
  101392. /**
  101393. * Called each time a new POINTERUP event occurs. Ie, for each button
  101394. * release.
  101395. */
  101396. protected onButtonUp(evt: PointerEvent): void;
  101397. /**
  101398. * Called when window becomes inactive.
  101399. */
  101400. protected onLostFocus(): void;
  101401. }
  101402. }
  101403. declare module BABYLON {
  101404. /**
  101405. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  101406. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101407. */
  101408. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  101409. /**
  101410. * Defines the camera the input is attached to.
  101411. */
  101412. camera: ArcRotateCamera;
  101413. /**
  101414. * Defines the list of key codes associated with the up action (increase alpha)
  101415. */
  101416. keysUp: number[];
  101417. /**
  101418. * Defines the list of key codes associated with the down action (decrease alpha)
  101419. */
  101420. keysDown: number[];
  101421. /**
  101422. * Defines the list of key codes associated with the left action (increase beta)
  101423. */
  101424. keysLeft: number[];
  101425. /**
  101426. * Defines the list of key codes associated with the right action (decrease beta)
  101427. */
  101428. keysRight: number[];
  101429. /**
  101430. * Defines the list of key codes associated with the reset action.
  101431. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  101432. */
  101433. keysReset: number[];
  101434. /**
  101435. * Defines the panning sensibility of the inputs.
  101436. * (How fast is the camera paning)
  101437. */
  101438. panningSensibility: number;
  101439. /**
  101440. * Defines the zooming sensibility of the inputs.
  101441. * (How fast is the camera zooming)
  101442. */
  101443. zoomingSensibility: number;
  101444. /**
  101445. * Defines wether maintaining the alt key down switch the movement mode from
  101446. * orientation to zoom.
  101447. */
  101448. useAltToZoom: boolean;
  101449. /**
  101450. * Rotation speed of the camera
  101451. */
  101452. angularSpeed: number;
  101453. private _keys;
  101454. private _ctrlPressed;
  101455. private _altPressed;
  101456. private _onCanvasBlurObserver;
  101457. private _onKeyboardObserver;
  101458. private _engine;
  101459. private _scene;
  101460. /**
  101461. * Attach the input controls to a specific dom element to get the input from.
  101462. * @param element Defines the element the controls should be listened from
  101463. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101464. */
  101465. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101466. /**
  101467. * Detach the current controls from the specified dom element.
  101468. * @param element Defines the element to stop listening the inputs from
  101469. */
  101470. detachControl(element: Nullable<HTMLElement>): void;
  101471. /**
  101472. * Update the current camera state depending on the inputs that have been used this frame.
  101473. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  101474. */
  101475. checkInputs(): void;
  101476. /**
  101477. * Gets the class name of the current intput.
  101478. * @returns the class name
  101479. */
  101480. getClassName(): string;
  101481. /**
  101482. * Get the friendly name associated with the input class.
  101483. * @returns the input friendly name
  101484. */
  101485. getSimpleName(): string;
  101486. }
  101487. }
  101488. declare module BABYLON {
  101489. /**
  101490. * Manage the mouse wheel inputs to control an arc rotate camera.
  101491. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101492. */
  101493. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  101494. /**
  101495. * Defines the camera the input is attached to.
  101496. */
  101497. camera: ArcRotateCamera;
  101498. /**
  101499. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  101500. */
  101501. wheelPrecision: number;
  101502. /**
  101503. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  101504. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  101505. */
  101506. wheelDeltaPercentage: number;
  101507. private _wheel;
  101508. private _observer;
  101509. private computeDeltaFromMouseWheelLegacyEvent;
  101510. /**
  101511. * Attach the input controls to a specific dom element to get the input from.
  101512. * @param element Defines the element the controls should be listened from
  101513. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101514. */
  101515. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101516. /**
  101517. * Detach the current controls from the specified dom element.
  101518. * @param element Defines the element to stop listening the inputs from
  101519. */
  101520. detachControl(element: Nullable<HTMLElement>): void;
  101521. /**
  101522. * Gets the class name of the current intput.
  101523. * @returns the class name
  101524. */
  101525. getClassName(): string;
  101526. /**
  101527. * Get the friendly name associated with the input class.
  101528. * @returns the input friendly name
  101529. */
  101530. getSimpleName(): string;
  101531. }
  101532. }
  101533. declare module BABYLON {
  101534. /**
  101535. * Default Inputs manager for the ArcRotateCamera.
  101536. * It groups all the default supported inputs for ease of use.
  101537. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101538. */
  101539. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  101540. /**
  101541. * Instantiates a new ArcRotateCameraInputsManager.
  101542. * @param camera Defines the camera the inputs belong to
  101543. */
  101544. constructor(camera: ArcRotateCamera);
  101545. /**
  101546. * Add mouse wheel input support to the input manager.
  101547. * @returns the current input manager
  101548. */
  101549. addMouseWheel(): ArcRotateCameraInputsManager;
  101550. /**
  101551. * Add pointers input support to the input manager.
  101552. * @returns the current input manager
  101553. */
  101554. addPointers(): ArcRotateCameraInputsManager;
  101555. /**
  101556. * Add keyboard input support to the input manager.
  101557. * @returns the current input manager
  101558. */
  101559. addKeyboard(): ArcRotateCameraInputsManager;
  101560. }
  101561. }
  101562. declare module BABYLON {
  101563. /**
  101564. * This represents an orbital type of camera.
  101565. *
  101566. * 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.
  101567. * 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.
  101568. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  101569. */
  101570. export class ArcRotateCamera extends TargetCamera {
  101571. /**
  101572. * Defines the rotation angle of the camera along the longitudinal axis.
  101573. */
  101574. alpha: number;
  101575. /**
  101576. * Defines the rotation angle of the camera along the latitudinal axis.
  101577. */
  101578. beta: number;
  101579. /**
  101580. * Defines the radius of the camera from it s target point.
  101581. */
  101582. radius: number;
  101583. protected _target: Vector3;
  101584. protected _targetHost: Nullable<AbstractMesh>;
  101585. /**
  101586. * Defines the target point of the camera.
  101587. * The camera looks towards it form the radius distance.
  101588. */
  101589. target: Vector3;
  101590. /**
  101591. * Define the current local position of the camera in the scene
  101592. */
  101593. position: Vector3;
  101594. protected _upVector: Vector3;
  101595. protected _upToYMatrix: Matrix;
  101596. protected _YToUpMatrix: Matrix;
  101597. /**
  101598. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  101599. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  101600. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  101601. */
  101602. upVector: Vector3;
  101603. /**
  101604. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  101605. */
  101606. setMatUp(): void;
  101607. /**
  101608. * Current inertia value on the longitudinal axis.
  101609. * The bigger this number the longer it will take for the camera to stop.
  101610. */
  101611. inertialAlphaOffset: number;
  101612. /**
  101613. * Current inertia value on the latitudinal axis.
  101614. * The bigger this number the longer it will take for the camera to stop.
  101615. */
  101616. inertialBetaOffset: number;
  101617. /**
  101618. * Current inertia value on the radius axis.
  101619. * The bigger this number the longer it will take for the camera to stop.
  101620. */
  101621. inertialRadiusOffset: number;
  101622. /**
  101623. * Minimum allowed angle on the longitudinal axis.
  101624. * This can help limiting how the Camera is able to move in the scene.
  101625. */
  101626. lowerAlphaLimit: Nullable<number>;
  101627. /**
  101628. * Maximum allowed angle on the longitudinal axis.
  101629. * This can help limiting how the Camera is able to move in the scene.
  101630. */
  101631. upperAlphaLimit: Nullable<number>;
  101632. /**
  101633. * Minimum allowed angle on the latitudinal axis.
  101634. * This can help limiting how the Camera is able to move in the scene.
  101635. */
  101636. lowerBetaLimit: number;
  101637. /**
  101638. * Maximum allowed angle on the latitudinal axis.
  101639. * This can help limiting how the Camera is able to move in the scene.
  101640. */
  101641. upperBetaLimit: number;
  101642. /**
  101643. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  101644. * This can help limiting how the Camera is able to move in the scene.
  101645. */
  101646. lowerRadiusLimit: Nullable<number>;
  101647. /**
  101648. * Maximum allowed distance of the camera to the target (The camera can not get further).
  101649. * This can help limiting how the Camera is able to move in the scene.
  101650. */
  101651. upperRadiusLimit: Nullable<number>;
  101652. /**
  101653. * Defines the current inertia value used during panning of the camera along the X axis.
  101654. */
  101655. inertialPanningX: number;
  101656. /**
  101657. * Defines the current inertia value used during panning of the camera along the Y axis.
  101658. */
  101659. inertialPanningY: number;
  101660. /**
  101661. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  101662. * Basically if your fingers moves away from more than this distance you will be considered
  101663. * in pinch mode.
  101664. */
  101665. pinchToPanMaxDistance: number;
  101666. /**
  101667. * Defines the maximum distance the camera can pan.
  101668. * This could help keeping the cammera always in your scene.
  101669. */
  101670. panningDistanceLimit: Nullable<number>;
  101671. /**
  101672. * Defines the target of the camera before paning.
  101673. */
  101674. panningOriginTarget: Vector3;
  101675. /**
  101676. * Defines the value of the inertia used during panning.
  101677. * 0 would mean stop inertia and one would mean no decelleration at all.
  101678. */
  101679. panningInertia: number;
  101680. /**
  101681. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  101682. */
  101683. angularSensibilityX: number;
  101684. /**
  101685. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  101686. */
  101687. angularSensibilityY: number;
  101688. /**
  101689. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  101690. */
  101691. pinchPrecision: number;
  101692. /**
  101693. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  101694. * It will be used instead of pinchDeltaPrecision if different from 0.
  101695. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  101696. */
  101697. pinchDeltaPercentage: number;
  101698. /**
  101699. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  101700. */
  101701. panningSensibility: number;
  101702. /**
  101703. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  101704. */
  101705. keysUp: number[];
  101706. /**
  101707. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  101708. */
  101709. keysDown: number[];
  101710. /**
  101711. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  101712. */
  101713. keysLeft: number[];
  101714. /**
  101715. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  101716. */
  101717. keysRight: number[];
  101718. /**
  101719. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  101720. */
  101721. wheelPrecision: number;
  101722. /**
  101723. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  101724. * It will be used instead of pinchDeltaPrecision if different from 0.
  101725. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  101726. */
  101727. wheelDeltaPercentage: number;
  101728. /**
  101729. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  101730. */
  101731. zoomOnFactor: number;
  101732. /**
  101733. * Defines a screen offset for the camera position.
  101734. */
  101735. targetScreenOffset: Vector2;
  101736. /**
  101737. * Allows the camera to be completely reversed.
  101738. * If false the camera can not arrive upside down.
  101739. */
  101740. allowUpsideDown: boolean;
  101741. /**
  101742. * Define if double tap/click is used to restore the previously saved state of the camera.
  101743. */
  101744. useInputToRestoreState: boolean;
  101745. /** @hidden */
  101746. _viewMatrix: Matrix;
  101747. /** @hidden */
  101748. _useCtrlForPanning: boolean;
  101749. /** @hidden */
  101750. _panningMouseButton: number;
  101751. /**
  101752. * Defines the input associated to the camera.
  101753. */
  101754. inputs: ArcRotateCameraInputsManager;
  101755. /** @hidden */
  101756. _reset: () => void;
  101757. /**
  101758. * Defines the allowed panning axis.
  101759. */
  101760. panningAxis: Vector3;
  101761. protected _localDirection: Vector3;
  101762. protected _transformedDirection: Vector3;
  101763. private _bouncingBehavior;
  101764. /**
  101765. * Gets the bouncing behavior of the camera if it has been enabled.
  101766. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  101767. */
  101768. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  101769. /**
  101770. * Defines if the bouncing behavior of the camera is enabled on the camera.
  101771. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  101772. */
  101773. useBouncingBehavior: boolean;
  101774. private _framingBehavior;
  101775. /**
  101776. * Gets the framing behavior of the camera if it has been enabled.
  101777. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  101778. */
  101779. readonly framingBehavior: Nullable<FramingBehavior>;
  101780. /**
  101781. * Defines if the framing behavior of the camera is enabled on the camera.
  101782. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  101783. */
  101784. useFramingBehavior: boolean;
  101785. private _autoRotationBehavior;
  101786. /**
  101787. * Gets the auto rotation behavior of the camera if it has been enabled.
  101788. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  101789. */
  101790. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  101791. /**
  101792. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  101793. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  101794. */
  101795. useAutoRotationBehavior: boolean;
  101796. /**
  101797. * Observable triggered when the mesh target has been changed on the camera.
  101798. */
  101799. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  101800. /**
  101801. * Event raised when the camera is colliding with a mesh.
  101802. */
  101803. onCollide: (collidedMesh: AbstractMesh) => void;
  101804. /**
  101805. * Defines whether the camera should check collision with the objects oh the scene.
  101806. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  101807. */
  101808. checkCollisions: boolean;
  101809. /**
  101810. * Defines the collision radius of the camera.
  101811. * This simulates a sphere around the camera.
  101812. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  101813. */
  101814. collisionRadius: Vector3;
  101815. protected _collider: Collider;
  101816. protected _previousPosition: Vector3;
  101817. protected _collisionVelocity: Vector3;
  101818. protected _newPosition: Vector3;
  101819. protected _previousAlpha: number;
  101820. protected _previousBeta: number;
  101821. protected _previousRadius: number;
  101822. protected _collisionTriggered: boolean;
  101823. protected _targetBoundingCenter: Nullable<Vector3>;
  101824. private _computationVector;
  101825. /**
  101826. * Instantiates a new ArcRotateCamera in a given scene
  101827. * @param name Defines the name of the camera
  101828. * @param alpha Defines the camera rotation along the logitudinal axis
  101829. * @param beta Defines the camera rotation along the latitudinal axis
  101830. * @param radius Defines the camera distance from its target
  101831. * @param target Defines the camera target
  101832. * @param scene Defines the scene the camera belongs to
  101833. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  101834. */
  101835. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  101836. /** @hidden */
  101837. _initCache(): void;
  101838. /** @hidden */
  101839. _updateCache(ignoreParentClass?: boolean): void;
  101840. protected _getTargetPosition(): Vector3;
  101841. private _storedAlpha;
  101842. private _storedBeta;
  101843. private _storedRadius;
  101844. private _storedTarget;
  101845. private _storedTargetScreenOffset;
  101846. /**
  101847. * Stores the current state of the camera (alpha, beta, radius and target)
  101848. * @returns the camera itself
  101849. */
  101850. storeState(): Camera;
  101851. /**
  101852. * @hidden
  101853. * Restored camera state. You must call storeState() first
  101854. */
  101855. _restoreStateValues(): boolean;
  101856. /** @hidden */
  101857. _isSynchronizedViewMatrix(): boolean;
  101858. /**
  101859. * Attached controls to the current camera.
  101860. * @param element Defines the element the controls should be listened from
  101861. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101862. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  101863. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  101864. */
  101865. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  101866. /**
  101867. * Detach the current controls from the camera.
  101868. * The camera will stop reacting to inputs.
  101869. * @param element Defines the element to stop listening the inputs from
  101870. */
  101871. detachControl(element: HTMLElement): void;
  101872. /** @hidden */
  101873. _checkInputs(): void;
  101874. protected _checkLimits(): void;
  101875. /**
  101876. * Rebuilds angles (alpha, beta) and radius from the give position and target
  101877. */
  101878. rebuildAnglesAndRadius(): void;
  101879. /**
  101880. * Use a position to define the current camera related information like aplha, beta and radius
  101881. * @param position Defines the position to set the camera at
  101882. */
  101883. setPosition(position: Vector3): void;
  101884. /**
  101885. * Defines the target the camera should look at.
  101886. * This will automatically adapt alpha beta and radius to fit within the new target.
  101887. * @param target Defines the new target as a Vector or a mesh
  101888. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  101889. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  101890. */
  101891. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  101892. /** @hidden */
  101893. _getViewMatrix(): Matrix;
  101894. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  101895. /**
  101896. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  101897. * @param meshes Defines the mesh to zoom on
  101898. * @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)
  101899. */
  101900. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  101901. /**
  101902. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  101903. * The target will be changed but the radius
  101904. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  101905. * @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)
  101906. */
  101907. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  101908. min: Vector3;
  101909. max: Vector3;
  101910. distance: number;
  101911. }, doNotUpdateMaxZ?: boolean): void;
  101912. /**
  101913. * @override
  101914. * Override Camera.createRigCamera
  101915. */
  101916. createRigCamera(name: string, cameraIndex: number): Camera;
  101917. /**
  101918. * @hidden
  101919. * @override
  101920. * Override Camera._updateRigCameras
  101921. */
  101922. _updateRigCameras(): void;
  101923. /**
  101924. * Destroy the camera and release the current resources hold by it.
  101925. */
  101926. dispose(): void;
  101927. /**
  101928. * Gets the current object class name.
  101929. * @return the class name
  101930. */
  101931. getClassName(): string;
  101932. }
  101933. }
  101934. declare module BABYLON {
  101935. /**
  101936. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  101937. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  101938. */
  101939. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  101940. /**
  101941. * Gets the name of the behavior.
  101942. */
  101943. readonly name: string;
  101944. private _zoomStopsAnimation;
  101945. private _idleRotationSpeed;
  101946. private _idleRotationWaitTime;
  101947. private _idleRotationSpinupTime;
  101948. /**
  101949. * Sets the flag that indicates if user zooming should stop animation.
  101950. */
  101951. /**
  101952. * Gets the flag that indicates if user zooming should stop animation.
  101953. */
  101954. zoomStopsAnimation: boolean;
  101955. /**
  101956. * Sets the default speed at which the camera rotates around the model.
  101957. */
  101958. /**
  101959. * Gets the default speed at which the camera rotates around the model.
  101960. */
  101961. idleRotationSpeed: number;
  101962. /**
  101963. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  101964. */
  101965. /**
  101966. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  101967. */
  101968. idleRotationWaitTime: number;
  101969. /**
  101970. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  101971. */
  101972. /**
  101973. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  101974. */
  101975. idleRotationSpinupTime: number;
  101976. /**
  101977. * Gets a value indicating if the camera is currently rotating because of this behavior
  101978. */
  101979. readonly rotationInProgress: boolean;
  101980. private _onPrePointerObservableObserver;
  101981. private _onAfterCheckInputsObserver;
  101982. private _attachedCamera;
  101983. private _isPointerDown;
  101984. private _lastFrameTime;
  101985. private _lastInteractionTime;
  101986. private _cameraRotationSpeed;
  101987. /**
  101988. * Initializes the behavior.
  101989. */
  101990. init(): void;
  101991. /**
  101992. * Attaches the behavior to its arc rotate camera.
  101993. * @param camera Defines the camera to attach the behavior to
  101994. */
  101995. attach(camera: ArcRotateCamera): void;
  101996. /**
  101997. * Detaches the behavior from its current arc rotate camera.
  101998. */
  101999. detach(): void;
  102000. /**
  102001. * Returns true if user is scrolling.
  102002. * @return true if user is scrolling.
  102003. */
  102004. private _userIsZooming;
  102005. private _lastFrameRadius;
  102006. private _shouldAnimationStopForInteraction;
  102007. /**
  102008. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  102009. */
  102010. private _applyUserInteraction;
  102011. private _userIsMoving;
  102012. }
  102013. }
  102014. declare module BABYLON {
  102015. /**
  102016. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  102017. */
  102018. export class AttachToBoxBehavior implements Behavior<Mesh> {
  102019. private ui;
  102020. /**
  102021. * The name of the behavior
  102022. */
  102023. name: string;
  102024. /**
  102025. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  102026. */
  102027. distanceAwayFromFace: number;
  102028. /**
  102029. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  102030. */
  102031. distanceAwayFromBottomOfFace: number;
  102032. private _faceVectors;
  102033. private _target;
  102034. private _scene;
  102035. private _onRenderObserver;
  102036. private _tmpMatrix;
  102037. private _tmpVector;
  102038. /**
  102039. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  102040. * @param ui The transform node that should be attched to the mesh
  102041. */
  102042. constructor(ui: TransformNode);
  102043. /**
  102044. * Initializes the behavior
  102045. */
  102046. init(): void;
  102047. private _closestFace;
  102048. private _zeroVector;
  102049. private _lookAtTmpMatrix;
  102050. private _lookAtToRef;
  102051. /**
  102052. * Attaches the AttachToBoxBehavior to the passed in mesh
  102053. * @param target The mesh that the specified node will be attached to
  102054. */
  102055. attach(target: Mesh): void;
  102056. /**
  102057. * Detaches the behavior from the mesh
  102058. */
  102059. detach(): void;
  102060. }
  102061. }
  102062. declare module BABYLON {
  102063. /**
  102064. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  102065. */
  102066. export class FadeInOutBehavior implements Behavior<Mesh> {
  102067. /**
  102068. * Time in milliseconds to delay before fading in (Default: 0)
  102069. */
  102070. delay: number;
  102071. /**
  102072. * Time in milliseconds for the mesh to fade in (Default: 300)
  102073. */
  102074. fadeInTime: number;
  102075. private _millisecondsPerFrame;
  102076. private _hovered;
  102077. private _hoverValue;
  102078. private _ownerNode;
  102079. /**
  102080. * Instatiates the FadeInOutBehavior
  102081. */
  102082. constructor();
  102083. /**
  102084. * The name of the behavior
  102085. */
  102086. readonly name: string;
  102087. /**
  102088. * Initializes the behavior
  102089. */
  102090. init(): void;
  102091. /**
  102092. * Attaches the fade behavior on the passed in mesh
  102093. * @param ownerNode The mesh that will be faded in/out once attached
  102094. */
  102095. attach(ownerNode: Mesh): void;
  102096. /**
  102097. * Detaches the behavior from the mesh
  102098. */
  102099. detach(): void;
  102100. /**
  102101. * Triggers the mesh to begin fading in or out
  102102. * @param value if the object should fade in or out (true to fade in)
  102103. */
  102104. fadeIn(value: boolean): void;
  102105. private _update;
  102106. private _setAllVisibility;
  102107. }
  102108. }
  102109. declare module BABYLON {
  102110. /**
  102111. * Class containing a set of static utilities functions for managing Pivots
  102112. * @hidden
  102113. */
  102114. export class PivotTools {
  102115. private static _PivotCached;
  102116. private static _OldPivotPoint;
  102117. private static _PivotTranslation;
  102118. private static _PivotTmpVector;
  102119. /** @hidden */
  102120. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  102121. /** @hidden */
  102122. static _RestorePivotPoint(mesh: AbstractMesh): void;
  102123. }
  102124. }
  102125. declare module BABYLON {
  102126. /**
  102127. * Class containing static functions to help procedurally build meshes
  102128. */
  102129. export class PlaneBuilder {
  102130. /**
  102131. * Creates a plane mesh
  102132. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  102133. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  102134. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  102135. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  102136. * * If you create a double-sided mesh, you can choose what parts of 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
  102137. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  102138. * @param name defines the name of the mesh
  102139. * @param options defines the options used to create the mesh
  102140. * @param scene defines the hosting scene
  102141. * @returns the plane mesh
  102142. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  102143. */
  102144. static CreatePlane(name: string, options: {
  102145. size?: number;
  102146. width?: number;
  102147. height?: number;
  102148. sideOrientation?: number;
  102149. frontUVs?: Vector4;
  102150. backUVs?: Vector4;
  102151. updatable?: boolean;
  102152. sourcePlane?: Plane;
  102153. }, scene?: Nullable<Scene>): Mesh;
  102154. }
  102155. }
  102156. declare module BABYLON {
  102157. /**
  102158. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  102159. */
  102160. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  102161. private static _AnyMouseID;
  102162. /**
  102163. * Abstract mesh the behavior is set on
  102164. */
  102165. attachedNode: AbstractMesh;
  102166. private _dragPlane;
  102167. private _scene;
  102168. private _pointerObserver;
  102169. private _beforeRenderObserver;
  102170. private static _planeScene;
  102171. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  102172. /**
  102173. * 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)
  102174. */
  102175. maxDragAngle: number;
  102176. /**
  102177. * @hidden
  102178. */
  102179. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  102180. /**
  102181. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  102182. */
  102183. currentDraggingPointerID: number;
  102184. /**
  102185. * The last position where the pointer hit the drag plane in world space
  102186. */
  102187. lastDragPosition: Vector3;
  102188. /**
  102189. * If the behavior is currently in a dragging state
  102190. */
  102191. dragging: boolean;
  102192. /**
  102193. * 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)
  102194. */
  102195. dragDeltaRatio: number;
  102196. /**
  102197. * If the drag plane orientation should be updated during the dragging (Default: true)
  102198. */
  102199. updateDragPlane: boolean;
  102200. private _debugMode;
  102201. private _moving;
  102202. /**
  102203. * Fires each time the attached mesh is dragged with the pointer
  102204. * * delta between last drag position and current drag position in world space
  102205. * * dragDistance along the drag axis
  102206. * * dragPlaneNormal normal of the current drag plane used during the drag
  102207. * * dragPlanePoint in world space where the drag intersects the drag plane
  102208. */
  102209. onDragObservable: Observable<{
  102210. delta: Vector3;
  102211. dragPlanePoint: Vector3;
  102212. dragPlaneNormal: Vector3;
  102213. dragDistance: number;
  102214. pointerId: number;
  102215. }>;
  102216. /**
  102217. * Fires each time a drag begins (eg. mouse down on mesh)
  102218. */
  102219. onDragStartObservable: Observable<{
  102220. dragPlanePoint: Vector3;
  102221. pointerId: number;
  102222. }>;
  102223. /**
  102224. * Fires each time a drag ends (eg. mouse release after drag)
  102225. */
  102226. onDragEndObservable: Observable<{
  102227. dragPlanePoint: Vector3;
  102228. pointerId: number;
  102229. }>;
  102230. /**
  102231. * If the attached mesh should be moved when dragged
  102232. */
  102233. moveAttached: boolean;
  102234. /**
  102235. * If the drag behavior will react to drag events (Default: true)
  102236. */
  102237. enabled: boolean;
  102238. /**
  102239. * If pointer events should start and release the drag (Default: true)
  102240. */
  102241. startAndReleaseDragOnPointerEvents: boolean;
  102242. /**
  102243. * If camera controls should be detached during the drag
  102244. */
  102245. detachCameraControls: boolean;
  102246. /**
  102247. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  102248. */
  102249. useObjectOrienationForDragging: boolean;
  102250. private _options;
  102251. /**
  102252. * Creates a pointer drag behavior that can be attached to a mesh
  102253. * @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)
  102254. */
  102255. constructor(options?: {
  102256. dragAxis?: Vector3;
  102257. dragPlaneNormal?: Vector3;
  102258. });
  102259. /**
  102260. * Predicate to determine if it is valid to move the object to a new position when it is moved
  102261. */
  102262. validateDrag: (targetPosition: Vector3) => boolean;
  102263. /**
  102264. * The name of the behavior
  102265. */
  102266. readonly name: string;
  102267. /**
  102268. * Initializes the behavior
  102269. */
  102270. init(): void;
  102271. private _tmpVector;
  102272. private _alternatePickedPoint;
  102273. private _worldDragAxis;
  102274. private _targetPosition;
  102275. private _attachedElement;
  102276. /**
  102277. * Attaches the drag behavior the passed in mesh
  102278. * @param ownerNode The mesh that will be dragged around once attached
  102279. * @param predicate Predicate to use for pick filtering
  102280. */
  102281. attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void;
  102282. /**
  102283. * Force relase the drag action by code.
  102284. */
  102285. releaseDrag(): void;
  102286. private _startDragRay;
  102287. private _lastPointerRay;
  102288. /**
  102289. * Simulates the start of a pointer drag event on the behavior
  102290. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  102291. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  102292. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  102293. */
  102294. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  102295. private _startDrag;
  102296. private _dragDelta;
  102297. private _moveDrag;
  102298. private _pickWithRayOnDragPlane;
  102299. private _pointA;
  102300. private _pointB;
  102301. private _pointC;
  102302. private _lineA;
  102303. private _lineB;
  102304. private _localAxis;
  102305. private _lookAt;
  102306. private _updateDragPlanePosition;
  102307. /**
  102308. * Detaches the behavior from the mesh
  102309. */
  102310. detach(): void;
  102311. }
  102312. }
  102313. declare module BABYLON {
  102314. /**
  102315. * A behavior that when attached to a mesh will allow the mesh to be scaled
  102316. */
  102317. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  102318. private _dragBehaviorA;
  102319. private _dragBehaviorB;
  102320. private _startDistance;
  102321. private _initialScale;
  102322. private _targetScale;
  102323. private _ownerNode;
  102324. private _sceneRenderObserver;
  102325. /**
  102326. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  102327. */
  102328. constructor();
  102329. /**
  102330. * The name of the behavior
  102331. */
  102332. readonly name: string;
  102333. /**
  102334. * Initializes the behavior
  102335. */
  102336. init(): void;
  102337. private _getCurrentDistance;
  102338. /**
  102339. * Attaches the scale behavior the passed in mesh
  102340. * @param ownerNode The mesh that will be scaled around once attached
  102341. */
  102342. attach(ownerNode: Mesh): void;
  102343. /**
  102344. * Detaches the behavior from the mesh
  102345. */
  102346. detach(): void;
  102347. }
  102348. }
  102349. declare module BABYLON {
  102350. /**
  102351. * 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
  102352. */
  102353. export class SixDofDragBehavior implements Behavior<Mesh> {
  102354. private static _virtualScene;
  102355. private _ownerNode;
  102356. private _sceneRenderObserver;
  102357. private _scene;
  102358. private _targetPosition;
  102359. private _virtualOriginMesh;
  102360. private _virtualDragMesh;
  102361. private _pointerObserver;
  102362. private _moving;
  102363. private _startingOrientation;
  102364. /**
  102365. * 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)
  102366. */
  102367. private zDragFactor;
  102368. /**
  102369. * If the object should rotate to face the drag origin
  102370. */
  102371. rotateDraggedObject: boolean;
  102372. /**
  102373. * If the behavior is currently in a dragging state
  102374. */
  102375. dragging: boolean;
  102376. /**
  102377. * 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)
  102378. */
  102379. dragDeltaRatio: number;
  102380. /**
  102381. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  102382. */
  102383. currentDraggingPointerID: number;
  102384. /**
  102385. * If camera controls should be detached during the drag
  102386. */
  102387. detachCameraControls: boolean;
  102388. /**
  102389. * Fires each time a drag starts
  102390. */
  102391. onDragStartObservable: Observable<{}>;
  102392. /**
  102393. * Fires each time a drag ends (eg. mouse release after drag)
  102394. */
  102395. onDragEndObservable: Observable<{}>;
  102396. /**
  102397. * 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
  102398. */
  102399. constructor();
  102400. /**
  102401. * The name of the behavior
  102402. */
  102403. readonly name: string;
  102404. /**
  102405. * Initializes the behavior
  102406. */
  102407. init(): void;
  102408. /**
  102409. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  102410. */
  102411. private readonly _pointerCamera;
  102412. /**
  102413. * Attaches the scale behavior the passed in mesh
  102414. * @param ownerNode The mesh that will be scaled around once attached
  102415. */
  102416. attach(ownerNode: Mesh): void;
  102417. /**
  102418. * Detaches the behavior from the mesh
  102419. */
  102420. detach(): void;
  102421. }
  102422. }
  102423. declare module BABYLON {
  102424. /**
  102425. * Class used to apply inverse kinematics to bones
  102426. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  102427. */
  102428. export class BoneIKController {
  102429. private static _tmpVecs;
  102430. private static _tmpQuat;
  102431. private static _tmpMats;
  102432. /**
  102433. * Gets or sets the target mesh
  102434. */
  102435. targetMesh: AbstractMesh;
  102436. /** Gets or sets the mesh used as pole */
  102437. poleTargetMesh: AbstractMesh;
  102438. /**
  102439. * Gets or sets the bone used as pole
  102440. */
  102441. poleTargetBone: Nullable<Bone>;
  102442. /**
  102443. * Gets or sets the target position
  102444. */
  102445. targetPosition: Vector3;
  102446. /**
  102447. * Gets or sets the pole target position
  102448. */
  102449. poleTargetPosition: Vector3;
  102450. /**
  102451. * Gets or sets the pole target local offset
  102452. */
  102453. poleTargetLocalOffset: Vector3;
  102454. /**
  102455. * Gets or sets the pole angle
  102456. */
  102457. poleAngle: number;
  102458. /**
  102459. * Gets or sets the mesh associated with the controller
  102460. */
  102461. mesh: AbstractMesh;
  102462. /**
  102463. * 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)
  102464. */
  102465. slerpAmount: number;
  102466. private _bone1Quat;
  102467. private _bone1Mat;
  102468. private _bone2Ang;
  102469. private _bone1;
  102470. private _bone2;
  102471. private _bone1Length;
  102472. private _bone2Length;
  102473. private _maxAngle;
  102474. private _maxReach;
  102475. private _rightHandedSystem;
  102476. private _bendAxis;
  102477. private _slerping;
  102478. private _adjustRoll;
  102479. /**
  102480. * Gets or sets maximum allowed angle
  102481. */
  102482. maxAngle: number;
  102483. /**
  102484. * Creates a new BoneIKController
  102485. * @param mesh defines the mesh to control
  102486. * @param bone defines the bone to control
  102487. * @param options defines options to set up the controller
  102488. */
  102489. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  102490. targetMesh?: AbstractMesh;
  102491. poleTargetMesh?: AbstractMesh;
  102492. poleTargetBone?: Bone;
  102493. poleTargetLocalOffset?: Vector3;
  102494. poleAngle?: number;
  102495. bendAxis?: Vector3;
  102496. maxAngle?: number;
  102497. slerpAmount?: number;
  102498. });
  102499. private _setMaxAngle;
  102500. /**
  102501. * Force the controller to update the bones
  102502. */
  102503. update(): void;
  102504. }
  102505. }
  102506. declare module BABYLON {
  102507. /**
  102508. * Class used to make a bone look toward a point in space
  102509. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  102510. */
  102511. export class BoneLookController {
  102512. private static _tmpVecs;
  102513. private static _tmpQuat;
  102514. private static _tmpMats;
  102515. /**
  102516. * The target Vector3 that the bone will look at
  102517. */
  102518. target: Vector3;
  102519. /**
  102520. * The mesh that the bone is attached to
  102521. */
  102522. mesh: AbstractMesh;
  102523. /**
  102524. * The bone that will be looking to the target
  102525. */
  102526. bone: Bone;
  102527. /**
  102528. * The up axis of the coordinate system that is used when the bone is rotated
  102529. */
  102530. upAxis: Vector3;
  102531. /**
  102532. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  102533. */
  102534. upAxisSpace: Space;
  102535. /**
  102536. * Used to make an adjustment to the yaw of the bone
  102537. */
  102538. adjustYaw: number;
  102539. /**
  102540. * Used to make an adjustment to the pitch of the bone
  102541. */
  102542. adjustPitch: number;
  102543. /**
  102544. * Used to make an adjustment to the roll of the bone
  102545. */
  102546. adjustRoll: number;
  102547. /**
  102548. * 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)
  102549. */
  102550. slerpAmount: number;
  102551. private _minYaw;
  102552. private _maxYaw;
  102553. private _minPitch;
  102554. private _maxPitch;
  102555. private _minYawSin;
  102556. private _minYawCos;
  102557. private _maxYawSin;
  102558. private _maxYawCos;
  102559. private _midYawConstraint;
  102560. private _minPitchTan;
  102561. private _maxPitchTan;
  102562. private _boneQuat;
  102563. private _slerping;
  102564. private _transformYawPitch;
  102565. private _transformYawPitchInv;
  102566. private _firstFrameSkipped;
  102567. private _yawRange;
  102568. private _fowardAxis;
  102569. /**
  102570. * Gets or sets the minimum yaw angle that the bone can look to
  102571. */
  102572. minYaw: number;
  102573. /**
  102574. * Gets or sets the maximum yaw angle that the bone can look to
  102575. */
  102576. maxYaw: number;
  102577. /**
  102578. * Gets or sets the minimum pitch angle that the bone can look to
  102579. */
  102580. minPitch: number;
  102581. /**
  102582. * Gets or sets the maximum pitch angle that the bone can look to
  102583. */
  102584. maxPitch: number;
  102585. /**
  102586. * Create a BoneLookController
  102587. * @param mesh the mesh that the bone belongs to
  102588. * @param bone the bone that will be looking to the target
  102589. * @param target the target Vector3 to look at
  102590. * @param options optional settings:
  102591. * * maxYaw: the maximum angle the bone will yaw to
  102592. * * minYaw: the minimum angle the bone will yaw to
  102593. * * maxPitch: the maximum angle the bone will pitch to
  102594. * * minPitch: the minimum angle the bone will yaw to
  102595. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  102596. * * upAxis: the up axis of the coordinate system
  102597. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  102598. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  102599. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  102600. * * adjustYaw: used to make an adjustment to the yaw of the bone
  102601. * * adjustPitch: used to make an adjustment to the pitch of the bone
  102602. * * adjustRoll: used to make an adjustment to the roll of the bone
  102603. **/
  102604. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  102605. maxYaw?: number;
  102606. minYaw?: number;
  102607. maxPitch?: number;
  102608. minPitch?: number;
  102609. slerpAmount?: number;
  102610. upAxis?: Vector3;
  102611. upAxisSpace?: Space;
  102612. yawAxis?: Vector3;
  102613. pitchAxis?: Vector3;
  102614. adjustYaw?: number;
  102615. adjustPitch?: number;
  102616. adjustRoll?: number;
  102617. });
  102618. /**
  102619. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  102620. */
  102621. update(): void;
  102622. private _getAngleDiff;
  102623. private _getAngleBetween;
  102624. private _isAngleBetween;
  102625. }
  102626. }
  102627. declare module BABYLON {
  102628. /**
  102629. * Manage the gamepad inputs to control an arc rotate camera.
  102630. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102631. */
  102632. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  102633. /**
  102634. * Defines the camera the input is attached to.
  102635. */
  102636. camera: ArcRotateCamera;
  102637. /**
  102638. * Defines the gamepad the input is gathering event from.
  102639. */
  102640. gamepad: Nullable<Gamepad>;
  102641. /**
  102642. * Defines the gamepad rotation sensiblity.
  102643. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  102644. */
  102645. gamepadRotationSensibility: number;
  102646. /**
  102647. * Defines the gamepad move sensiblity.
  102648. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  102649. */
  102650. gamepadMoveSensibility: number;
  102651. private _onGamepadConnectedObserver;
  102652. private _onGamepadDisconnectedObserver;
  102653. /**
  102654. * Attach the input controls to a specific dom element to get the input from.
  102655. * @param element Defines the element the controls should be listened from
  102656. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102657. */
  102658. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102659. /**
  102660. * Detach the current controls from the specified dom element.
  102661. * @param element Defines the element to stop listening the inputs from
  102662. */
  102663. detachControl(element: Nullable<HTMLElement>): void;
  102664. /**
  102665. * Update the current camera state depending on the inputs that have been used this frame.
  102666. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  102667. */
  102668. checkInputs(): void;
  102669. /**
  102670. * Gets the class name of the current intput.
  102671. * @returns the class name
  102672. */
  102673. getClassName(): string;
  102674. /**
  102675. * Get the friendly name associated with the input class.
  102676. * @returns the input friendly name
  102677. */
  102678. getSimpleName(): string;
  102679. }
  102680. }
  102681. declare module BABYLON {
  102682. interface ArcRotateCameraInputsManager {
  102683. /**
  102684. * Add orientation input support to the input manager.
  102685. * @returns the current input manager
  102686. */
  102687. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  102688. }
  102689. /**
  102690. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  102691. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102692. */
  102693. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  102694. /**
  102695. * Defines the camera the input is attached to.
  102696. */
  102697. camera: ArcRotateCamera;
  102698. /**
  102699. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  102700. */
  102701. alphaCorrection: number;
  102702. /**
  102703. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  102704. */
  102705. gammaCorrection: number;
  102706. private _alpha;
  102707. private _gamma;
  102708. private _dirty;
  102709. private _deviceOrientationHandler;
  102710. /**
  102711. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  102712. */
  102713. constructor();
  102714. /**
  102715. * Attach the input controls to a specific dom element to get the input from.
  102716. * @param element Defines the element the controls should be listened from
  102717. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102718. */
  102719. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102720. /** @hidden */
  102721. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  102722. /**
  102723. * Update the current camera state depending on the inputs that have been used this frame.
  102724. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  102725. */
  102726. checkInputs(): void;
  102727. /**
  102728. * Detach the current controls from the specified dom element.
  102729. * @param element Defines the element to stop listening the inputs from
  102730. */
  102731. detachControl(element: Nullable<HTMLElement>): void;
  102732. /**
  102733. * Gets the class name of the current intput.
  102734. * @returns the class name
  102735. */
  102736. getClassName(): string;
  102737. /**
  102738. * Get the friendly name associated with the input class.
  102739. * @returns the input friendly name
  102740. */
  102741. getSimpleName(): string;
  102742. }
  102743. }
  102744. declare module BABYLON {
  102745. /**
  102746. * Listen to mouse events to control the camera.
  102747. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102748. */
  102749. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  102750. /**
  102751. * Defines the camera the input is attached to.
  102752. */
  102753. camera: FlyCamera;
  102754. /**
  102755. * Defines if touch is enabled. (Default is true.)
  102756. */
  102757. touchEnabled: boolean;
  102758. /**
  102759. * Defines the buttons associated with the input to handle camera rotation.
  102760. */
  102761. buttons: number[];
  102762. /**
  102763. * Assign buttons for Yaw control.
  102764. */
  102765. buttonsYaw: number[];
  102766. /**
  102767. * Assign buttons for Pitch control.
  102768. */
  102769. buttonsPitch: number[];
  102770. /**
  102771. * Assign buttons for Roll control.
  102772. */
  102773. buttonsRoll: number[];
  102774. /**
  102775. * Detect if any button is being pressed while mouse is moved.
  102776. * -1 = Mouse locked.
  102777. * 0 = Left button.
  102778. * 1 = Middle Button.
  102779. * 2 = Right Button.
  102780. */
  102781. activeButton: number;
  102782. /**
  102783. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  102784. * Higher values reduce its sensitivity.
  102785. */
  102786. angularSensibility: number;
  102787. private _mousemoveCallback;
  102788. private _observer;
  102789. private _rollObserver;
  102790. private previousPosition;
  102791. private noPreventDefault;
  102792. private element;
  102793. /**
  102794. * Listen to mouse events to control the camera.
  102795. * @param touchEnabled Define if touch is enabled. (Default is true.)
  102796. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102797. */
  102798. constructor(touchEnabled?: boolean);
  102799. /**
  102800. * Attach the mouse control to the HTML DOM element.
  102801. * @param element Defines the element that listens to the input events.
  102802. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  102803. */
  102804. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102805. /**
  102806. * Detach the current controls from the specified dom element.
  102807. * @param element Defines the element to stop listening the inputs from
  102808. */
  102809. detachControl(element: Nullable<HTMLElement>): void;
  102810. /**
  102811. * Gets the class name of the current input.
  102812. * @returns the class name.
  102813. */
  102814. getClassName(): string;
  102815. /**
  102816. * Get the friendly name associated with the input class.
  102817. * @returns the input's friendly name.
  102818. */
  102819. getSimpleName(): string;
  102820. private _pointerInput;
  102821. private _onMouseMove;
  102822. /**
  102823. * Rotate camera by mouse offset.
  102824. */
  102825. private rotateCamera;
  102826. }
  102827. }
  102828. declare module BABYLON {
  102829. /**
  102830. * Default Inputs manager for the FlyCamera.
  102831. * It groups all the default supported inputs for ease of use.
  102832. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102833. */
  102834. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  102835. /**
  102836. * Instantiates a new FlyCameraInputsManager.
  102837. * @param camera Defines the camera the inputs belong to.
  102838. */
  102839. constructor(camera: FlyCamera);
  102840. /**
  102841. * Add keyboard input support to the input manager.
  102842. * @returns the new FlyCameraKeyboardMoveInput().
  102843. */
  102844. addKeyboard(): FlyCameraInputsManager;
  102845. /**
  102846. * Add mouse input support to the input manager.
  102847. * @param touchEnabled Enable touch screen support.
  102848. * @returns the new FlyCameraMouseInput().
  102849. */
  102850. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  102851. }
  102852. }
  102853. declare module BABYLON {
  102854. /**
  102855. * This is a flying camera, designed for 3D movement and rotation in all directions,
  102856. * such as in a 3D Space Shooter or a Flight Simulator.
  102857. */
  102858. export class FlyCamera extends TargetCamera {
  102859. /**
  102860. * Define the collision ellipsoid of the camera.
  102861. * This is helpful for simulating a camera body, like a player's body.
  102862. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  102863. */
  102864. ellipsoid: Vector3;
  102865. /**
  102866. * Define an offset for the position of the ellipsoid around the camera.
  102867. * This can be helpful if the camera is attached away from the player's body center,
  102868. * such as at its head.
  102869. */
  102870. ellipsoidOffset: Vector3;
  102871. /**
  102872. * Enable or disable collisions of the camera with the rest of the scene objects.
  102873. */
  102874. checkCollisions: boolean;
  102875. /**
  102876. * Enable or disable gravity on the camera.
  102877. */
  102878. applyGravity: boolean;
  102879. /**
  102880. * Define the current direction the camera is moving to.
  102881. */
  102882. cameraDirection: Vector3;
  102883. /**
  102884. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  102885. * This overrides and empties cameraRotation.
  102886. */
  102887. rotationQuaternion: Quaternion;
  102888. /**
  102889. * Track Roll to maintain the wanted Rolling when looking around.
  102890. */
  102891. _trackRoll: number;
  102892. /**
  102893. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  102894. */
  102895. rollCorrect: number;
  102896. /**
  102897. * Mimic a banked turn, Rolling the camera when Yawing.
  102898. * It's recommended to use rollCorrect = 10 for faster banking correction.
  102899. */
  102900. bankedTurn: boolean;
  102901. /**
  102902. * Limit in radians for how much Roll banking will add. (Default: 90°)
  102903. */
  102904. bankedTurnLimit: number;
  102905. /**
  102906. * Value of 0 disables the banked Roll.
  102907. * Value of 1 is equal to the Yaw angle in radians.
  102908. */
  102909. bankedTurnMultiplier: number;
  102910. /**
  102911. * The inputs manager loads all the input sources, such as keyboard and mouse.
  102912. */
  102913. inputs: FlyCameraInputsManager;
  102914. /**
  102915. * Gets the input sensibility for mouse input.
  102916. * Higher values reduce sensitivity.
  102917. */
  102918. /**
  102919. * Sets the input sensibility for a mouse input.
  102920. * Higher values reduce sensitivity.
  102921. */
  102922. angularSensibility: number;
  102923. /**
  102924. * Get the keys for camera movement forward.
  102925. */
  102926. /**
  102927. * Set the keys for camera movement forward.
  102928. */
  102929. keysForward: number[];
  102930. /**
  102931. * Get the keys for camera movement backward.
  102932. */
  102933. keysBackward: number[];
  102934. /**
  102935. * Get the keys for camera movement up.
  102936. */
  102937. /**
  102938. * Set the keys for camera movement up.
  102939. */
  102940. keysUp: number[];
  102941. /**
  102942. * Get the keys for camera movement down.
  102943. */
  102944. /**
  102945. * Set the keys for camera movement down.
  102946. */
  102947. keysDown: number[];
  102948. /**
  102949. * Get the keys for camera movement left.
  102950. */
  102951. /**
  102952. * Set the keys for camera movement left.
  102953. */
  102954. keysLeft: number[];
  102955. /**
  102956. * Set the keys for camera movement right.
  102957. */
  102958. /**
  102959. * Set the keys for camera movement right.
  102960. */
  102961. keysRight: number[];
  102962. /**
  102963. * Event raised when the camera collides with a mesh in the scene.
  102964. */
  102965. onCollide: (collidedMesh: AbstractMesh) => void;
  102966. private _collider;
  102967. private _needMoveForGravity;
  102968. private _oldPosition;
  102969. private _diffPosition;
  102970. private _newPosition;
  102971. /** @hidden */
  102972. _localDirection: Vector3;
  102973. /** @hidden */
  102974. _transformedDirection: Vector3;
  102975. /**
  102976. * Instantiates a FlyCamera.
  102977. * This is a flying camera, designed for 3D movement and rotation in all directions,
  102978. * such as in a 3D Space Shooter or a Flight Simulator.
  102979. * @param name Define the name of the camera in the scene.
  102980. * @param position Define the starting position of the camera in the scene.
  102981. * @param scene Define the scene the camera belongs to.
  102982. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  102983. */
  102984. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  102985. /**
  102986. * Attach a control to the HTML DOM element.
  102987. * @param element Defines the element that listens to the input events.
  102988. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  102989. */
  102990. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102991. /**
  102992. * Detach a control from the HTML DOM element.
  102993. * The camera will stop reacting to that input.
  102994. * @param element Defines the element that listens to the input events.
  102995. */
  102996. detachControl(element: HTMLElement): void;
  102997. private _collisionMask;
  102998. /**
  102999. * Get the mask that the camera ignores in collision events.
  103000. */
  103001. /**
  103002. * Set the mask that the camera ignores in collision events.
  103003. */
  103004. collisionMask: number;
  103005. /** @hidden */
  103006. _collideWithWorld(displacement: Vector3): void;
  103007. /** @hidden */
  103008. private _onCollisionPositionChange;
  103009. /** @hidden */
  103010. _checkInputs(): void;
  103011. /** @hidden */
  103012. _decideIfNeedsToMove(): boolean;
  103013. /** @hidden */
  103014. _updatePosition(): void;
  103015. /**
  103016. * Restore the Roll to its target value at the rate specified.
  103017. * @param rate - Higher means slower restoring.
  103018. * @hidden
  103019. */
  103020. restoreRoll(rate: number): void;
  103021. /**
  103022. * Destroy the camera and release the current resources held by it.
  103023. */
  103024. dispose(): void;
  103025. /**
  103026. * Get the current object class name.
  103027. * @returns the class name.
  103028. */
  103029. getClassName(): string;
  103030. }
  103031. }
  103032. declare module BABYLON {
  103033. /**
  103034. * Listen to keyboard events to control the camera.
  103035. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103036. */
  103037. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  103038. /**
  103039. * Defines the camera the input is attached to.
  103040. */
  103041. camera: FlyCamera;
  103042. /**
  103043. * The list of keyboard keys used to control the forward move of the camera.
  103044. */
  103045. keysForward: number[];
  103046. /**
  103047. * The list of keyboard keys used to control the backward move of the camera.
  103048. */
  103049. keysBackward: number[];
  103050. /**
  103051. * The list of keyboard keys used to control the forward move of the camera.
  103052. */
  103053. keysUp: number[];
  103054. /**
  103055. * The list of keyboard keys used to control the backward move of the camera.
  103056. */
  103057. keysDown: number[];
  103058. /**
  103059. * The list of keyboard keys used to control the right strafe move of the camera.
  103060. */
  103061. keysRight: number[];
  103062. /**
  103063. * The list of keyboard keys used to control the left strafe move of the camera.
  103064. */
  103065. keysLeft: number[];
  103066. private _keys;
  103067. private _onCanvasBlurObserver;
  103068. private _onKeyboardObserver;
  103069. private _engine;
  103070. private _scene;
  103071. /**
  103072. * Attach the input controls to a specific dom element to get the input from.
  103073. * @param element Defines the element the controls should be listened from
  103074. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103075. */
  103076. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103077. /**
  103078. * Detach the current controls from the specified dom element.
  103079. * @param element Defines the element to stop listening the inputs from
  103080. */
  103081. detachControl(element: Nullable<HTMLElement>): void;
  103082. /**
  103083. * Gets the class name of the current intput.
  103084. * @returns the class name
  103085. */
  103086. getClassName(): string;
  103087. /** @hidden */
  103088. _onLostFocus(e: FocusEvent): void;
  103089. /**
  103090. * Get the friendly name associated with the input class.
  103091. * @returns the input friendly name
  103092. */
  103093. getSimpleName(): string;
  103094. /**
  103095. * Update the current camera state depending on the inputs that have been used this frame.
  103096. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  103097. */
  103098. checkInputs(): void;
  103099. }
  103100. }
  103101. declare module BABYLON {
  103102. /**
  103103. * Manage the mouse wheel inputs to control a follow camera.
  103104. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103105. */
  103106. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  103107. /**
  103108. * Defines the camera the input is attached to.
  103109. */
  103110. camera: FollowCamera;
  103111. /**
  103112. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  103113. */
  103114. axisControlRadius: boolean;
  103115. /**
  103116. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  103117. */
  103118. axisControlHeight: boolean;
  103119. /**
  103120. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  103121. */
  103122. axisControlRotation: boolean;
  103123. /**
  103124. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  103125. * relation to mouseWheel events.
  103126. */
  103127. wheelPrecision: number;
  103128. /**
  103129. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  103130. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  103131. */
  103132. wheelDeltaPercentage: number;
  103133. private _wheel;
  103134. private _observer;
  103135. /**
  103136. * Attach the input controls to a specific dom element to get the input from.
  103137. * @param element Defines the element the controls should be listened from
  103138. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103139. */
  103140. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103141. /**
  103142. * Detach the current controls from the specified dom element.
  103143. * @param element Defines the element to stop listening the inputs from
  103144. */
  103145. detachControl(element: Nullable<HTMLElement>): void;
  103146. /**
  103147. * Gets the class name of the current intput.
  103148. * @returns the class name
  103149. */
  103150. getClassName(): string;
  103151. /**
  103152. * Get the friendly name associated with the input class.
  103153. * @returns the input friendly name
  103154. */
  103155. getSimpleName(): string;
  103156. }
  103157. }
  103158. declare module BABYLON {
  103159. /**
  103160. * Manage the pointers inputs to control an follow camera.
  103161. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103162. */
  103163. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  103164. /**
  103165. * Defines the camera the input is attached to.
  103166. */
  103167. camera: FollowCamera;
  103168. /**
  103169. * Gets the class name of the current input.
  103170. * @returns the class name
  103171. */
  103172. getClassName(): string;
  103173. /**
  103174. * Defines the pointer angular sensibility along the X axis or how fast is
  103175. * the camera rotating.
  103176. * A negative number will reverse the axis direction.
  103177. */
  103178. angularSensibilityX: number;
  103179. /**
  103180. * Defines the pointer angular sensibility along the Y axis or how fast is
  103181. * the camera rotating.
  103182. * A negative number will reverse the axis direction.
  103183. */
  103184. angularSensibilityY: number;
  103185. /**
  103186. * Defines the pointer pinch precision or how fast is the camera zooming.
  103187. * A negative number will reverse the axis direction.
  103188. */
  103189. pinchPrecision: number;
  103190. /**
  103191. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  103192. * from 0.
  103193. * It defines the percentage of current camera.radius to use as delta when
  103194. * pinch zoom is used.
  103195. */
  103196. pinchDeltaPercentage: number;
  103197. /**
  103198. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  103199. */
  103200. axisXControlRadius: boolean;
  103201. /**
  103202. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  103203. */
  103204. axisXControlHeight: boolean;
  103205. /**
  103206. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  103207. */
  103208. axisXControlRotation: boolean;
  103209. /**
  103210. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  103211. */
  103212. axisYControlRadius: boolean;
  103213. /**
  103214. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  103215. */
  103216. axisYControlHeight: boolean;
  103217. /**
  103218. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  103219. */
  103220. axisYControlRotation: boolean;
  103221. /**
  103222. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  103223. */
  103224. axisPinchControlRadius: boolean;
  103225. /**
  103226. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  103227. */
  103228. axisPinchControlHeight: boolean;
  103229. /**
  103230. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  103231. */
  103232. axisPinchControlRotation: boolean;
  103233. /**
  103234. * Log error messages if basic misconfiguration has occurred.
  103235. */
  103236. warningEnable: boolean;
  103237. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  103238. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  103239. private _warningCounter;
  103240. private _warning;
  103241. }
  103242. }
  103243. declare module BABYLON {
  103244. /**
  103245. * Default Inputs manager for the FollowCamera.
  103246. * It groups all the default supported inputs for ease of use.
  103247. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103248. */
  103249. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  103250. /**
  103251. * Instantiates a new FollowCameraInputsManager.
  103252. * @param camera Defines the camera the inputs belong to
  103253. */
  103254. constructor(camera: FollowCamera);
  103255. /**
  103256. * Add keyboard input support to the input manager.
  103257. * @returns the current input manager
  103258. */
  103259. addKeyboard(): FollowCameraInputsManager;
  103260. /**
  103261. * Add mouse wheel input support to the input manager.
  103262. * @returns the current input manager
  103263. */
  103264. addMouseWheel(): FollowCameraInputsManager;
  103265. /**
  103266. * Add pointers input support to the input manager.
  103267. * @returns the current input manager
  103268. */
  103269. addPointers(): FollowCameraInputsManager;
  103270. /**
  103271. * Add orientation input support to the input manager.
  103272. * @returns the current input manager
  103273. */
  103274. addVRDeviceOrientation(): FollowCameraInputsManager;
  103275. }
  103276. }
  103277. declare module BABYLON {
  103278. /**
  103279. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  103280. * an arc rotate version arcFollowCamera are available.
  103281. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  103282. */
  103283. export class FollowCamera extends TargetCamera {
  103284. /**
  103285. * Distance the follow camera should follow an object at
  103286. */
  103287. radius: number;
  103288. /**
  103289. * Minimum allowed distance of the camera to the axis of rotation
  103290. * (The camera can not get closer).
  103291. * This can help limiting how the Camera is able to move in the scene.
  103292. */
  103293. lowerRadiusLimit: Nullable<number>;
  103294. /**
  103295. * Maximum allowed distance of the camera to the axis of rotation
  103296. * (The camera can not get further).
  103297. * This can help limiting how the Camera is able to move in the scene.
  103298. */
  103299. upperRadiusLimit: Nullable<number>;
  103300. /**
  103301. * Define a rotation offset between the camera and the object it follows
  103302. */
  103303. rotationOffset: number;
  103304. /**
  103305. * Minimum allowed angle to camera position relative to target object.
  103306. * This can help limiting how the Camera is able to move in the scene.
  103307. */
  103308. lowerRotationOffsetLimit: Nullable<number>;
  103309. /**
  103310. * Maximum allowed angle to camera position relative to target object.
  103311. * This can help limiting how the Camera is able to move in the scene.
  103312. */
  103313. upperRotationOffsetLimit: Nullable<number>;
  103314. /**
  103315. * Define a height offset between the camera and the object it follows.
  103316. * It can help following an object from the top (like a car chaing a plane)
  103317. */
  103318. heightOffset: number;
  103319. /**
  103320. * Minimum allowed height of camera position relative to target object.
  103321. * This can help limiting how the Camera is able to move in the scene.
  103322. */
  103323. lowerHeightOffsetLimit: Nullable<number>;
  103324. /**
  103325. * Maximum allowed height of camera position relative to target object.
  103326. * This can help limiting how the Camera is able to move in the scene.
  103327. */
  103328. upperHeightOffsetLimit: Nullable<number>;
  103329. /**
  103330. * Define how fast the camera can accelerate to follow it s target.
  103331. */
  103332. cameraAcceleration: number;
  103333. /**
  103334. * Define the speed limit of the camera following an object.
  103335. */
  103336. maxCameraSpeed: number;
  103337. /**
  103338. * Define the target of the camera.
  103339. */
  103340. lockedTarget: Nullable<AbstractMesh>;
  103341. /**
  103342. * Defines the input associated with the camera.
  103343. */
  103344. inputs: FollowCameraInputsManager;
  103345. /**
  103346. * Instantiates the follow camera.
  103347. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  103348. * @param name Define the name of the camera in the scene
  103349. * @param position Define the position of the camera
  103350. * @param scene Define the scene the camera belong to
  103351. * @param lockedTarget Define the target of the camera
  103352. */
  103353. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  103354. private _follow;
  103355. /**
  103356. * Attached controls to the current camera.
  103357. * @param element Defines the element the controls should be listened from
  103358. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103359. */
  103360. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103361. /**
  103362. * Detach the current controls from the camera.
  103363. * The camera will stop reacting to inputs.
  103364. * @param element Defines the element to stop listening the inputs from
  103365. */
  103366. detachControl(element: HTMLElement): void;
  103367. /** @hidden */
  103368. _checkInputs(): void;
  103369. private _checkLimits;
  103370. /**
  103371. * Gets the camera class name.
  103372. * @returns the class name
  103373. */
  103374. getClassName(): string;
  103375. }
  103376. /**
  103377. * Arc Rotate version of the follow camera.
  103378. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  103379. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  103380. */
  103381. export class ArcFollowCamera extends TargetCamera {
  103382. /** The longitudinal angle of the camera */
  103383. alpha: number;
  103384. /** The latitudinal angle of the camera */
  103385. beta: number;
  103386. /** The radius of the camera from its target */
  103387. radius: number;
  103388. /** Define the camera target (the messh it should follow) */
  103389. target: Nullable<AbstractMesh>;
  103390. private _cartesianCoordinates;
  103391. /**
  103392. * Instantiates a new ArcFollowCamera
  103393. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  103394. * @param name Define the name of the camera
  103395. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  103396. * @param beta Define the rotation angle of the camera around the elevation axis
  103397. * @param radius Define the radius of the camera from its target point
  103398. * @param target Define the target of the camera
  103399. * @param scene Define the scene the camera belongs to
  103400. */
  103401. constructor(name: string,
  103402. /** The longitudinal angle of the camera */
  103403. alpha: number,
  103404. /** The latitudinal angle of the camera */
  103405. beta: number,
  103406. /** The radius of the camera from its target */
  103407. radius: number,
  103408. /** Define the camera target (the messh it should follow) */
  103409. target: Nullable<AbstractMesh>, scene: Scene);
  103410. private _follow;
  103411. /** @hidden */
  103412. _checkInputs(): void;
  103413. /**
  103414. * Returns the class name of the object.
  103415. * It is mostly used internally for serialization purposes.
  103416. */
  103417. getClassName(): string;
  103418. }
  103419. }
  103420. declare module BABYLON {
  103421. /**
  103422. * Manage the keyboard inputs to control the movement of a follow camera.
  103423. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103424. */
  103425. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  103426. /**
  103427. * Defines the camera the input is attached to.
  103428. */
  103429. camera: FollowCamera;
  103430. /**
  103431. * Defines the list of key codes associated with the up action (increase heightOffset)
  103432. */
  103433. keysHeightOffsetIncr: number[];
  103434. /**
  103435. * Defines the list of key codes associated with the down action (decrease heightOffset)
  103436. */
  103437. keysHeightOffsetDecr: number[];
  103438. /**
  103439. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  103440. */
  103441. keysHeightOffsetModifierAlt: boolean;
  103442. /**
  103443. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  103444. */
  103445. keysHeightOffsetModifierCtrl: boolean;
  103446. /**
  103447. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  103448. */
  103449. keysHeightOffsetModifierShift: boolean;
  103450. /**
  103451. * Defines the list of key codes associated with the left action (increase rotationOffset)
  103452. */
  103453. keysRotationOffsetIncr: number[];
  103454. /**
  103455. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  103456. */
  103457. keysRotationOffsetDecr: number[];
  103458. /**
  103459. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  103460. */
  103461. keysRotationOffsetModifierAlt: boolean;
  103462. /**
  103463. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  103464. */
  103465. keysRotationOffsetModifierCtrl: boolean;
  103466. /**
  103467. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  103468. */
  103469. keysRotationOffsetModifierShift: boolean;
  103470. /**
  103471. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  103472. */
  103473. keysRadiusIncr: number[];
  103474. /**
  103475. * Defines the list of key codes associated with the zoom-out action (increase radius)
  103476. */
  103477. keysRadiusDecr: number[];
  103478. /**
  103479. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  103480. */
  103481. keysRadiusModifierAlt: boolean;
  103482. /**
  103483. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  103484. */
  103485. keysRadiusModifierCtrl: boolean;
  103486. /**
  103487. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  103488. */
  103489. keysRadiusModifierShift: boolean;
  103490. /**
  103491. * Defines the rate of change of heightOffset.
  103492. */
  103493. heightSensibility: number;
  103494. /**
  103495. * Defines the rate of change of rotationOffset.
  103496. */
  103497. rotationSensibility: number;
  103498. /**
  103499. * Defines the rate of change of radius.
  103500. */
  103501. radiusSensibility: number;
  103502. private _keys;
  103503. private _ctrlPressed;
  103504. private _altPressed;
  103505. private _shiftPressed;
  103506. private _onCanvasBlurObserver;
  103507. private _onKeyboardObserver;
  103508. private _engine;
  103509. private _scene;
  103510. /**
  103511. * Attach the input controls to a specific dom element to get the input from.
  103512. * @param element Defines the element the controls should be listened from
  103513. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103514. */
  103515. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103516. /**
  103517. * Detach the current controls from the specified dom element.
  103518. * @param element Defines the element to stop listening the inputs from
  103519. */
  103520. detachControl(element: Nullable<HTMLElement>): void;
  103521. /**
  103522. * Update the current camera state depending on the inputs that have been used this frame.
  103523. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  103524. */
  103525. checkInputs(): void;
  103526. /**
  103527. * Gets the class name of the current input.
  103528. * @returns the class name
  103529. */
  103530. getClassName(): string;
  103531. /**
  103532. * Get the friendly name associated with the input class.
  103533. * @returns the input friendly name
  103534. */
  103535. getSimpleName(): string;
  103536. /**
  103537. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  103538. * allow modification of the heightOffset value.
  103539. */
  103540. private _modifierHeightOffset;
  103541. /**
  103542. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  103543. * allow modification of the rotationOffset value.
  103544. */
  103545. private _modifierRotationOffset;
  103546. /**
  103547. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  103548. * allow modification of the radius value.
  103549. */
  103550. private _modifierRadius;
  103551. }
  103552. }
  103553. declare module BABYLON {
  103554. interface FreeCameraInputsManager {
  103555. /**
  103556. * @hidden
  103557. */
  103558. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  103559. /**
  103560. * Add orientation input support to the input manager.
  103561. * @returns the current input manager
  103562. */
  103563. addDeviceOrientation(): FreeCameraInputsManager;
  103564. }
  103565. /**
  103566. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  103567. * Screen rotation is taken into account.
  103568. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103569. */
  103570. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  103571. private _camera;
  103572. private _screenOrientationAngle;
  103573. private _constantTranform;
  103574. private _screenQuaternion;
  103575. private _alpha;
  103576. private _beta;
  103577. private _gamma;
  103578. /**
  103579. * Can be used to detect if a device orientation sensor is availible on a device
  103580. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  103581. * @returns a promise that will resolve on orientation change
  103582. */
  103583. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  103584. /**
  103585. * @hidden
  103586. */
  103587. _onDeviceOrientationChangedObservable: Observable<void>;
  103588. /**
  103589. * Instantiates a new input
  103590. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103591. */
  103592. constructor();
  103593. /**
  103594. * Define the camera controlled by the input.
  103595. */
  103596. camera: FreeCamera;
  103597. /**
  103598. * Attach the input controls to a specific dom element to get the input from.
  103599. * @param element Defines the element the controls should be listened from
  103600. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103601. */
  103602. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103603. private _orientationChanged;
  103604. private _deviceOrientation;
  103605. /**
  103606. * Detach the current controls from the specified dom element.
  103607. * @param element Defines the element to stop listening the inputs from
  103608. */
  103609. detachControl(element: Nullable<HTMLElement>): void;
  103610. /**
  103611. * Update the current camera state depending on the inputs that have been used this frame.
  103612. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  103613. */
  103614. checkInputs(): void;
  103615. /**
  103616. * Gets the class name of the current intput.
  103617. * @returns the class name
  103618. */
  103619. getClassName(): string;
  103620. /**
  103621. * Get the friendly name associated with the input class.
  103622. * @returns the input friendly name
  103623. */
  103624. getSimpleName(): string;
  103625. }
  103626. }
  103627. declare module BABYLON {
  103628. /**
  103629. * Manage the gamepad inputs to control a free camera.
  103630. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103631. */
  103632. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  103633. /**
  103634. * Define the camera the input is attached to.
  103635. */
  103636. camera: FreeCamera;
  103637. /**
  103638. * Define the Gamepad controlling the input
  103639. */
  103640. gamepad: Nullable<Gamepad>;
  103641. /**
  103642. * Defines the gamepad rotation sensiblity.
  103643. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  103644. */
  103645. gamepadAngularSensibility: number;
  103646. /**
  103647. * Defines the gamepad move sensiblity.
  103648. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  103649. */
  103650. gamepadMoveSensibility: number;
  103651. private _onGamepadConnectedObserver;
  103652. private _onGamepadDisconnectedObserver;
  103653. private _cameraTransform;
  103654. private _deltaTransform;
  103655. private _vector3;
  103656. private _vector2;
  103657. /**
  103658. * Attach the input controls to a specific dom element to get the input from.
  103659. * @param element Defines the element the controls should be listened from
  103660. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103661. */
  103662. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103663. /**
  103664. * Detach the current controls from the specified dom element.
  103665. * @param element Defines the element to stop listening the inputs from
  103666. */
  103667. detachControl(element: Nullable<HTMLElement>): void;
  103668. /**
  103669. * Update the current camera state depending on the inputs that have been used this frame.
  103670. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  103671. */
  103672. checkInputs(): void;
  103673. /**
  103674. * Gets the class name of the current intput.
  103675. * @returns the class name
  103676. */
  103677. getClassName(): string;
  103678. /**
  103679. * Get the friendly name associated with the input class.
  103680. * @returns the input friendly name
  103681. */
  103682. getSimpleName(): string;
  103683. }
  103684. }
  103685. declare module BABYLON {
  103686. /**
  103687. * Defines the potential axis of a Joystick
  103688. */
  103689. export enum JoystickAxis {
  103690. /** X axis */
  103691. X = 0,
  103692. /** Y axis */
  103693. Y = 1,
  103694. /** Z axis */
  103695. Z = 2
  103696. }
  103697. /**
  103698. * Class used to define virtual joystick (used in touch mode)
  103699. */
  103700. export class VirtualJoystick {
  103701. /**
  103702. * Gets or sets a boolean indicating that left and right values must be inverted
  103703. */
  103704. reverseLeftRight: boolean;
  103705. /**
  103706. * Gets or sets a boolean indicating that up and down values must be inverted
  103707. */
  103708. reverseUpDown: boolean;
  103709. /**
  103710. * Gets the offset value for the position (ie. the change of the position value)
  103711. */
  103712. deltaPosition: Vector3;
  103713. /**
  103714. * Gets a boolean indicating if the virtual joystick was pressed
  103715. */
  103716. pressed: boolean;
  103717. /**
  103718. * Canvas the virtual joystick will render onto, default z-index of this is 5
  103719. */
  103720. static Canvas: Nullable<HTMLCanvasElement>;
  103721. private static _globalJoystickIndex;
  103722. private static vjCanvasContext;
  103723. private static vjCanvasWidth;
  103724. private static vjCanvasHeight;
  103725. private static halfWidth;
  103726. private _action;
  103727. private _axisTargetedByLeftAndRight;
  103728. private _axisTargetedByUpAndDown;
  103729. private _joystickSensibility;
  103730. private _inversedSensibility;
  103731. private _joystickPointerID;
  103732. private _joystickColor;
  103733. private _joystickPointerPos;
  103734. private _joystickPreviousPointerPos;
  103735. private _joystickPointerStartPos;
  103736. private _deltaJoystickVector;
  103737. private _leftJoystick;
  103738. private _touches;
  103739. private _onPointerDownHandlerRef;
  103740. private _onPointerMoveHandlerRef;
  103741. private _onPointerUpHandlerRef;
  103742. private _onResize;
  103743. /**
  103744. * Creates a new virtual joystick
  103745. * @param leftJoystick defines that the joystick is for left hand (false by default)
  103746. */
  103747. constructor(leftJoystick?: boolean);
  103748. /**
  103749. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  103750. * @param newJoystickSensibility defines the new sensibility
  103751. */
  103752. setJoystickSensibility(newJoystickSensibility: number): void;
  103753. private _onPointerDown;
  103754. private _onPointerMove;
  103755. private _onPointerUp;
  103756. /**
  103757. * Change the color of the virtual joystick
  103758. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  103759. */
  103760. setJoystickColor(newColor: string): void;
  103761. /**
  103762. * Defines a callback to call when the joystick is touched
  103763. * @param action defines the callback
  103764. */
  103765. setActionOnTouch(action: () => any): void;
  103766. /**
  103767. * Defines which axis you'd like to control for left & right
  103768. * @param axis defines the axis to use
  103769. */
  103770. setAxisForLeftRight(axis: JoystickAxis): void;
  103771. /**
  103772. * Defines which axis you'd like to control for up & down
  103773. * @param axis defines the axis to use
  103774. */
  103775. setAxisForUpDown(axis: JoystickAxis): void;
  103776. private _drawVirtualJoystick;
  103777. /**
  103778. * Release internal HTML canvas
  103779. */
  103780. releaseCanvas(): void;
  103781. }
  103782. }
  103783. declare module BABYLON {
  103784. interface FreeCameraInputsManager {
  103785. /**
  103786. * Add virtual joystick input support to the input manager.
  103787. * @returns the current input manager
  103788. */
  103789. addVirtualJoystick(): FreeCameraInputsManager;
  103790. }
  103791. /**
  103792. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  103793. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  103794. */
  103795. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  103796. /**
  103797. * Defines the camera the input is attached to.
  103798. */
  103799. camera: FreeCamera;
  103800. private _leftjoystick;
  103801. private _rightjoystick;
  103802. /**
  103803. * Gets the left stick of the virtual joystick.
  103804. * @returns The virtual Joystick
  103805. */
  103806. getLeftJoystick(): VirtualJoystick;
  103807. /**
  103808. * Gets the right stick of the virtual joystick.
  103809. * @returns The virtual Joystick
  103810. */
  103811. getRightJoystick(): VirtualJoystick;
  103812. /**
  103813. * Update the current camera state depending on the inputs that have been used this frame.
  103814. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  103815. */
  103816. checkInputs(): void;
  103817. /**
  103818. * Attach the input controls to a specific dom element to get the input from.
  103819. * @param element Defines the element the controls should be listened from
  103820. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  103821. */
  103822. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  103823. /**
  103824. * Detach the current controls from the specified dom element.
  103825. * @param element Defines the element to stop listening the inputs from
  103826. */
  103827. detachControl(element: Nullable<HTMLElement>): void;
  103828. /**
  103829. * Gets the class name of the current intput.
  103830. * @returns the class name
  103831. */
  103832. getClassName(): string;
  103833. /**
  103834. * Get the friendly name associated with the input class.
  103835. * @returns the input friendly name
  103836. */
  103837. getSimpleName(): string;
  103838. }
  103839. }
  103840. declare module BABYLON {
  103841. /**
  103842. * This represents a FPS type of camera controlled by touch.
  103843. * This is like a universal camera minus the Gamepad controls.
  103844. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  103845. */
  103846. export class TouchCamera extends FreeCamera {
  103847. /**
  103848. * Defines the touch sensibility for rotation.
  103849. * The higher the faster.
  103850. */
  103851. touchAngularSensibility: number;
  103852. /**
  103853. * Defines the touch sensibility for move.
  103854. * The higher the faster.
  103855. */
  103856. touchMoveSensibility: number;
  103857. /**
  103858. * Instantiates a new touch camera.
  103859. * This represents a FPS type of camera controlled by touch.
  103860. * This is like a universal camera minus the Gamepad controls.
  103861. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  103862. * @param name Define the name of the camera in the scene
  103863. * @param position Define the start position of the camera in the scene
  103864. * @param scene Define the scene the camera belongs to
  103865. */
  103866. constructor(name: string, position: Vector3, scene: Scene);
  103867. /**
  103868. * Gets the current object class name.
  103869. * @return the class name
  103870. */
  103871. getClassName(): string;
  103872. /** @hidden */
  103873. _setupInputs(): void;
  103874. }
  103875. }
  103876. declare module BABYLON {
  103877. /**
  103878. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  103879. * being tilted forward or back and left or right.
  103880. */
  103881. export class DeviceOrientationCamera extends FreeCamera {
  103882. private _initialQuaternion;
  103883. private _quaternionCache;
  103884. private _tmpDragQuaternion;
  103885. private _disablePointerInputWhenUsingDeviceOrientation;
  103886. /**
  103887. * Creates a new device orientation camera
  103888. * @param name The name of the camera
  103889. * @param position The start position camera
  103890. * @param scene The scene the camera belongs to
  103891. */
  103892. constructor(name: string, position: Vector3, scene: Scene);
  103893. /**
  103894. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  103895. */
  103896. disablePointerInputWhenUsingDeviceOrientation: boolean;
  103897. private _dragFactor;
  103898. /**
  103899. * Enabled turning on the y axis when the orientation sensor is active
  103900. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  103901. */
  103902. enableHorizontalDragging(dragFactor?: number): void;
  103903. /**
  103904. * Gets the current instance class name ("DeviceOrientationCamera").
  103905. * This helps avoiding instanceof at run time.
  103906. * @returns the class name
  103907. */
  103908. getClassName(): string;
  103909. /**
  103910. * @hidden
  103911. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  103912. */
  103913. _checkInputs(): void;
  103914. /**
  103915. * Reset the camera to its default orientation on the specified axis only.
  103916. * @param axis The axis to reset
  103917. */
  103918. resetToCurrentRotation(axis?: Axis): void;
  103919. }
  103920. }
  103921. declare module BABYLON {
  103922. /**
  103923. * Defines supported buttons for XBox360 compatible gamepads
  103924. */
  103925. export enum Xbox360Button {
  103926. /** A */
  103927. A = 0,
  103928. /** B */
  103929. B = 1,
  103930. /** X */
  103931. X = 2,
  103932. /** Y */
  103933. Y = 3,
  103934. /** Start */
  103935. Start = 4,
  103936. /** Back */
  103937. Back = 5,
  103938. /** Left button */
  103939. LB = 6,
  103940. /** Right button */
  103941. RB = 7,
  103942. /** Left stick */
  103943. LeftStick = 8,
  103944. /** Right stick */
  103945. RightStick = 9
  103946. }
  103947. /** Defines values for XBox360 DPad */
  103948. export enum Xbox360Dpad {
  103949. /** Up */
  103950. Up = 0,
  103951. /** Down */
  103952. Down = 1,
  103953. /** Left */
  103954. Left = 2,
  103955. /** Right */
  103956. Right = 3
  103957. }
  103958. /**
  103959. * Defines a XBox360 gamepad
  103960. */
  103961. export class Xbox360Pad extends Gamepad {
  103962. private _leftTrigger;
  103963. private _rightTrigger;
  103964. private _onlefttriggerchanged;
  103965. private _onrighttriggerchanged;
  103966. private _onbuttondown;
  103967. private _onbuttonup;
  103968. private _ondpaddown;
  103969. private _ondpadup;
  103970. /** Observable raised when a button is pressed */
  103971. onButtonDownObservable: Observable<Xbox360Button>;
  103972. /** Observable raised when a button is released */
  103973. onButtonUpObservable: Observable<Xbox360Button>;
  103974. /** Observable raised when a pad is pressed */
  103975. onPadDownObservable: Observable<Xbox360Dpad>;
  103976. /** Observable raised when a pad is released */
  103977. onPadUpObservable: Observable<Xbox360Dpad>;
  103978. private _buttonA;
  103979. private _buttonB;
  103980. private _buttonX;
  103981. private _buttonY;
  103982. private _buttonBack;
  103983. private _buttonStart;
  103984. private _buttonLB;
  103985. private _buttonRB;
  103986. private _buttonLeftStick;
  103987. private _buttonRightStick;
  103988. private _dPadUp;
  103989. private _dPadDown;
  103990. private _dPadLeft;
  103991. private _dPadRight;
  103992. private _isXboxOnePad;
  103993. /**
  103994. * Creates a new XBox360 gamepad object
  103995. * @param id defines the id of this gamepad
  103996. * @param index defines its index
  103997. * @param gamepad defines the internal HTML gamepad object
  103998. * @param xboxOne defines if it is a XBox One gamepad
  103999. */
  104000. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  104001. /**
  104002. * Defines the callback to call when left trigger is pressed
  104003. * @param callback defines the callback to use
  104004. */
  104005. onlefttriggerchanged(callback: (value: number) => void): void;
  104006. /**
  104007. * Defines the callback to call when right trigger is pressed
  104008. * @param callback defines the callback to use
  104009. */
  104010. onrighttriggerchanged(callback: (value: number) => void): void;
  104011. /**
  104012. * Gets the left trigger value
  104013. */
  104014. /**
  104015. * Sets the left trigger value
  104016. */
  104017. leftTrigger: number;
  104018. /**
  104019. * Gets the right trigger value
  104020. */
  104021. /**
  104022. * Sets the right trigger value
  104023. */
  104024. rightTrigger: number;
  104025. /**
  104026. * Defines the callback to call when a button is pressed
  104027. * @param callback defines the callback to use
  104028. */
  104029. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  104030. /**
  104031. * Defines the callback to call when a button is released
  104032. * @param callback defines the callback to use
  104033. */
  104034. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  104035. /**
  104036. * Defines the callback to call when a pad is pressed
  104037. * @param callback defines the callback to use
  104038. */
  104039. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  104040. /**
  104041. * Defines the callback to call when a pad is released
  104042. * @param callback defines the callback to use
  104043. */
  104044. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  104045. private _setButtonValue;
  104046. private _setDPadValue;
  104047. /**
  104048. * Gets the value of the `A` button
  104049. */
  104050. /**
  104051. * Sets the value of the `A` button
  104052. */
  104053. buttonA: number;
  104054. /**
  104055. * Gets the value of the `B` button
  104056. */
  104057. /**
  104058. * Sets the value of the `B` button
  104059. */
  104060. buttonB: number;
  104061. /**
  104062. * Gets the value of the `X` button
  104063. */
  104064. /**
  104065. * Sets the value of the `X` button
  104066. */
  104067. buttonX: number;
  104068. /**
  104069. * Gets the value of the `Y` button
  104070. */
  104071. /**
  104072. * Sets the value of the `Y` button
  104073. */
  104074. buttonY: number;
  104075. /**
  104076. * Gets the value of the `Start` button
  104077. */
  104078. /**
  104079. * Sets the value of the `Start` button
  104080. */
  104081. buttonStart: number;
  104082. /**
  104083. * Gets the value of the `Back` button
  104084. */
  104085. /**
  104086. * Sets the value of the `Back` button
  104087. */
  104088. buttonBack: number;
  104089. /**
  104090. * Gets the value of the `Left` button
  104091. */
  104092. /**
  104093. * Sets the value of the `Left` button
  104094. */
  104095. buttonLB: number;
  104096. /**
  104097. * Gets the value of the `Right` button
  104098. */
  104099. /**
  104100. * Sets the value of the `Right` button
  104101. */
  104102. buttonRB: number;
  104103. /**
  104104. * Gets the value of the Left joystick
  104105. */
  104106. /**
  104107. * Sets the value of the Left joystick
  104108. */
  104109. buttonLeftStick: number;
  104110. /**
  104111. * Gets the value of the Right joystick
  104112. */
  104113. /**
  104114. * Sets the value of the Right joystick
  104115. */
  104116. buttonRightStick: number;
  104117. /**
  104118. * Gets the value of D-pad up
  104119. */
  104120. /**
  104121. * Sets the value of D-pad up
  104122. */
  104123. dPadUp: number;
  104124. /**
  104125. * Gets the value of D-pad down
  104126. */
  104127. /**
  104128. * Sets the value of D-pad down
  104129. */
  104130. dPadDown: number;
  104131. /**
  104132. * Gets the value of D-pad left
  104133. */
  104134. /**
  104135. * Sets the value of D-pad left
  104136. */
  104137. dPadLeft: number;
  104138. /**
  104139. * Gets the value of D-pad right
  104140. */
  104141. /**
  104142. * Sets the value of D-pad right
  104143. */
  104144. dPadRight: number;
  104145. /**
  104146. * Force the gamepad to synchronize with device values
  104147. */
  104148. update(): void;
  104149. /**
  104150. * Disposes the gamepad
  104151. */
  104152. dispose(): void;
  104153. }
  104154. }
  104155. declare module BABYLON {
  104156. /**
  104157. * Defines supported buttons for DualShock compatible gamepads
  104158. */
  104159. export enum DualShockButton {
  104160. /** Cross */
  104161. Cross = 0,
  104162. /** Circle */
  104163. Circle = 1,
  104164. /** Square */
  104165. Square = 2,
  104166. /** Triangle */
  104167. Triangle = 3,
  104168. /** Options */
  104169. Options = 4,
  104170. /** Share */
  104171. Share = 5,
  104172. /** L1 */
  104173. L1 = 6,
  104174. /** R1 */
  104175. R1 = 7,
  104176. /** Left stick */
  104177. LeftStick = 8,
  104178. /** Right stick */
  104179. RightStick = 9
  104180. }
  104181. /** Defines values for DualShock DPad */
  104182. export enum DualShockDpad {
  104183. /** Up */
  104184. Up = 0,
  104185. /** Down */
  104186. Down = 1,
  104187. /** Left */
  104188. Left = 2,
  104189. /** Right */
  104190. Right = 3
  104191. }
  104192. /**
  104193. * Defines a DualShock gamepad
  104194. */
  104195. export class DualShockPad extends Gamepad {
  104196. private _leftTrigger;
  104197. private _rightTrigger;
  104198. private _onlefttriggerchanged;
  104199. private _onrighttriggerchanged;
  104200. private _onbuttondown;
  104201. private _onbuttonup;
  104202. private _ondpaddown;
  104203. private _ondpadup;
  104204. /** Observable raised when a button is pressed */
  104205. onButtonDownObservable: Observable<DualShockButton>;
  104206. /** Observable raised when a button is released */
  104207. onButtonUpObservable: Observable<DualShockButton>;
  104208. /** Observable raised when a pad is pressed */
  104209. onPadDownObservable: Observable<DualShockDpad>;
  104210. /** Observable raised when a pad is released */
  104211. onPadUpObservable: Observable<DualShockDpad>;
  104212. private _buttonCross;
  104213. private _buttonCircle;
  104214. private _buttonSquare;
  104215. private _buttonTriangle;
  104216. private _buttonShare;
  104217. private _buttonOptions;
  104218. private _buttonL1;
  104219. private _buttonR1;
  104220. private _buttonLeftStick;
  104221. private _buttonRightStick;
  104222. private _dPadUp;
  104223. private _dPadDown;
  104224. private _dPadLeft;
  104225. private _dPadRight;
  104226. /**
  104227. * Creates a new DualShock gamepad object
  104228. * @param id defines the id of this gamepad
  104229. * @param index defines its index
  104230. * @param gamepad defines the internal HTML gamepad object
  104231. */
  104232. constructor(id: string, index: number, gamepad: any);
  104233. /**
  104234. * Defines the callback to call when left trigger is pressed
  104235. * @param callback defines the callback to use
  104236. */
  104237. onlefttriggerchanged(callback: (value: number) => void): void;
  104238. /**
  104239. * Defines the callback to call when right trigger is pressed
  104240. * @param callback defines the callback to use
  104241. */
  104242. onrighttriggerchanged(callback: (value: number) => void): void;
  104243. /**
  104244. * Gets the left trigger value
  104245. */
  104246. /**
  104247. * Sets the left trigger value
  104248. */
  104249. leftTrigger: number;
  104250. /**
  104251. * Gets the right trigger value
  104252. */
  104253. /**
  104254. * Sets the right trigger value
  104255. */
  104256. rightTrigger: number;
  104257. /**
  104258. * Defines the callback to call when a button is pressed
  104259. * @param callback defines the callback to use
  104260. */
  104261. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  104262. /**
  104263. * Defines the callback to call when a button is released
  104264. * @param callback defines the callback to use
  104265. */
  104266. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  104267. /**
  104268. * Defines the callback to call when a pad is pressed
  104269. * @param callback defines the callback to use
  104270. */
  104271. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  104272. /**
  104273. * Defines the callback to call when a pad is released
  104274. * @param callback defines the callback to use
  104275. */
  104276. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  104277. private _setButtonValue;
  104278. private _setDPadValue;
  104279. /**
  104280. * Gets the value of the `Cross` button
  104281. */
  104282. /**
  104283. * Sets the value of the `Cross` button
  104284. */
  104285. buttonCross: number;
  104286. /**
  104287. * Gets the value of the `Circle` button
  104288. */
  104289. /**
  104290. * Sets the value of the `Circle` button
  104291. */
  104292. buttonCircle: number;
  104293. /**
  104294. * Gets the value of the `Square` button
  104295. */
  104296. /**
  104297. * Sets the value of the `Square` button
  104298. */
  104299. buttonSquare: number;
  104300. /**
  104301. * Gets the value of the `Triangle` button
  104302. */
  104303. /**
  104304. * Sets the value of the `Triangle` button
  104305. */
  104306. buttonTriangle: number;
  104307. /**
  104308. * Gets the value of the `Options` button
  104309. */
  104310. /**
  104311. * Sets the value of the `Options` button
  104312. */
  104313. buttonOptions: number;
  104314. /**
  104315. * Gets the value of the `Share` button
  104316. */
  104317. /**
  104318. * Sets the value of the `Share` button
  104319. */
  104320. buttonShare: number;
  104321. /**
  104322. * Gets the value of the `L1` button
  104323. */
  104324. /**
  104325. * Sets the value of the `L1` button
  104326. */
  104327. buttonL1: number;
  104328. /**
  104329. * Gets the value of the `R1` button
  104330. */
  104331. /**
  104332. * Sets the value of the `R1` button
  104333. */
  104334. buttonR1: number;
  104335. /**
  104336. * Gets the value of the Left joystick
  104337. */
  104338. /**
  104339. * Sets the value of the Left joystick
  104340. */
  104341. buttonLeftStick: number;
  104342. /**
  104343. * Gets the value of the Right joystick
  104344. */
  104345. /**
  104346. * Sets the value of the Right joystick
  104347. */
  104348. buttonRightStick: number;
  104349. /**
  104350. * Gets the value of D-pad up
  104351. */
  104352. /**
  104353. * Sets the value of D-pad up
  104354. */
  104355. dPadUp: number;
  104356. /**
  104357. * Gets the value of D-pad down
  104358. */
  104359. /**
  104360. * Sets the value of D-pad down
  104361. */
  104362. dPadDown: number;
  104363. /**
  104364. * Gets the value of D-pad left
  104365. */
  104366. /**
  104367. * Sets the value of D-pad left
  104368. */
  104369. dPadLeft: number;
  104370. /**
  104371. * Gets the value of D-pad right
  104372. */
  104373. /**
  104374. * Sets the value of D-pad right
  104375. */
  104376. dPadRight: number;
  104377. /**
  104378. * Force the gamepad to synchronize with device values
  104379. */
  104380. update(): void;
  104381. /**
  104382. * Disposes the gamepad
  104383. */
  104384. dispose(): void;
  104385. }
  104386. }
  104387. declare module BABYLON {
  104388. /**
  104389. * Manager for handling gamepads
  104390. */
  104391. export class GamepadManager {
  104392. private _scene?;
  104393. private _babylonGamepads;
  104394. private _oneGamepadConnected;
  104395. /** @hidden */
  104396. _isMonitoring: boolean;
  104397. private _gamepadEventSupported;
  104398. private _gamepadSupport;
  104399. /**
  104400. * observable to be triggered when the gamepad controller has been connected
  104401. */
  104402. onGamepadConnectedObservable: Observable<Gamepad>;
  104403. /**
  104404. * observable to be triggered when the gamepad controller has been disconnected
  104405. */
  104406. onGamepadDisconnectedObservable: Observable<Gamepad>;
  104407. private _onGamepadConnectedEvent;
  104408. private _onGamepadDisconnectedEvent;
  104409. /**
  104410. * Initializes the gamepad manager
  104411. * @param _scene BabylonJS scene
  104412. */
  104413. constructor(_scene?: Scene | undefined);
  104414. /**
  104415. * The gamepads in the game pad manager
  104416. */
  104417. readonly gamepads: Gamepad[];
  104418. /**
  104419. * Get the gamepad controllers based on type
  104420. * @param type The type of gamepad controller
  104421. * @returns Nullable gamepad
  104422. */
  104423. getGamepadByType(type?: number): Nullable<Gamepad>;
  104424. /**
  104425. * Disposes the gamepad manager
  104426. */
  104427. dispose(): void;
  104428. private _addNewGamepad;
  104429. private _startMonitoringGamepads;
  104430. private _stopMonitoringGamepads;
  104431. /** @hidden */
  104432. _checkGamepadsStatus(): void;
  104433. private _updateGamepadObjects;
  104434. }
  104435. }
  104436. declare module BABYLON {
  104437. interface Scene {
  104438. /** @hidden */
  104439. _gamepadManager: Nullable<GamepadManager>;
  104440. /**
  104441. * Gets the gamepad manager associated with the scene
  104442. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  104443. */
  104444. gamepadManager: GamepadManager;
  104445. }
  104446. /**
  104447. * Interface representing a free camera inputs manager
  104448. */
  104449. interface FreeCameraInputsManager {
  104450. /**
  104451. * Adds gamepad input support to the FreeCameraInputsManager.
  104452. * @returns the FreeCameraInputsManager
  104453. */
  104454. addGamepad(): FreeCameraInputsManager;
  104455. }
  104456. /**
  104457. * Interface representing an arc rotate camera inputs manager
  104458. */
  104459. interface ArcRotateCameraInputsManager {
  104460. /**
  104461. * Adds gamepad input support to the ArcRotateCamera InputManager.
  104462. * @returns the camera inputs manager
  104463. */
  104464. addGamepad(): ArcRotateCameraInputsManager;
  104465. }
  104466. /**
  104467. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  104468. */
  104469. export class GamepadSystemSceneComponent implements ISceneComponent {
  104470. /**
  104471. * The component name helpfull to identify the component in the list of scene components.
  104472. */
  104473. readonly name: string;
  104474. /**
  104475. * The scene the component belongs to.
  104476. */
  104477. scene: Scene;
  104478. /**
  104479. * Creates a new instance of the component for the given scene
  104480. * @param scene Defines the scene to register the component in
  104481. */
  104482. constructor(scene: Scene);
  104483. /**
  104484. * Registers the component in a given scene
  104485. */
  104486. register(): void;
  104487. /**
  104488. * Rebuilds the elements related to this component in case of
  104489. * context lost for instance.
  104490. */
  104491. rebuild(): void;
  104492. /**
  104493. * Disposes the component and the associated ressources
  104494. */
  104495. dispose(): void;
  104496. private _beforeCameraUpdate;
  104497. }
  104498. }
  104499. declare module BABYLON {
  104500. /**
  104501. * 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,
  104502. * which still works and will still be found in many Playgrounds.
  104503. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  104504. */
  104505. export class UniversalCamera extends TouchCamera {
  104506. /**
  104507. * Defines the gamepad rotation sensiblity.
  104508. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  104509. */
  104510. gamepadAngularSensibility: number;
  104511. /**
  104512. * Defines the gamepad move sensiblity.
  104513. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  104514. */
  104515. gamepadMoveSensibility: number;
  104516. /**
  104517. * 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,
  104518. * which still works and will still be found in many Playgrounds.
  104519. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  104520. * @param name Define the name of the camera in the scene
  104521. * @param position Define the start position of the camera in the scene
  104522. * @param scene Define the scene the camera belongs to
  104523. */
  104524. constructor(name: string, position: Vector3, scene: Scene);
  104525. /**
  104526. * Gets the current object class name.
  104527. * @return the class name
  104528. */
  104529. getClassName(): string;
  104530. }
  104531. }
  104532. declare module BABYLON {
  104533. /**
  104534. * This represents a FPS type of camera. This is only here for back compat purpose.
  104535. * Please use the UniversalCamera instead as both are identical.
  104536. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  104537. */
  104538. export class GamepadCamera extends UniversalCamera {
  104539. /**
  104540. * Instantiates a new Gamepad Camera
  104541. * This represents a FPS type of camera. This is only here for back compat purpose.
  104542. * Please use the UniversalCamera instead as both are identical.
  104543. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  104544. * @param name Define the name of the camera in the scene
  104545. * @param position Define the start position of the camera in the scene
  104546. * @param scene Define the scene the camera belongs to
  104547. */
  104548. constructor(name: string, position: Vector3, scene: Scene);
  104549. /**
  104550. * Gets the current object class name.
  104551. * @return the class name
  104552. */
  104553. getClassName(): string;
  104554. }
  104555. }
  104556. declare module BABYLON {
  104557. /** @hidden */
  104558. export var passPixelShader: {
  104559. name: string;
  104560. shader: string;
  104561. };
  104562. }
  104563. declare module BABYLON {
  104564. /** @hidden */
  104565. export var passCubePixelShader: {
  104566. name: string;
  104567. shader: string;
  104568. };
  104569. }
  104570. declare module BABYLON {
  104571. /**
  104572. * PassPostProcess which produces an output the same as it's input
  104573. */
  104574. export class PassPostProcess extends PostProcess {
  104575. /**
  104576. * Creates the PassPostProcess
  104577. * @param name The name of the effect.
  104578. * @param options The required width/height ratio to downsize to before computing the render pass.
  104579. * @param camera The camera to apply the render pass to.
  104580. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  104581. * @param engine The engine which the post process will be applied. (default: current engine)
  104582. * @param reusable If the post process can be reused on the same frame. (default: false)
  104583. * @param textureType The type of texture to be used when performing the post processing.
  104584. * @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)
  104585. */
  104586. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  104587. }
  104588. /**
  104589. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  104590. */
  104591. export class PassCubePostProcess extends PostProcess {
  104592. private _face;
  104593. /**
  104594. * Gets or sets the cube face to display.
  104595. * * 0 is +X
  104596. * * 1 is -X
  104597. * * 2 is +Y
  104598. * * 3 is -Y
  104599. * * 4 is +Z
  104600. * * 5 is -Z
  104601. */
  104602. face: number;
  104603. /**
  104604. * Creates the PassCubePostProcess
  104605. * @param name The name of the effect.
  104606. * @param options The required width/height ratio to downsize to before computing the render pass.
  104607. * @param camera The camera to apply the render pass to.
  104608. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  104609. * @param engine The engine which the post process will be applied. (default: current engine)
  104610. * @param reusable If the post process can be reused on the same frame. (default: false)
  104611. * @param textureType The type of texture to be used when performing the post processing.
  104612. * @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)
  104613. */
  104614. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  104615. }
  104616. }
  104617. declare module BABYLON {
  104618. /** @hidden */
  104619. export var anaglyphPixelShader: {
  104620. name: string;
  104621. shader: string;
  104622. };
  104623. }
  104624. declare module BABYLON {
  104625. /**
  104626. * Postprocess used to generate anaglyphic rendering
  104627. */
  104628. export class AnaglyphPostProcess extends PostProcess {
  104629. private _passedProcess;
  104630. /**
  104631. * Creates a new AnaglyphPostProcess
  104632. * @param name defines postprocess name
  104633. * @param options defines creation options or target ratio scale
  104634. * @param rigCameras defines cameras using this postprocess
  104635. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  104636. * @param engine defines hosting engine
  104637. * @param reusable defines if the postprocess will be reused multiple times per frame
  104638. */
  104639. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  104640. }
  104641. }
  104642. declare module BABYLON {
  104643. /**
  104644. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  104645. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104646. */
  104647. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  104648. /**
  104649. * Creates a new AnaglyphArcRotateCamera
  104650. * @param name defines camera name
  104651. * @param alpha defines alpha angle (in radians)
  104652. * @param beta defines beta angle (in radians)
  104653. * @param radius defines radius
  104654. * @param target defines camera target
  104655. * @param interaxialDistance defines distance between each color axis
  104656. * @param scene defines the hosting scene
  104657. */
  104658. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  104659. /**
  104660. * Gets camera class name
  104661. * @returns AnaglyphArcRotateCamera
  104662. */
  104663. getClassName(): string;
  104664. }
  104665. }
  104666. declare module BABYLON {
  104667. /**
  104668. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  104669. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104670. */
  104671. export class AnaglyphFreeCamera extends FreeCamera {
  104672. /**
  104673. * Creates a new AnaglyphFreeCamera
  104674. * @param name defines camera name
  104675. * @param position defines initial position
  104676. * @param interaxialDistance defines distance between each color axis
  104677. * @param scene defines the hosting scene
  104678. */
  104679. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  104680. /**
  104681. * Gets camera class name
  104682. * @returns AnaglyphFreeCamera
  104683. */
  104684. getClassName(): string;
  104685. }
  104686. }
  104687. declare module BABYLON {
  104688. /**
  104689. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  104690. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104691. */
  104692. export class AnaglyphGamepadCamera extends GamepadCamera {
  104693. /**
  104694. * Creates a new AnaglyphGamepadCamera
  104695. * @param name defines camera name
  104696. * @param position defines initial position
  104697. * @param interaxialDistance defines distance between each color axis
  104698. * @param scene defines the hosting scene
  104699. */
  104700. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  104701. /**
  104702. * Gets camera class name
  104703. * @returns AnaglyphGamepadCamera
  104704. */
  104705. getClassName(): string;
  104706. }
  104707. }
  104708. declare module BABYLON {
  104709. /**
  104710. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  104711. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104712. */
  104713. export class AnaglyphUniversalCamera extends UniversalCamera {
  104714. /**
  104715. * Creates a new AnaglyphUniversalCamera
  104716. * @param name defines camera name
  104717. * @param position defines initial position
  104718. * @param interaxialDistance defines distance between each color axis
  104719. * @param scene defines the hosting scene
  104720. */
  104721. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  104722. /**
  104723. * Gets camera class name
  104724. * @returns AnaglyphUniversalCamera
  104725. */
  104726. getClassName(): string;
  104727. }
  104728. }
  104729. declare module BABYLON {
  104730. /** @hidden */
  104731. export var stereoscopicInterlacePixelShader: {
  104732. name: string;
  104733. shader: string;
  104734. };
  104735. }
  104736. declare module BABYLON {
  104737. /**
  104738. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  104739. */
  104740. export class StereoscopicInterlacePostProcess extends PostProcess {
  104741. private _stepSize;
  104742. private _passedProcess;
  104743. /**
  104744. * Initializes a StereoscopicInterlacePostProcess
  104745. * @param name The name of the effect.
  104746. * @param rigCameras The rig cameras to be appled to the post process
  104747. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  104748. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  104749. * @param engine The engine which the post process will be applied. (default: current engine)
  104750. * @param reusable If the post process can be reused on the same frame. (default: false)
  104751. */
  104752. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  104753. }
  104754. }
  104755. declare module BABYLON {
  104756. /**
  104757. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  104758. * @see http://doc.babylonjs.com/features/cameras
  104759. */
  104760. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  104761. /**
  104762. * Creates a new StereoscopicArcRotateCamera
  104763. * @param name defines camera name
  104764. * @param alpha defines alpha angle (in radians)
  104765. * @param beta defines beta angle (in radians)
  104766. * @param radius defines radius
  104767. * @param target defines camera target
  104768. * @param interaxialDistance defines distance between each color axis
  104769. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104770. * @param scene defines the hosting scene
  104771. */
  104772. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  104773. /**
  104774. * Gets camera class name
  104775. * @returns StereoscopicArcRotateCamera
  104776. */
  104777. getClassName(): string;
  104778. }
  104779. }
  104780. declare module BABYLON {
  104781. /**
  104782. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  104783. * @see http://doc.babylonjs.com/features/cameras
  104784. */
  104785. export class StereoscopicFreeCamera extends FreeCamera {
  104786. /**
  104787. * Creates a new StereoscopicFreeCamera
  104788. * @param name defines camera name
  104789. * @param position defines initial position
  104790. * @param interaxialDistance defines distance between each color axis
  104791. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104792. * @param scene defines the hosting scene
  104793. */
  104794. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  104795. /**
  104796. * Gets camera class name
  104797. * @returns StereoscopicFreeCamera
  104798. */
  104799. getClassName(): string;
  104800. }
  104801. }
  104802. declare module BABYLON {
  104803. /**
  104804. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  104805. * @see http://doc.babylonjs.com/features/cameras
  104806. */
  104807. export class StereoscopicGamepadCamera extends GamepadCamera {
  104808. /**
  104809. * Creates a new StereoscopicGamepadCamera
  104810. * @param name defines camera name
  104811. * @param position defines initial position
  104812. * @param interaxialDistance defines distance between each color axis
  104813. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104814. * @param scene defines the hosting scene
  104815. */
  104816. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  104817. /**
  104818. * Gets camera class name
  104819. * @returns StereoscopicGamepadCamera
  104820. */
  104821. getClassName(): string;
  104822. }
  104823. }
  104824. declare module BABYLON {
  104825. /**
  104826. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  104827. * @see http://doc.babylonjs.com/features/cameras
  104828. */
  104829. export class StereoscopicUniversalCamera extends UniversalCamera {
  104830. /**
  104831. * Creates a new StereoscopicUniversalCamera
  104832. * @param name defines camera name
  104833. * @param position defines initial position
  104834. * @param interaxialDistance defines distance between each color axis
  104835. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104836. * @param scene defines the hosting scene
  104837. */
  104838. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  104839. /**
  104840. * Gets camera class name
  104841. * @returns StereoscopicUniversalCamera
  104842. */
  104843. getClassName(): string;
  104844. }
  104845. }
  104846. declare module BABYLON {
  104847. /**
  104848. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  104849. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  104850. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  104851. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  104852. */
  104853. export class VirtualJoysticksCamera extends FreeCamera {
  104854. /**
  104855. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  104856. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  104857. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  104858. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  104859. * @param name Define the name of the camera in the scene
  104860. * @param position Define the start position of the camera in the scene
  104861. * @param scene Define the scene the camera belongs to
  104862. */
  104863. constructor(name: string, position: Vector3, scene: Scene);
  104864. /**
  104865. * Gets the current object class name.
  104866. * @return the class name
  104867. */
  104868. getClassName(): string;
  104869. }
  104870. }
  104871. declare module BABYLON {
  104872. /**
  104873. * This represents all the required metrics to create a VR camera.
  104874. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  104875. */
  104876. export class VRCameraMetrics {
  104877. /**
  104878. * Define the horizontal resolution off the screen.
  104879. */
  104880. hResolution: number;
  104881. /**
  104882. * Define the vertical resolution off the screen.
  104883. */
  104884. vResolution: number;
  104885. /**
  104886. * Define the horizontal screen size.
  104887. */
  104888. hScreenSize: number;
  104889. /**
  104890. * Define the vertical screen size.
  104891. */
  104892. vScreenSize: number;
  104893. /**
  104894. * Define the vertical screen center position.
  104895. */
  104896. vScreenCenter: number;
  104897. /**
  104898. * Define the distance of the eyes to the screen.
  104899. */
  104900. eyeToScreenDistance: number;
  104901. /**
  104902. * Define the distance between both lenses
  104903. */
  104904. lensSeparationDistance: number;
  104905. /**
  104906. * Define the distance between both viewer's eyes.
  104907. */
  104908. interpupillaryDistance: number;
  104909. /**
  104910. * Define the distortion factor of the VR postprocess.
  104911. * Please, touch with care.
  104912. */
  104913. distortionK: number[];
  104914. /**
  104915. * Define the chromatic aberration correction factors for the VR post process.
  104916. */
  104917. chromaAbCorrection: number[];
  104918. /**
  104919. * Define the scale factor of the post process.
  104920. * The smaller the better but the slower.
  104921. */
  104922. postProcessScaleFactor: number;
  104923. /**
  104924. * Define an offset for the lens center.
  104925. */
  104926. lensCenterOffset: number;
  104927. /**
  104928. * Define if the current vr camera should compensate the distortion of the lense or not.
  104929. */
  104930. compensateDistortion: boolean;
  104931. /**
  104932. * Defines if multiview should be enabled when rendering (Default: false)
  104933. */
  104934. multiviewEnabled: boolean;
  104935. /**
  104936. * Gets the rendering aspect ratio based on the provided resolutions.
  104937. */
  104938. readonly aspectRatio: number;
  104939. /**
  104940. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  104941. */
  104942. readonly aspectRatioFov: number;
  104943. /**
  104944. * @hidden
  104945. */
  104946. readonly leftHMatrix: Matrix;
  104947. /**
  104948. * @hidden
  104949. */
  104950. readonly rightHMatrix: Matrix;
  104951. /**
  104952. * @hidden
  104953. */
  104954. readonly leftPreViewMatrix: Matrix;
  104955. /**
  104956. * @hidden
  104957. */
  104958. readonly rightPreViewMatrix: Matrix;
  104959. /**
  104960. * Get the default VRMetrics based on the most generic setup.
  104961. * @returns the default vr metrics
  104962. */
  104963. static GetDefault(): VRCameraMetrics;
  104964. }
  104965. }
  104966. declare module BABYLON {
  104967. /** @hidden */
  104968. export var vrDistortionCorrectionPixelShader: {
  104969. name: string;
  104970. shader: string;
  104971. };
  104972. }
  104973. declare module BABYLON {
  104974. /**
  104975. * VRDistortionCorrectionPostProcess used for mobile VR
  104976. */
  104977. export class VRDistortionCorrectionPostProcess extends PostProcess {
  104978. private _isRightEye;
  104979. private _distortionFactors;
  104980. private _postProcessScaleFactor;
  104981. private _lensCenterOffset;
  104982. private _scaleIn;
  104983. private _scaleFactor;
  104984. private _lensCenter;
  104985. /**
  104986. * Initializes the VRDistortionCorrectionPostProcess
  104987. * @param name The name of the effect.
  104988. * @param camera The camera to apply the render pass to.
  104989. * @param isRightEye If this is for the right eye distortion
  104990. * @param vrMetrics All the required metrics for the VR camera
  104991. */
  104992. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  104993. }
  104994. }
  104995. declare module BABYLON {
  104996. /**
  104997. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  104998. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  104999. */
  105000. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  105001. /**
  105002. * Creates a new VRDeviceOrientationArcRotateCamera
  105003. * @param name defines camera name
  105004. * @param alpha defines the camera rotation along the logitudinal axis
  105005. * @param beta defines the camera rotation along the latitudinal axis
  105006. * @param radius defines the camera distance from its target
  105007. * @param target defines the camera target
  105008. * @param scene defines the scene the camera belongs to
  105009. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  105010. * @param vrCameraMetrics defines the vr metrics associated to the camera
  105011. */
  105012. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  105013. /**
  105014. * Gets camera class name
  105015. * @returns VRDeviceOrientationArcRotateCamera
  105016. */
  105017. getClassName(): string;
  105018. }
  105019. }
  105020. declare module BABYLON {
  105021. /**
  105022. * Camera used to simulate VR rendering (based on FreeCamera)
  105023. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  105024. */
  105025. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  105026. /**
  105027. * Creates a new VRDeviceOrientationFreeCamera
  105028. * @param name defines camera name
  105029. * @param position defines the start position of the camera
  105030. * @param scene defines the scene the camera belongs to
  105031. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  105032. * @param vrCameraMetrics defines the vr metrics associated to the camera
  105033. */
  105034. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  105035. /**
  105036. * Gets camera class name
  105037. * @returns VRDeviceOrientationFreeCamera
  105038. */
  105039. getClassName(): string;
  105040. }
  105041. }
  105042. declare module BABYLON {
  105043. /**
  105044. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  105045. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  105046. */
  105047. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  105048. /**
  105049. * Creates a new VRDeviceOrientationGamepadCamera
  105050. * @param name defines camera name
  105051. * @param position defines the start position of the camera
  105052. * @param scene defines the scene the camera belongs to
  105053. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  105054. * @param vrCameraMetrics defines the vr metrics associated to the camera
  105055. */
  105056. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  105057. /**
  105058. * Gets camera class name
  105059. * @returns VRDeviceOrientationGamepadCamera
  105060. */
  105061. getClassName(): string;
  105062. }
  105063. }
  105064. declare module BABYLON {
  105065. /**
  105066. * Base class of materials working in push mode in babylon JS
  105067. * @hidden
  105068. */
  105069. export class PushMaterial extends Material {
  105070. protected _activeEffect: Effect;
  105071. protected _normalMatrix: Matrix;
  105072. /**
  105073. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  105074. * This means that the material can keep using a previous shader while a new one is being compiled.
  105075. * This is mostly used when shader parallel compilation is supported (true by default)
  105076. */
  105077. allowShaderHotSwapping: boolean;
  105078. constructor(name: string, scene: Scene);
  105079. getEffect(): Effect;
  105080. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  105081. /**
  105082. * Binds the given world matrix to the active effect
  105083. *
  105084. * @param world the matrix to bind
  105085. */
  105086. bindOnlyWorldMatrix(world: Matrix): void;
  105087. /**
  105088. * Binds the given normal matrix to the active effect
  105089. *
  105090. * @param normalMatrix the matrix to bind
  105091. */
  105092. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  105093. bind(world: Matrix, mesh?: Mesh): void;
  105094. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  105095. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  105096. }
  105097. }
  105098. declare module BABYLON {
  105099. /**
  105100. * This groups all the flags used to control the materials channel.
  105101. */
  105102. export class MaterialFlags {
  105103. private static _DiffuseTextureEnabled;
  105104. /**
  105105. * Are diffuse textures enabled in the application.
  105106. */
  105107. static DiffuseTextureEnabled: boolean;
  105108. private static _AmbientTextureEnabled;
  105109. /**
  105110. * Are ambient textures enabled in the application.
  105111. */
  105112. static AmbientTextureEnabled: boolean;
  105113. private static _OpacityTextureEnabled;
  105114. /**
  105115. * Are opacity textures enabled in the application.
  105116. */
  105117. static OpacityTextureEnabled: boolean;
  105118. private static _ReflectionTextureEnabled;
  105119. /**
  105120. * Are reflection textures enabled in the application.
  105121. */
  105122. static ReflectionTextureEnabled: boolean;
  105123. private static _EmissiveTextureEnabled;
  105124. /**
  105125. * Are emissive textures enabled in the application.
  105126. */
  105127. static EmissiveTextureEnabled: boolean;
  105128. private static _SpecularTextureEnabled;
  105129. /**
  105130. * Are specular textures enabled in the application.
  105131. */
  105132. static SpecularTextureEnabled: boolean;
  105133. private static _BumpTextureEnabled;
  105134. /**
  105135. * Are bump textures enabled in the application.
  105136. */
  105137. static BumpTextureEnabled: boolean;
  105138. private static _LightmapTextureEnabled;
  105139. /**
  105140. * Are lightmap textures enabled in the application.
  105141. */
  105142. static LightmapTextureEnabled: boolean;
  105143. private static _RefractionTextureEnabled;
  105144. /**
  105145. * Are refraction textures enabled in the application.
  105146. */
  105147. static RefractionTextureEnabled: boolean;
  105148. private static _ColorGradingTextureEnabled;
  105149. /**
  105150. * Are color grading textures enabled in the application.
  105151. */
  105152. static ColorGradingTextureEnabled: boolean;
  105153. private static _FresnelEnabled;
  105154. /**
  105155. * Are fresnels enabled in the application.
  105156. */
  105157. static FresnelEnabled: boolean;
  105158. private static _ClearCoatTextureEnabled;
  105159. /**
  105160. * Are clear coat textures enabled in the application.
  105161. */
  105162. static ClearCoatTextureEnabled: boolean;
  105163. private static _ClearCoatBumpTextureEnabled;
  105164. /**
  105165. * Are clear coat bump textures enabled in the application.
  105166. */
  105167. static ClearCoatBumpTextureEnabled: boolean;
  105168. private static _ClearCoatTintTextureEnabled;
  105169. /**
  105170. * Are clear coat tint textures enabled in the application.
  105171. */
  105172. static ClearCoatTintTextureEnabled: boolean;
  105173. private static _SheenTextureEnabled;
  105174. /**
  105175. * Are sheen textures enabled in the application.
  105176. */
  105177. static SheenTextureEnabled: boolean;
  105178. private static _AnisotropicTextureEnabled;
  105179. /**
  105180. * Are anisotropic textures enabled in the application.
  105181. */
  105182. static AnisotropicTextureEnabled: boolean;
  105183. private static _ThicknessTextureEnabled;
  105184. /**
  105185. * Are thickness textures enabled in the application.
  105186. */
  105187. static ThicknessTextureEnabled: boolean;
  105188. }
  105189. }
  105190. declare module BABYLON {
  105191. /** @hidden */
  105192. export var defaultFragmentDeclaration: {
  105193. name: string;
  105194. shader: string;
  105195. };
  105196. }
  105197. declare module BABYLON {
  105198. /** @hidden */
  105199. export var defaultUboDeclaration: {
  105200. name: string;
  105201. shader: string;
  105202. };
  105203. }
  105204. declare module BABYLON {
  105205. /** @hidden */
  105206. export var lightFragmentDeclaration: {
  105207. name: string;
  105208. shader: string;
  105209. };
  105210. }
  105211. declare module BABYLON {
  105212. /** @hidden */
  105213. export var lightUboDeclaration: {
  105214. name: string;
  105215. shader: string;
  105216. };
  105217. }
  105218. declare module BABYLON {
  105219. /** @hidden */
  105220. export var lightsFragmentFunctions: {
  105221. name: string;
  105222. shader: string;
  105223. };
  105224. }
  105225. declare module BABYLON {
  105226. /** @hidden */
  105227. export var shadowsFragmentFunctions: {
  105228. name: string;
  105229. shader: string;
  105230. };
  105231. }
  105232. declare module BABYLON {
  105233. /** @hidden */
  105234. export var fresnelFunction: {
  105235. name: string;
  105236. shader: string;
  105237. };
  105238. }
  105239. declare module BABYLON {
  105240. /** @hidden */
  105241. export var reflectionFunction: {
  105242. name: string;
  105243. shader: string;
  105244. };
  105245. }
  105246. declare module BABYLON {
  105247. /** @hidden */
  105248. export var bumpFragmentFunctions: {
  105249. name: string;
  105250. shader: string;
  105251. };
  105252. }
  105253. declare module BABYLON {
  105254. /** @hidden */
  105255. export var logDepthDeclaration: {
  105256. name: string;
  105257. shader: string;
  105258. };
  105259. }
  105260. declare module BABYLON {
  105261. /** @hidden */
  105262. export var bumpFragment: {
  105263. name: string;
  105264. shader: string;
  105265. };
  105266. }
  105267. declare module BABYLON {
  105268. /** @hidden */
  105269. export var depthPrePass: {
  105270. name: string;
  105271. shader: string;
  105272. };
  105273. }
  105274. declare module BABYLON {
  105275. /** @hidden */
  105276. export var lightFragment: {
  105277. name: string;
  105278. shader: string;
  105279. };
  105280. }
  105281. declare module BABYLON {
  105282. /** @hidden */
  105283. export var logDepthFragment: {
  105284. name: string;
  105285. shader: string;
  105286. };
  105287. }
  105288. declare module BABYLON {
  105289. /** @hidden */
  105290. export var defaultPixelShader: {
  105291. name: string;
  105292. shader: string;
  105293. };
  105294. }
  105295. declare module BABYLON {
  105296. /** @hidden */
  105297. export var defaultVertexDeclaration: {
  105298. name: string;
  105299. shader: string;
  105300. };
  105301. }
  105302. declare module BABYLON {
  105303. /** @hidden */
  105304. export var bumpVertexDeclaration: {
  105305. name: string;
  105306. shader: string;
  105307. };
  105308. }
  105309. declare module BABYLON {
  105310. /** @hidden */
  105311. export var bumpVertex: {
  105312. name: string;
  105313. shader: string;
  105314. };
  105315. }
  105316. declare module BABYLON {
  105317. /** @hidden */
  105318. export var fogVertex: {
  105319. name: string;
  105320. shader: string;
  105321. };
  105322. }
  105323. declare module BABYLON {
  105324. /** @hidden */
  105325. export var shadowsVertex: {
  105326. name: string;
  105327. shader: string;
  105328. };
  105329. }
  105330. declare module BABYLON {
  105331. /** @hidden */
  105332. export var pointCloudVertex: {
  105333. name: string;
  105334. shader: string;
  105335. };
  105336. }
  105337. declare module BABYLON {
  105338. /** @hidden */
  105339. export var logDepthVertex: {
  105340. name: string;
  105341. shader: string;
  105342. };
  105343. }
  105344. declare module BABYLON {
  105345. /** @hidden */
  105346. export var defaultVertexShader: {
  105347. name: string;
  105348. shader: string;
  105349. };
  105350. }
  105351. declare module BABYLON {
  105352. /** @hidden */
  105353. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  105354. MAINUV1: boolean;
  105355. MAINUV2: boolean;
  105356. DIFFUSE: boolean;
  105357. DIFFUSEDIRECTUV: number;
  105358. AMBIENT: boolean;
  105359. AMBIENTDIRECTUV: number;
  105360. OPACITY: boolean;
  105361. OPACITYDIRECTUV: number;
  105362. OPACITYRGB: boolean;
  105363. REFLECTION: boolean;
  105364. EMISSIVE: boolean;
  105365. EMISSIVEDIRECTUV: number;
  105366. SPECULAR: boolean;
  105367. SPECULARDIRECTUV: number;
  105368. BUMP: boolean;
  105369. BUMPDIRECTUV: number;
  105370. PARALLAX: boolean;
  105371. PARALLAXOCCLUSION: boolean;
  105372. SPECULAROVERALPHA: boolean;
  105373. CLIPPLANE: boolean;
  105374. CLIPPLANE2: boolean;
  105375. CLIPPLANE3: boolean;
  105376. CLIPPLANE4: boolean;
  105377. ALPHATEST: boolean;
  105378. DEPTHPREPASS: boolean;
  105379. ALPHAFROMDIFFUSE: boolean;
  105380. POINTSIZE: boolean;
  105381. FOG: boolean;
  105382. SPECULARTERM: boolean;
  105383. DIFFUSEFRESNEL: boolean;
  105384. OPACITYFRESNEL: boolean;
  105385. REFLECTIONFRESNEL: boolean;
  105386. REFRACTIONFRESNEL: boolean;
  105387. EMISSIVEFRESNEL: boolean;
  105388. FRESNEL: boolean;
  105389. NORMAL: boolean;
  105390. UV1: boolean;
  105391. UV2: boolean;
  105392. VERTEXCOLOR: boolean;
  105393. VERTEXALPHA: boolean;
  105394. NUM_BONE_INFLUENCERS: number;
  105395. BonesPerMesh: number;
  105396. BONETEXTURE: boolean;
  105397. INSTANCES: boolean;
  105398. GLOSSINESS: boolean;
  105399. ROUGHNESS: boolean;
  105400. EMISSIVEASILLUMINATION: boolean;
  105401. LINKEMISSIVEWITHDIFFUSE: boolean;
  105402. REFLECTIONFRESNELFROMSPECULAR: boolean;
  105403. LIGHTMAP: boolean;
  105404. LIGHTMAPDIRECTUV: number;
  105405. OBJECTSPACE_NORMALMAP: boolean;
  105406. USELIGHTMAPASSHADOWMAP: boolean;
  105407. REFLECTIONMAP_3D: boolean;
  105408. REFLECTIONMAP_SPHERICAL: boolean;
  105409. REFLECTIONMAP_PLANAR: boolean;
  105410. REFLECTIONMAP_CUBIC: boolean;
  105411. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  105412. REFLECTIONMAP_PROJECTION: boolean;
  105413. REFLECTIONMAP_SKYBOX: boolean;
  105414. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  105415. REFLECTIONMAP_EXPLICIT: boolean;
  105416. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  105417. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  105418. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  105419. INVERTCUBICMAP: boolean;
  105420. LOGARITHMICDEPTH: boolean;
  105421. REFRACTION: boolean;
  105422. REFRACTIONMAP_3D: boolean;
  105423. REFLECTIONOVERALPHA: boolean;
  105424. TWOSIDEDLIGHTING: boolean;
  105425. SHADOWFLOAT: boolean;
  105426. MORPHTARGETS: boolean;
  105427. MORPHTARGETS_NORMAL: boolean;
  105428. MORPHTARGETS_TANGENT: boolean;
  105429. MORPHTARGETS_UV: boolean;
  105430. NUM_MORPH_INFLUENCERS: number;
  105431. NONUNIFORMSCALING: boolean;
  105432. PREMULTIPLYALPHA: boolean;
  105433. IMAGEPROCESSING: boolean;
  105434. VIGNETTE: boolean;
  105435. VIGNETTEBLENDMODEMULTIPLY: boolean;
  105436. VIGNETTEBLENDMODEOPAQUE: boolean;
  105437. TONEMAPPING: boolean;
  105438. TONEMAPPING_ACES: boolean;
  105439. CONTRAST: boolean;
  105440. COLORCURVES: boolean;
  105441. COLORGRADING: boolean;
  105442. COLORGRADING3D: boolean;
  105443. SAMPLER3DGREENDEPTH: boolean;
  105444. SAMPLER3DBGRMAP: boolean;
  105445. IMAGEPROCESSINGPOSTPROCESS: boolean;
  105446. MULTIVIEW: boolean;
  105447. /**
  105448. * If the reflection texture on this material is in linear color space
  105449. * @hidden
  105450. */
  105451. IS_REFLECTION_LINEAR: boolean;
  105452. /**
  105453. * If the refraction texture on this material is in linear color space
  105454. * @hidden
  105455. */
  105456. IS_REFRACTION_LINEAR: boolean;
  105457. EXPOSURE: boolean;
  105458. constructor();
  105459. setReflectionMode(modeToEnable: string): void;
  105460. }
  105461. /**
  105462. * This is the default material used in Babylon. It is the best trade off between quality
  105463. * and performances.
  105464. * @see http://doc.babylonjs.com/babylon101/materials
  105465. */
  105466. export class StandardMaterial extends PushMaterial {
  105467. private _diffuseTexture;
  105468. /**
  105469. * The basic texture of the material as viewed under a light.
  105470. */
  105471. diffuseTexture: Nullable<BaseTexture>;
  105472. private _ambientTexture;
  105473. /**
  105474. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  105475. */
  105476. ambientTexture: Nullable<BaseTexture>;
  105477. private _opacityTexture;
  105478. /**
  105479. * Define the transparency of the material from a texture.
  105480. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  105481. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  105482. */
  105483. opacityTexture: Nullable<BaseTexture>;
  105484. private _reflectionTexture;
  105485. /**
  105486. * Define the texture used to display the reflection.
  105487. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  105488. */
  105489. reflectionTexture: Nullable<BaseTexture>;
  105490. private _emissiveTexture;
  105491. /**
  105492. * Define texture of the material as if self lit.
  105493. * This will be mixed in the final result even in the absence of light.
  105494. */
  105495. emissiveTexture: Nullable<BaseTexture>;
  105496. private _specularTexture;
  105497. /**
  105498. * Define how the color and intensity of the highlight given by the light in the material.
  105499. */
  105500. specularTexture: Nullable<BaseTexture>;
  105501. private _bumpTexture;
  105502. /**
  105503. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  105504. * 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.
  105505. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  105506. */
  105507. bumpTexture: Nullable<BaseTexture>;
  105508. private _lightmapTexture;
  105509. /**
  105510. * Complex lighting can be computationally expensive to compute at runtime.
  105511. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  105512. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  105513. */
  105514. lightmapTexture: Nullable<BaseTexture>;
  105515. private _refractionTexture;
  105516. /**
  105517. * Define the texture used to display the refraction.
  105518. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  105519. */
  105520. refractionTexture: Nullable<BaseTexture>;
  105521. /**
  105522. * The color of the material lit by the environmental background lighting.
  105523. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  105524. */
  105525. ambientColor: Color3;
  105526. /**
  105527. * The basic color of the material as viewed under a light.
  105528. */
  105529. diffuseColor: Color3;
  105530. /**
  105531. * Define how the color and intensity of the highlight given by the light in the material.
  105532. */
  105533. specularColor: Color3;
  105534. /**
  105535. * Define the color of the material as if self lit.
  105536. * This will be mixed in the final result even in the absence of light.
  105537. */
  105538. emissiveColor: Color3;
  105539. /**
  105540. * Defines how sharp are the highlights in the material.
  105541. * The bigger the value the sharper giving a more glossy feeling to the result.
  105542. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  105543. */
  105544. specularPower: number;
  105545. private _useAlphaFromDiffuseTexture;
  105546. /**
  105547. * Does the transparency come from the diffuse texture alpha channel.
  105548. */
  105549. useAlphaFromDiffuseTexture: boolean;
  105550. private _useEmissiveAsIllumination;
  105551. /**
  105552. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  105553. */
  105554. useEmissiveAsIllumination: boolean;
  105555. private _linkEmissiveWithDiffuse;
  105556. /**
  105557. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  105558. * the emissive level when the final color is close to one.
  105559. */
  105560. linkEmissiveWithDiffuse: boolean;
  105561. private _useSpecularOverAlpha;
  105562. /**
  105563. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  105564. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  105565. */
  105566. useSpecularOverAlpha: boolean;
  105567. private _useReflectionOverAlpha;
  105568. /**
  105569. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  105570. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  105571. */
  105572. useReflectionOverAlpha: boolean;
  105573. private _disableLighting;
  105574. /**
  105575. * Does lights from the scene impacts this material.
  105576. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  105577. */
  105578. disableLighting: boolean;
  105579. private _useObjectSpaceNormalMap;
  105580. /**
  105581. * Allows using an object space normal map (instead of tangent space).
  105582. */
  105583. useObjectSpaceNormalMap: boolean;
  105584. private _useParallax;
  105585. /**
  105586. * Is parallax enabled or not.
  105587. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  105588. */
  105589. useParallax: boolean;
  105590. private _useParallaxOcclusion;
  105591. /**
  105592. * Is parallax occlusion enabled or not.
  105593. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  105594. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  105595. */
  105596. useParallaxOcclusion: boolean;
  105597. /**
  105598. * 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.
  105599. */
  105600. parallaxScaleBias: number;
  105601. private _roughness;
  105602. /**
  105603. * Helps to define how blurry the reflections should appears in the material.
  105604. */
  105605. roughness: number;
  105606. /**
  105607. * In case of refraction, define the value of the index of refraction.
  105608. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  105609. */
  105610. indexOfRefraction: number;
  105611. /**
  105612. * Invert the refraction texture alongside the y axis.
  105613. * It can be useful with procedural textures or probe for instance.
  105614. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  105615. */
  105616. invertRefractionY: boolean;
  105617. /**
  105618. * Defines the alpha limits in alpha test mode.
  105619. */
  105620. alphaCutOff: number;
  105621. private _useLightmapAsShadowmap;
  105622. /**
  105623. * In case of light mapping, define whether the map contains light or shadow informations.
  105624. */
  105625. useLightmapAsShadowmap: boolean;
  105626. private _diffuseFresnelParameters;
  105627. /**
  105628. * Define the diffuse fresnel parameters of the material.
  105629. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  105630. */
  105631. diffuseFresnelParameters: FresnelParameters;
  105632. private _opacityFresnelParameters;
  105633. /**
  105634. * Define the opacity fresnel parameters of the material.
  105635. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  105636. */
  105637. opacityFresnelParameters: FresnelParameters;
  105638. private _reflectionFresnelParameters;
  105639. /**
  105640. * Define the reflection fresnel parameters of the material.
  105641. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  105642. */
  105643. reflectionFresnelParameters: FresnelParameters;
  105644. private _refractionFresnelParameters;
  105645. /**
  105646. * Define the refraction fresnel parameters of the material.
  105647. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  105648. */
  105649. refractionFresnelParameters: FresnelParameters;
  105650. private _emissiveFresnelParameters;
  105651. /**
  105652. * Define the emissive fresnel parameters of the material.
  105653. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  105654. */
  105655. emissiveFresnelParameters: FresnelParameters;
  105656. private _useReflectionFresnelFromSpecular;
  105657. /**
  105658. * If true automatically deducts the fresnels values from the material specularity.
  105659. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  105660. */
  105661. useReflectionFresnelFromSpecular: boolean;
  105662. private _useGlossinessFromSpecularMapAlpha;
  105663. /**
  105664. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  105665. */
  105666. useGlossinessFromSpecularMapAlpha: boolean;
  105667. private _maxSimultaneousLights;
  105668. /**
  105669. * Defines the maximum number of lights that can be used in the material
  105670. */
  105671. maxSimultaneousLights: number;
  105672. private _invertNormalMapX;
  105673. /**
  105674. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  105675. */
  105676. invertNormalMapX: boolean;
  105677. private _invertNormalMapY;
  105678. /**
  105679. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  105680. */
  105681. invertNormalMapY: boolean;
  105682. private _twoSidedLighting;
  105683. /**
  105684. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  105685. */
  105686. twoSidedLighting: boolean;
  105687. /**
  105688. * Default configuration related to image processing available in the standard Material.
  105689. */
  105690. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  105691. /**
  105692. * Gets the image processing configuration used either in this material.
  105693. */
  105694. /**
  105695. * Sets the Default image processing configuration used either in the this material.
  105696. *
  105697. * If sets to null, the scene one is in use.
  105698. */
  105699. imageProcessingConfiguration: ImageProcessingConfiguration;
  105700. /**
  105701. * Keep track of the image processing observer to allow dispose and replace.
  105702. */
  105703. private _imageProcessingObserver;
  105704. /**
  105705. * Attaches a new image processing configuration to the Standard Material.
  105706. * @param configuration
  105707. */
  105708. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  105709. /**
  105710. * Gets wether the color curves effect is enabled.
  105711. */
  105712. /**
  105713. * Sets wether the color curves effect is enabled.
  105714. */
  105715. cameraColorCurvesEnabled: boolean;
  105716. /**
  105717. * Gets wether the color grading effect is enabled.
  105718. */
  105719. /**
  105720. * Gets wether the color grading effect is enabled.
  105721. */
  105722. cameraColorGradingEnabled: boolean;
  105723. /**
  105724. * Gets wether tonemapping is enabled or not.
  105725. */
  105726. /**
  105727. * Sets wether tonemapping is enabled or not
  105728. */
  105729. cameraToneMappingEnabled: boolean;
  105730. /**
  105731. * The camera exposure used on this material.
  105732. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  105733. * This corresponds to a photographic exposure.
  105734. */
  105735. /**
  105736. * The camera exposure used on this material.
  105737. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  105738. * This corresponds to a photographic exposure.
  105739. */
  105740. cameraExposure: number;
  105741. /**
  105742. * Gets The camera contrast used on this material.
  105743. */
  105744. /**
  105745. * Sets The camera contrast used on this material.
  105746. */
  105747. cameraContrast: number;
  105748. /**
  105749. * Gets the Color Grading 2D Lookup Texture.
  105750. */
  105751. /**
  105752. * Sets the Color Grading 2D Lookup Texture.
  105753. */
  105754. cameraColorGradingTexture: Nullable<BaseTexture>;
  105755. /**
  105756. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  105757. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  105758. * 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;
  105759. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  105760. */
  105761. /**
  105762. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  105763. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  105764. * 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;
  105765. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  105766. */
  105767. cameraColorCurves: Nullable<ColorCurves>;
  105768. /**
  105769. * Custom callback helping to override the default shader used in the material.
  105770. */
  105771. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  105772. protected _renderTargets: SmartArray<RenderTargetTexture>;
  105773. protected _worldViewProjectionMatrix: Matrix;
  105774. protected _globalAmbientColor: Color3;
  105775. protected _useLogarithmicDepth: boolean;
  105776. protected _rebuildInParallel: boolean;
  105777. /**
  105778. * Instantiates a new standard material.
  105779. * This is the default material used in Babylon. It is the best trade off between quality
  105780. * and performances.
  105781. * @see http://doc.babylonjs.com/babylon101/materials
  105782. * @param name Define the name of the material in the scene
  105783. * @param scene Define the scene the material belong to
  105784. */
  105785. constructor(name: string, scene: Scene);
  105786. /**
  105787. * Gets a boolean indicating that current material needs to register RTT
  105788. */
  105789. readonly hasRenderTargetTextures: boolean;
  105790. /**
  105791. * Gets the current class name of the material e.g. "StandardMaterial"
  105792. * Mainly use in serialization.
  105793. * @returns the class name
  105794. */
  105795. getClassName(): string;
  105796. /**
  105797. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  105798. * You can try switching to logarithmic depth.
  105799. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  105800. */
  105801. useLogarithmicDepth: boolean;
  105802. /**
  105803. * Specifies if the material will require alpha blending
  105804. * @returns a boolean specifying if alpha blending is needed
  105805. */
  105806. needAlphaBlending(): boolean;
  105807. /**
  105808. * Specifies if this material should be rendered in alpha test mode
  105809. * @returns a boolean specifying if an alpha test is needed.
  105810. */
  105811. needAlphaTesting(): boolean;
  105812. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  105813. /**
  105814. * Get the texture used for alpha test purpose.
  105815. * @returns the diffuse texture in case of the standard material.
  105816. */
  105817. getAlphaTestTexture(): Nullable<BaseTexture>;
  105818. /**
  105819. * Get if the submesh is ready to be used and all its information available.
  105820. * Child classes can use it to update shaders
  105821. * @param mesh defines the mesh to check
  105822. * @param subMesh defines which submesh to check
  105823. * @param useInstances specifies that instances should be used
  105824. * @returns a boolean indicating that the submesh is ready or not
  105825. */
  105826. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  105827. /**
  105828. * Builds the material UBO layouts.
  105829. * Used internally during the effect preparation.
  105830. */
  105831. buildUniformLayout(): void;
  105832. /**
  105833. * Unbinds the material from the mesh
  105834. */
  105835. unbind(): void;
  105836. /**
  105837. * Binds the submesh to this material by preparing the effect and shader to draw
  105838. * @param world defines the world transformation matrix
  105839. * @param mesh defines the mesh containing the submesh
  105840. * @param subMesh defines the submesh to bind the material to
  105841. */
  105842. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  105843. /**
  105844. * Get the list of animatables in the material.
  105845. * @returns the list of animatables object used in the material
  105846. */
  105847. getAnimatables(): IAnimatable[];
  105848. /**
  105849. * Gets the active textures from the material
  105850. * @returns an array of textures
  105851. */
  105852. getActiveTextures(): BaseTexture[];
  105853. /**
  105854. * Specifies if the material uses a texture
  105855. * @param texture defines the texture to check against the material
  105856. * @returns a boolean specifying if the material uses the texture
  105857. */
  105858. hasTexture(texture: BaseTexture): boolean;
  105859. /**
  105860. * Disposes the material
  105861. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  105862. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  105863. */
  105864. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  105865. /**
  105866. * Makes a duplicate of the material, and gives it a new name
  105867. * @param name defines the new name for the duplicated material
  105868. * @returns the cloned material
  105869. */
  105870. clone(name: string): StandardMaterial;
  105871. /**
  105872. * Serializes this material in a JSON representation
  105873. * @returns the serialized material object
  105874. */
  105875. serialize(): any;
  105876. /**
  105877. * Creates a standard material from parsed material data
  105878. * @param source defines the JSON representation of the material
  105879. * @param scene defines the hosting scene
  105880. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  105881. * @returns a new standard material
  105882. */
  105883. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  105884. /**
  105885. * Are diffuse textures enabled in the application.
  105886. */
  105887. static DiffuseTextureEnabled: boolean;
  105888. /**
  105889. * Are ambient textures enabled in the application.
  105890. */
  105891. static AmbientTextureEnabled: boolean;
  105892. /**
  105893. * Are opacity textures enabled in the application.
  105894. */
  105895. static OpacityTextureEnabled: boolean;
  105896. /**
  105897. * Are reflection textures enabled in the application.
  105898. */
  105899. static ReflectionTextureEnabled: boolean;
  105900. /**
  105901. * Are emissive textures enabled in the application.
  105902. */
  105903. static EmissiveTextureEnabled: boolean;
  105904. /**
  105905. * Are specular textures enabled in the application.
  105906. */
  105907. static SpecularTextureEnabled: boolean;
  105908. /**
  105909. * Are bump textures enabled in the application.
  105910. */
  105911. static BumpTextureEnabled: boolean;
  105912. /**
  105913. * Are lightmap textures enabled in the application.
  105914. */
  105915. static LightmapTextureEnabled: boolean;
  105916. /**
  105917. * Are refraction textures enabled in the application.
  105918. */
  105919. static RefractionTextureEnabled: boolean;
  105920. /**
  105921. * Are color grading textures enabled in the application.
  105922. */
  105923. static ColorGradingTextureEnabled: boolean;
  105924. /**
  105925. * Are fresnels enabled in the application.
  105926. */
  105927. static FresnelEnabled: boolean;
  105928. }
  105929. }
  105930. declare module BABYLON {
  105931. /**
  105932. * A class extending Texture allowing drawing on a texture
  105933. * @see http://doc.babylonjs.com/how_to/dynamictexture
  105934. */
  105935. export class DynamicTexture extends Texture {
  105936. private _generateMipMaps;
  105937. private _canvas;
  105938. private _context;
  105939. private _engine;
  105940. /**
  105941. * Creates a DynamicTexture
  105942. * @param name defines the name of the texture
  105943. * @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
  105944. * @param scene defines the scene where you want the texture
  105945. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  105946. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  105947. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  105948. */
  105949. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  105950. /**
  105951. * Get the current class name of the texture useful for serialization or dynamic coding.
  105952. * @returns "DynamicTexture"
  105953. */
  105954. getClassName(): string;
  105955. /**
  105956. * Gets the current state of canRescale
  105957. */
  105958. readonly canRescale: boolean;
  105959. private _recreate;
  105960. /**
  105961. * Scales the texture
  105962. * @param ratio the scale factor to apply to both width and height
  105963. */
  105964. scale(ratio: number): void;
  105965. /**
  105966. * Resizes the texture
  105967. * @param width the new width
  105968. * @param height the new height
  105969. */
  105970. scaleTo(width: number, height: number): void;
  105971. /**
  105972. * Gets the context of the canvas used by the texture
  105973. * @returns the canvas context of the dynamic texture
  105974. */
  105975. getContext(): CanvasRenderingContext2D;
  105976. /**
  105977. * Clears the texture
  105978. */
  105979. clear(): void;
  105980. /**
  105981. * Updates the texture
  105982. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  105983. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  105984. */
  105985. update(invertY?: boolean, premulAlpha?: boolean): void;
  105986. /**
  105987. * Draws text onto the texture
  105988. * @param text defines the text to be drawn
  105989. * @param x defines the placement of the text from the left
  105990. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  105991. * @param font defines the font to be used with font-style, font-size, font-name
  105992. * @param color defines the color used for the text
  105993. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  105994. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  105995. * @param update defines whether texture is immediately update (default is true)
  105996. */
  105997. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  105998. /**
  105999. * Clones the texture
  106000. * @returns the clone of the texture.
  106001. */
  106002. clone(): DynamicTexture;
  106003. /**
  106004. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  106005. * @returns a serialized dynamic texture object
  106006. */
  106007. serialize(): any;
  106008. /** @hidden */
  106009. _rebuild(): void;
  106010. }
  106011. }
  106012. declare module BABYLON {
  106013. /** @hidden */
  106014. export var imageProcessingPixelShader: {
  106015. name: string;
  106016. shader: string;
  106017. };
  106018. }
  106019. declare module BABYLON {
  106020. /**
  106021. * ImageProcessingPostProcess
  106022. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  106023. */
  106024. export class ImageProcessingPostProcess extends PostProcess {
  106025. /**
  106026. * Default configuration related to image processing available in the PBR Material.
  106027. */
  106028. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  106029. /**
  106030. * Gets the image processing configuration used either in this material.
  106031. */
  106032. /**
  106033. * Sets the Default image processing configuration used either in the this material.
  106034. *
  106035. * If sets to null, the scene one is in use.
  106036. */
  106037. imageProcessingConfiguration: ImageProcessingConfiguration;
  106038. /**
  106039. * Keep track of the image processing observer to allow dispose and replace.
  106040. */
  106041. private _imageProcessingObserver;
  106042. /**
  106043. * Attaches a new image processing configuration to the PBR Material.
  106044. * @param configuration
  106045. */
  106046. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  106047. /**
  106048. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  106049. */
  106050. /**
  106051. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  106052. */
  106053. colorCurves: Nullable<ColorCurves>;
  106054. /**
  106055. * Gets wether the color curves effect is enabled.
  106056. */
  106057. /**
  106058. * Sets wether the color curves effect is enabled.
  106059. */
  106060. colorCurvesEnabled: boolean;
  106061. /**
  106062. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  106063. */
  106064. /**
  106065. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  106066. */
  106067. colorGradingTexture: Nullable<BaseTexture>;
  106068. /**
  106069. * Gets wether the color grading effect is enabled.
  106070. */
  106071. /**
  106072. * Gets wether the color grading effect is enabled.
  106073. */
  106074. colorGradingEnabled: boolean;
  106075. /**
  106076. * Gets exposure used in the effect.
  106077. */
  106078. /**
  106079. * Sets exposure used in the effect.
  106080. */
  106081. exposure: number;
  106082. /**
  106083. * Gets wether tonemapping is enabled or not.
  106084. */
  106085. /**
  106086. * Sets wether tonemapping is enabled or not
  106087. */
  106088. toneMappingEnabled: boolean;
  106089. /**
  106090. * Gets the type of tone mapping effect.
  106091. */
  106092. /**
  106093. * Sets the type of tone mapping effect.
  106094. */
  106095. toneMappingType: number;
  106096. /**
  106097. * Gets contrast used in the effect.
  106098. */
  106099. /**
  106100. * Sets contrast used in the effect.
  106101. */
  106102. contrast: number;
  106103. /**
  106104. * Gets Vignette stretch size.
  106105. */
  106106. /**
  106107. * Sets Vignette stretch size.
  106108. */
  106109. vignetteStretch: number;
  106110. /**
  106111. * Gets Vignette centre X Offset.
  106112. */
  106113. /**
  106114. * Sets Vignette centre X Offset.
  106115. */
  106116. vignetteCentreX: number;
  106117. /**
  106118. * Gets Vignette centre Y Offset.
  106119. */
  106120. /**
  106121. * Sets Vignette centre Y Offset.
  106122. */
  106123. vignetteCentreY: number;
  106124. /**
  106125. * Gets Vignette weight or intensity of the vignette effect.
  106126. */
  106127. /**
  106128. * Sets Vignette weight or intensity of the vignette effect.
  106129. */
  106130. vignetteWeight: number;
  106131. /**
  106132. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  106133. * if vignetteEnabled is set to true.
  106134. */
  106135. /**
  106136. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  106137. * if vignetteEnabled is set to true.
  106138. */
  106139. vignetteColor: Color4;
  106140. /**
  106141. * Gets Camera field of view used by the Vignette effect.
  106142. */
  106143. /**
  106144. * Sets Camera field of view used by the Vignette effect.
  106145. */
  106146. vignetteCameraFov: number;
  106147. /**
  106148. * Gets the vignette blend mode allowing different kind of effect.
  106149. */
  106150. /**
  106151. * Sets the vignette blend mode allowing different kind of effect.
  106152. */
  106153. vignetteBlendMode: number;
  106154. /**
  106155. * Gets wether the vignette effect is enabled.
  106156. */
  106157. /**
  106158. * Sets wether the vignette effect is enabled.
  106159. */
  106160. vignetteEnabled: boolean;
  106161. private _fromLinearSpace;
  106162. /**
  106163. * Gets wether the input of the processing is in Gamma or Linear Space.
  106164. */
  106165. /**
  106166. * Sets wether the input of the processing is in Gamma or Linear Space.
  106167. */
  106168. fromLinearSpace: boolean;
  106169. /**
  106170. * Defines cache preventing GC.
  106171. */
  106172. private _defines;
  106173. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  106174. /**
  106175. * "ImageProcessingPostProcess"
  106176. * @returns "ImageProcessingPostProcess"
  106177. */
  106178. getClassName(): string;
  106179. protected _updateParameters(): void;
  106180. dispose(camera?: Camera): void;
  106181. }
  106182. }
  106183. declare module BABYLON {
  106184. /**
  106185. * Class containing static functions to help procedurally build meshes
  106186. */
  106187. export class GroundBuilder {
  106188. /**
  106189. * Creates a ground mesh
  106190. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  106191. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  106192. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  106193. * @param name defines the name of the mesh
  106194. * @param options defines the options used to create the mesh
  106195. * @param scene defines the hosting scene
  106196. * @returns the ground mesh
  106197. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  106198. */
  106199. static CreateGround(name: string, options: {
  106200. width?: number;
  106201. height?: number;
  106202. subdivisions?: number;
  106203. subdivisionsX?: number;
  106204. subdivisionsY?: number;
  106205. updatable?: boolean;
  106206. }, scene: any): Mesh;
  106207. /**
  106208. * Creates a tiled ground mesh
  106209. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  106210. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  106211. * * 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
  106212. * * 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
  106213. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  106214. * @param name defines the name of the mesh
  106215. * @param options defines the options used to create the mesh
  106216. * @param scene defines the hosting scene
  106217. * @returns the tiled ground mesh
  106218. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  106219. */
  106220. static CreateTiledGround(name: string, options: {
  106221. xmin: number;
  106222. zmin: number;
  106223. xmax: number;
  106224. zmax: number;
  106225. subdivisions?: {
  106226. w: number;
  106227. h: number;
  106228. };
  106229. precision?: {
  106230. w: number;
  106231. h: number;
  106232. };
  106233. updatable?: boolean;
  106234. }, scene?: Nullable<Scene>): Mesh;
  106235. /**
  106236. * Creates a ground mesh from a height map
  106237. * * The parameter `url` sets the URL of the height map image resource.
  106238. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  106239. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  106240. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  106241. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  106242. * * 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.
  106243. * * 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).
  106244. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  106245. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  106246. * @param name defines the name of the mesh
  106247. * @param url defines the url to the height map
  106248. * @param options defines the options used to create the mesh
  106249. * @param scene defines the hosting scene
  106250. * @returns the ground mesh
  106251. * @see https://doc.babylonjs.com/babylon101/height_map
  106252. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  106253. */
  106254. static CreateGroundFromHeightMap(name: string, url: string, options: {
  106255. width?: number;
  106256. height?: number;
  106257. subdivisions?: number;
  106258. minHeight?: number;
  106259. maxHeight?: number;
  106260. colorFilter?: Color3;
  106261. alphaFilter?: number;
  106262. updatable?: boolean;
  106263. onReady?: (mesh: GroundMesh) => void;
  106264. }, scene?: Nullable<Scene>): GroundMesh;
  106265. }
  106266. }
  106267. declare module BABYLON {
  106268. /**
  106269. * Class containing static functions to help procedurally build meshes
  106270. */
  106271. export class TorusBuilder {
  106272. /**
  106273. * Creates a torus mesh
  106274. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  106275. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  106276. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  106277. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  106278. * * If you create a double-sided mesh, you can choose what parts of 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
  106279. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  106280. * @param name defines the name of the mesh
  106281. * @param options defines the options used to create the mesh
  106282. * @param scene defines the hosting scene
  106283. * @returns the torus mesh
  106284. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  106285. */
  106286. static CreateTorus(name: string, options: {
  106287. diameter?: number;
  106288. thickness?: number;
  106289. tessellation?: number;
  106290. updatable?: boolean;
  106291. sideOrientation?: number;
  106292. frontUVs?: Vector4;
  106293. backUVs?: Vector4;
  106294. }, scene: any): Mesh;
  106295. }
  106296. }
  106297. declare module BABYLON {
  106298. /**
  106299. * Class containing static functions to help procedurally build meshes
  106300. */
  106301. export class CylinderBuilder {
  106302. /**
  106303. * Creates a cylinder or a cone mesh
  106304. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  106305. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  106306. * * 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.
  106307. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  106308. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  106309. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  106310. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  106311. * * 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).
  106312. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  106313. * * 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).
  106314. * * 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
  106315. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  106316. * * 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
  106317. * * 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.
  106318. * * If `enclose` is false, a ring surface is one element.
  106319. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  106320. * * 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
  106321. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  106322. * * If you create a double-sided mesh, you can choose what parts of 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
  106323. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  106324. * @param name defines the name of the mesh
  106325. * @param options defines the options used to create the mesh
  106326. * @param scene defines the hosting scene
  106327. * @returns the cylinder mesh
  106328. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  106329. */
  106330. static CreateCylinder(name: string, options: {
  106331. height?: number;
  106332. diameterTop?: number;
  106333. diameterBottom?: number;
  106334. diameter?: number;
  106335. tessellation?: number;
  106336. subdivisions?: number;
  106337. arc?: number;
  106338. faceColors?: Color4[];
  106339. faceUV?: Vector4[];
  106340. updatable?: boolean;
  106341. hasRings?: boolean;
  106342. enclose?: boolean;
  106343. cap?: number;
  106344. sideOrientation?: number;
  106345. frontUVs?: Vector4;
  106346. backUVs?: Vector4;
  106347. }, scene: any): Mesh;
  106348. }
  106349. }
  106350. declare module BABYLON {
  106351. /**
  106352. * Options to modify the vr teleportation behavior.
  106353. */
  106354. export interface VRTeleportationOptions {
  106355. /**
  106356. * The name of the mesh which should be used as the teleportation floor. (default: null)
  106357. */
  106358. floorMeshName?: string;
  106359. /**
  106360. * A list of meshes to be used as the teleportation floor. (default: empty)
  106361. */
  106362. floorMeshes?: Mesh[];
  106363. }
  106364. /**
  106365. * Options to modify the vr experience helper's behavior.
  106366. */
  106367. export interface VRExperienceHelperOptions extends WebVROptions {
  106368. /**
  106369. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  106370. */
  106371. createDeviceOrientationCamera?: boolean;
  106372. /**
  106373. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  106374. */
  106375. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  106376. /**
  106377. * Uses the main button on the controller to toggle the laser casted. (default: true)
  106378. */
  106379. laserToggle?: boolean;
  106380. /**
  106381. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  106382. */
  106383. floorMeshes?: Mesh[];
  106384. /**
  106385. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  106386. */
  106387. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  106388. }
  106389. /**
  106390. * Event containing information after VR has been entered
  106391. */
  106392. export class OnAfterEnteringVRObservableEvent {
  106393. /**
  106394. * If entering vr was successful
  106395. */
  106396. success: boolean;
  106397. }
  106398. /**
  106399. * Helps to quickly add VR support to an existing scene.
  106400. * See http://doc.babylonjs.com/how_to/webvr_helper
  106401. */
  106402. export class VRExperienceHelper {
  106403. /** Options to modify the vr experience helper's behavior. */
  106404. webVROptions: VRExperienceHelperOptions;
  106405. private _scene;
  106406. private _position;
  106407. private _btnVR;
  106408. private _btnVRDisplayed;
  106409. private _webVRsupported;
  106410. private _webVRready;
  106411. private _webVRrequesting;
  106412. private _webVRpresenting;
  106413. private _hasEnteredVR;
  106414. private _fullscreenVRpresenting;
  106415. private _canvas;
  106416. private _webVRCamera;
  106417. private _vrDeviceOrientationCamera;
  106418. private _deviceOrientationCamera;
  106419. private _existingCamera;
  106420. private _onKeyDown;
  106421. private _onVrDisplayPresentChange;
  106422. private _onVRDisplayChanged;
  106423. private _onVRRequestPresentStart;
  106424. private _onVRRequestPresentComplete;
  106425. /**
  106426. * 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)
  106427. */
  106428. enableGazeEvenWhenNoPointerLock: boolean;
  106429. /**
  106430. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  106431. */
  106432. exitVROnDoubleTap: boolean;
  106433. /**
  106434. * Observable raised right before entering VR.
  106435. */
  106436. onEnteringVRObservable: Observable<VRExperienceHelper>;
  106437. /**
  106438. * Observable raised when entering VR has completed.
  106439. */
  106440. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  106441. /**
  106442. * Observable raised when exiting VR.
  106443. */
  106444. onExitingVRObservable: Observable<VRExperienceHelper>;
  106445. /**
  106446. * Observable raised when controller mesh is loaded.
  106447. */
  106448. onControllerMeshLoadedObservable: Observable<WebVRController>;
  106449. /** Return this.onEnteringVRObservable
  106450. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  106451. */
  106452. readonly onEnteringVR: Observable<VRExperienceHelper>;
  106453. /** Return this.onExitingVRObservable
  106454. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  106455. */
  106456. readonly onExitingVR: Observable<VRExperienceHelper>;
  106457. /** Return this.onControllerMeshLoadedObservable
  106458. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  106459. */
  106460. readonly onControllerMeshLoaded: Observable<WebVRController>;
  106461. private _rayLength;
  106462. private _useCustomVRButton;
  106463. private _teleportationRequested;
  106464. private _teleportActive;
  106465. private _floorMeshName;
  106466. private _floorMeshesCollection;
  106467. private _rotationAllowed;
  106468. private _teleportBackwardsVector;
  106469. private _teleportationTarget;
  106470. private _isDefaultTeleportationTarget;
  106471. private _postProcessMove;
  106472. private _teleportationFillColor;
  106473. private _teleportationBorderColor;
  106474. private _rotationAngle;
  106475. private _haloCenter;
  106476. private _cameraGazer;
  106477. private _padSensibilityUp;
  106478. private _padSensibilityDown;
  106479. private _leftController;
  106480. private _rightController;
  106481. /**
  106482. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  106483. */
  106484. onNewMeshSelected: Observable<AbstractMesh>;
  106485. /**
  106486. * Observable raised when a new mesh is selected based on meshSelectionPredicate.
  106487. * This observable will provide the mesh and the controller used to select the mesh
  106488. */
  106489. onMeshSelectedWithController: Observable<{
  106490. mesh: AbstractMesh;
  106491. controller: WebVRController;
  106492. }>;
  106493. /**
  106494. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  106495. */
  106496. onNewMeshPicked: Observable<PickingInfo>;
  106497. private _circleEase;
  106498. /**
  106499. * Observable raised before camera teleportation
  106500. */
  106501. onBeforeCameraTeleport: Observable<Vector3>;
  106502. /**
  106503. * Observable raised after camera teleportation
  106504. */
  106505. onAfterCameraTeleport: Observable<Vector3>;
  106506. /**
  106507. * Observable raised when current selected mesh gets unselected
  106508. */
  106509. onSelectedMeshUnselected: Observable<AbstractMesh>;
  106510. private _raySelectionPredicate;
  106511. /**
  106512. * To be optionaly changed by user to define custom ray selection
  106513. */
  106514. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  106515. /**
  106516. * To be optionaly changed by user to define custom selection logic (after ray selection)
  106517. */
  106518. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  106519. /**
  106520. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  106521. */
  106522. teleportationEnabled: boolean;
  106523. private _defaultHeight;
  106524. private _teleportationInitialized;
  106525. private _interactionsEnabled;
  106526. private _interactionsRequested;
  106527. private _displayGaze;
  106528. private _displayLaserPointer;
  106529. /**
  106530. * The mesh used to display where the user is going to teleport.
  106531. */
  106532. /**
  106533. * Sets the mesh to be used to display where the user is going to teleport.
  106534. */
  106535. teleportationTarget: Mesh;
  106536. /**
  106537. * 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
  106538. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  106539. * See http://doc.babylonjs.com/resources/baking_transformations
  106540. */
  106541. gazeTrackerMesh: Mesh;
  106542. /**
  106543. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  106544. */
  106545. updateGazeTrackerScale: boolean;
  106546. /**
  106547. * If the gaze trackers color should be updated when selecting meshes
  106548. */
  106549. updateGazeTrackerColor: boolean;
  106550. /**
  106551. * The gaze tracking mesh corresponding to the left controller
  106552. */
  106553. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  106554. /**
  106555. * The gaze tracking mesh corresponding to the right controller
  106556. */
  106557. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  106558. /**
  106559. * If the ray of the gaze should be displayed.
  106560. */
  106561. /**
  106562. * Sets if the ray of the gaze should be displayed.
  106563. */
  106564. displayGaze: boolean;
  106565. /**
  106566. * If the ray of the LaserPointer should be displayed.
  106567. */
  106568. /**
  106569. * Sets if the ray of the LaserPointer should be displayed.
  106570. */
  106571. displayLaserPointer: boolean;
  106572. /**
  106573. * The deviceOrientationCamera used as the camera when not in VR.
  106574. */
  106575. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  106576. /**
  106577. * Based on the current WebVR support, returns the current VR camera used.
  106578. */
  106579. readonly currentVRCamera: Nullable<Camera>;
  106580. /**
  106581. * The webVRCamera which is used when in VR.
  106582. */
  106583. readonly webVRCamera: WebVRFreeCamera;
  106584. /**
  106585. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  106586. */
  106587. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  106588. /**
  106589. * The html button that is used to trigger entering into VR.
  106590. */
  106591. readonly vrButton: Nullable<HTMLButtonElement>;
  106592. private readonly _teleportationRequestInitiated;
  106593. /**
  106594. * Defines wether or not Pointer lock should be requested when switching to
  106595. * full screen.
  106596. */
  106597. requestPointerLockOnFullScreen: boolean;
  106598. /**
  106599. * Instantiates a VRExperienceHelper.
  106600. * Helps to quickly add VR support to an existing scene.
  106601. * @param scene The scene the VRExperienceHelper belongs to.
  106602. * @param webVROptions Options to modify the vr experience helper's behavior.
  106603. */
  106604. constructor(scene: Scene,
  106605. /** Options to modify the vr experience helper's behavior. */
  106606. webVROptions?: VRExperienceHelperOptions);
  106607. private _onDefaultMeshLoaded;
  106608. private _onResize;
  106609. private _onFullscreenChange;
  106610. /**
  106611. * Gets a value indicating if we are currently in VR mode.
  106612. */
  106613. readonly isInVRMode: boolean;
  106614. private onVrDisplayPresentChange;
  106615. private onVRDisplayChanged;
  106616. private moveButtonToBottomRight;
  106617. private displayVRButton;
  106618. private updateButtonVisibility;
  106619. private _cachedAngularSensibility;
  106620. /**
  106621. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  106622. * Otherwise, will use the fullscreen API.
  106623. */
  106624. enterVR(): void;
  106625. /**
  106626. * Attempt to exit VR, or fullscreen.
  106627. */
  106628. exitVR(): void;
  106629. /**
  106630. * The position of the vr experience helper.
  106631. */
  106632. /**
  106633. * Sets the position of the vr experience helper.
  106634. */
  106635. position: Vector3;
  106636. /**
  106637. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  106638. */
  106639. enableInteractions(): void;
  106640. private readonly _noControllerIsActive;
  106641. private beforeRender;
  106642. private _isTeleportationFloor;
  106643. /**
  106644. * Adds a floor mesh to be used for teleportation.
  106645. * @param floorMesh the mesh to be used for teleportation.
  106646. */
  106647. addFloorMesh(floorMesh: Mesh): void;
  106648. /**
  106649. * Removes a floor mesh from being used for teleportation.
  106650. * @param floorMesh the mesh to be removed.
  106651. */
  106652. removeFloorMesh(floorMesh: Mesh): void;
  106653. /**
  106654. * Enables interactions and teleportation using the VR controllers and gaze.
  106655. * @param vrTeleportationOptions options to modify teleportation behavior.
  106656. */
  106657. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  106658. private _onNewGamepadConnected;
  106659. private _tryEnableInteractionOnController;
  106660. private _onNewGamepadDisconnected;
  106661. private _enableInteractionOnController;
  106662. private _checkTeleportWithRay;
  106663. private _checkRotate;
  106664. private _checkTeleportBackwards;
  106665. private _enableTeleportationOnController;
  106666. private _createTeleportationCircles;
  106667. private _displayTeleportationTarget;
  106668. private _hideTeleportationTarget;
  106669. private _rotateCamera;
  106670. private _moveTeleportationSelectorTo;
  106671. private _workingVector;
  106672. private _workingQuaternion;
  106673. private _workingMatrix;
  106674. /**
  106675. * Teleports the users feet to the desired location
  106676. * @param location The location where the user's feet should be placed
  106677. */
  106678. teleportCamera(location: Vector3): void;
  106679. private _convertNormalToDirectionOfRay;
  106680. private _castRayAndSelectObject;
  106681. private _notifySelectedMeshUnselected;
  106682. /**
  106683. * Sets the color of the laser ray from the vr controllers.
  106684. * @param color new color for the ray.
  106685. */
  106686. changeLaserColor(color: Color3): void;
  106687. /**
  106688. * Sets the color of the ray from the vr headsets gaze.
  106689. * @param color new color for the ray.
  106690. */
  106691. changeGazeColor(color: Color3): void;
  106692. /**
  106693. * Exits VR and disposes of the vr experience helper
  106694. */
  106695. dispose(): void;
  106696. /**
  106697. * Gets the name of the VRExperienceHelper class
  106698. * @returns "VRExperienceHelper"
  106699. */
  106700. getClassName(): string;
  106701. }
  106702. }
  106703. declare module BABYLON {
  106704. /**
  106705. * Manages an XRSession to work with Babylon's engine
  106706. * @see https://doc.babylonjs.com/how_to/webxr
  106707. */
  106708. export class WebXRSessionManager implements IDisposable {
  106709. private scene;
  106710. /**
  106711. * Fires every time a new xrFrame arrives which can be used to update the camera
  106712. */
  106713. onXRFrameObservable: Observable<any>;
  106714. /**
  106715. * Fires when the xr session is ended either by the device or manually done
  106716. */
  106717. onXRSessionEnded: Observable<any>;
  106718. /**
  106719. * Underlying xr session
  106720. */
  106721. session: XRSession;
  106722. /**
  106723. * Type of reference space used when creating the session
  106724. */
  106725. referenceSpace: XRReferenceSpace;
  106726. /** @hidden */
  106727. _sessionRenderTargetTexture: Nullable<RenderTargetTexture>;
  106728. /**
  106729. * Current XR frame
  106730. */
  106731. currentFrame: Nullable<XRFrame>;
  106732. private _xrNavigator;
  106733. private baseLayer;
  106734. /**
  106735. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  106736. * @param scene The scene which the session should be created for
  106737. */
  106738. constructor(scene: Scene);
  106739. /**
  106740. * Initializes the manager
  106741. * After initialization enterXR can be called to start an XR session
  106742. * @returns Promise which resolves after it is initialized
  106743. */
  106744. initializeAsync(): Promise<void>;
  106745. /**
  106746. * Initializes an xr session
  106747. * @param xrSessionMode mode to initialize
  106748. * @returns a promise which will resolve once the session has been initialized
  106749. */
  106750. initializeSessionAsync(xrSessionMode: XRSessionMode): any;
  106751. /**
  106752. * Sets the reference space on the xr session
  106753. * @param referenceSpace space to set
  106754. * @returns a promise that will resolve once the reference space has been set
  106755. */
  106756. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  106757. /**
  106758. * Updates the render state of the session
  106759. * @param state state to set
  106760. * @returns a promise that resolves once the render state has been updated
  106761. */
  106762. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  106763. /**
  106764. * Starts rendering to the xr layer
  106765. * @returns a promise that will resolve once rendering has started
  106766. */
  106767. startRenderingToXRAsync(): Promise<void>;
  106768. /**
  106769. * Stops the xrSession and restores the renderloop
  106770. * @returns Promise which resolves after it exits XR
  106771. */
  106772. exitXRAsync(): Promise<unknown>;
  106773. /**
  106774. * Checks if a session would be supported for the creation options specified
  106775. * @param sessionMode session mode to check if supported eg. immersive-vr
  106776. * @returns true if supported
  106777. */
  106778. supportsSessionAsync(sessionMode: XRSessionMode): any;
  106779. /**
  106780. * @hidden
  106781. * Converts the render layer of xrSession to a render target
  106782. * @param session session to create render target for
  106783. * @param scene scene the new render target should be created for
  106784. */
  106785. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  106786. /**
  106787. * Disposes of the session manager
  106788. */
  106789. dispose(): void;
  106790. }
  106791. }
  106792. declare module BABYLON {
  106793. /**
  106794. * WebXR Camera which holds the views for the xrSession
  106795. * @see https://doc.babylonjs.com/how_to/webxr
  106796. */
  106797. export class WebXRCamera extends FreeCamera {
  106798. private static _TmpMatrix;
  106799. /**
  106800. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  106801. * @param name the name of the camera
  106802. * @param scene the scene to add the camera to
  106803. */
  106804. constructor(name: string, scene: Scene);
  106805. private _updateNumberOfRigCameras;
  106806. /** @hidden */
  106807. _updateForDualEyeDebugging(pupilDistance?: number): void;
  106808. /**
  106809. * Updates the cameras position from the current pose information of the XR session
  106810. * @param xrSessionManager the session containing pose information
  106811. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  106812. */
  106813. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  106814. }
  106815. }
  106816. declare module BABYLON {
  106817. /**
  106818. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  106819. */
  106820. export class WebXRManagedOutputCanvas implements IDisposable {
  106821. private helper;
  106822. private _canvas;
  106823. /**
  106824. * xrpresent context of the canvas which can be used to display/mirror xr content
  106825. */
  106826. canvasContext: WebGLRenderingContext;
  106827. /**
  106828. * xr layer for the canvas
  106829. */
  106830. xrLayer: Nullable<XRWebGLLayer>;
  106831. /**
  106832. * Initializes the xr layer for the session
  106833. * @param xrSession xr session
  106834. * @returns a promise that will resolve once the XR Layer has been created
  106835. */
  106836. initializeXRLayerAsync(xrSession: any): any;
  106837. /**
  106838. * Initializes the canvas to be added/removed upon entering/exiting xr
  106839. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  106840. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  106841. */
  106842. constructor(helper: WebXRExperienceHelper, canvas?: HTMLCanvasElement);
  106843. /**
  106844. * Disposes of the object
  106845. */
  106846. dispose(): void;
  106847. private _setManagedOutputCanvas;
  106848. private _addCanvas;
  106849. private _removeCanvas;
  106850. }
  106851. }
  106852. declare module BABYLON {
  106853. /**
  106854. * States of the webXR experience
  106855. */
  106856. export enum WebXRState {
  106857. /**
  106858. * Transitioning to being in XR mode
  106859. */
  106860. ENTERING_XR = 0,
  106861. /**
  106862. * Transitioning to non XR mode
  106863. */
  106864. EXITING_XR = 1,
  106865. /**
  106866. * In XR mode and presenting
  106867. */
  106868. IN_XR = 2,
  106869. /**
  106870. * Not entered XR mode
  106871. */
  106872. NOT_IN_XR = 3
  106873. }
  106874. /**
  106875. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  106876. * @see https://doc.babylonjs.com/how_to/webxr
  106877. */
  106878. export class WebXRExperienceHelper implements IDisposable {
  106879. private scene;
  106880. /**
  106881. * Container which stores the xr camera and controllers as children. This can be used to move the camera/user as the camera's position is updated by the xr device
  106882. */
  106883. container: AbstractMesh;
  106884. /**
  106885. * Camera used to render xr content
  106886. */
  106887. camera: WebXRCamera;
  106888. /**
  106889. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  106890. */
  106891. state: WebXRState;
  106892. private _setState;
  106893. private static _TmpVector;
  106894. /**
  106895. * Fires when the state of the experience helper has changed
  106896. */
  106897. onStateChangedObservable: Observable<WebXRState>;
  106898. /** Session manager used to keep track of xr session */
  106899. sessionManager: WebXRSessionManager;
  106900. private _nonVRCamera;
  106901. private _originalSceneAutoClear;
  106902. private _supported;
  106903. /**
  106904. * Creates the experience helper
  106905. * @param scene the scene to attach the experience helper to
  106906. * @returns a promise for the experience helper
  106907. */
  106908. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  106909. /**
  106910. * Creates a WebXRExperienceHelper
  106911. * @param scene The scene the helper should be created in
  106912. */
  106913. private constructor();
  106914. /**
  106915. * Exits XR mode and returns the scene to its original state
  106916. * @returns promise that resolves after xr mode has exited
  106917. */
  106918. exitXRAsync(): Promise<unknown>;
  106919. /**
  106920. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  106921. * @param sessionCreationOptions options for the XR session
  106922. * @param referenceSpaceType frame of reference of the XR session
  106923. * @param outputCanvas the output canvas that will be used to enter XR mode
  106924. * @returns promise that resolves after xr mode has entered
  106925. */
  106926. enterXRAsync(sessionCreationOptions: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, outputCanvas: WebXRManagedOutputCanvas): any;
  106927. /**
  106928. * Updates the global position of the camera by moving the camera's container
  106929. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  106930. * @param position The desired global position of the camera
  106931. */
  106932. setPositionOfCameraUsingContainer(position: Vector3): void;
  106933. /**
  106934. * Rotates the xr camera by rotating the camera's container around the camera's position
  106935. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  106936. * @param rotation the desired quaternion rotation to apply to the camera
  106937. */
  106938. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  106939. /**
  106940. * Disposes of the experience helper
  106941. */
  106942. dispose(): void;
  106943. }
  106944. }
  106945. declare module BABYLON {
  106946. /**
  106947. * Button which can be used to enter a different mode of XR
  106948. */
  106949. export class WebXREnterExitUIButton {
  106950. /** button element */
  106951. element: HTMLElement;
  106952. /** XR initialization options for the button */
  106953. sessionMode: XRSessionMode;
  106954. /** Reference space type */
  106955. referenceSpaceType: XRReferenceSpaceType;
  106956. /**
  106957. * Creates a WebXREnterExitUIButton
  106958. * @param element button element
  106959. * @param sessionMode XR initialization session mode
  106960. * @param referenceSpaceType the type of reference space to be used
  106961. */
  106962. constructor(
  106963. /** button element */
  106964. element: HTMLElement,
  106965. /** XR initialization options for the button */
  106966. sessionMode: XRSessionMode,
  106967. /** Reference space type */
  106968. referenceSpaceType: XRReferenceSpaceType);
  106969. /**
  106970. * Overwritable function which can be used to update the button's visuals when the state changes
  106971. * @param activeButton the current active button in the UI
  106972. */
  106973. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  106974. }
  106975. /**
  106976. * Options to create the webXR UI
  106977. */
  106978. export class WebXREnterExitUIOptions {
  106979. /**
  106980. * Context to enter xr with
  106981. */
  106982. webXRManagedOutputCanvas?: Nullable<WebXRManagedOutputCanvas>;
  106983. /**
  106984. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  106985. */
  106986. customButtons?: Array<WebXREnterExitUIButton>;
  106987. }
  106988. /**
  106989. * UI to allow the user to enter/exit XR mode
  106990. */
  106991. export class WebXREnterExitUI implements IDisposable {
  106992. private scene;
  106993. private _overlay;
  106994. private _buttons;
  106995. private _activeButton;
  106996. /**
  106997. * Fired every time the active button is changed.
  106998. *
  106999. * When xr is entered via a button that launches xr that button will be the callback parameter
  107000. *
  107001. * When exiting xr the callback parameter will be null)
  107002. */
  107003. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  107004. /**
  107005. * Creates UI to allow the user to enter/exit XR mode
  107006. * @param scene the scene to add the ui to
  107007. * @param helper the xr experience helper to enter/exit xr with
  107008. * @param options options to configure the UI
  107009. * @returns the created ui
  107010. */
  107011. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  107012. private constructor();
  107013. private _updateButtons;
  107014. /**
  107015. * Disposes of the object
  107016. */
  107017. dispose(): void;
  107018. }
  107019. }
  107020. declare module BABYLON {
  107021. /**
  107022. * Represents an XR input
  107023. */
  107024. export class WebXRController {
  107025. private scene;
  107026. /** The underlying input source for the controller */
  107027. inputSource: XRInputSource;
  107028. private parentContainer;
  107029. /**
  107030. * 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
  107031. */
  107032. grip?: AbstractMesh;
  107033. /**
  107034. * Pointer which can be used to select objects or attach a visible laser to
  107035. */
  107036. pointer: AbstractMesh;
  107037. /**
  107038. * Event that fires when the controller is removed/disposed
  107039. */
  107040. onDisposeObservable: Observable<{}>;
  107041. private _tmpMatrix;
  107042. private _tmpQuaternion;
  107043. private _tmpVector;
  107044. /**
  107045. * Creates the controller
  107046. * @see https://doc.babylonjs.com/how_to/webxr
  107047. * @param scene the scene which the controller should be associated to
  107048. * @param inputSource the underlying input source for the controller
  107049. * @param parentContainer parent that the controller meshes should be children of
  107050. */
  107051. constructor(scene: Scene,
  107052. /** The underlying input source for the controller */
  107053. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  107054. /**
  107055. * Updates the controller pose based on the given XRFrame
  107056. * @param xrFrame xr frame to update the pose with
  107057. * @param referenceSpace reference space to use
  107058. */
  107059. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  107060. /**
  107061. * Gets a world space ray coming from the controller
  107062. * @param result the resulting ray
  107063. */
  107064. getWorldPointerRayToRef(result: Ray): void;
  107065. /**
  107066. * Disposes of the object
  107067. */
  107068. dispose(): void;
  107069. }
  107070. }
  107071. declare module BABYLON {
  107072. /**
  107073. * XR input used to track XR inputs such as controllers/rays
  107074. */
  107075. export class WebXRInput implements IDisposable {
  107076. /**
  107077. * Base experience the input listens to
  107078. */
  107079. baseExperience: WebXRExperienceHelper;
  107080. /**
  107081. * XR controllers being tracked
  107082. */
  107083. controllers: Array<WebXRController>;
  107084. private _frameObserver;
  107085. private _stateObserver;
  107086. /**
  107087. * Event when a controller has been connected/added
  107088. */
  107089. onControllerAddedObservable: Observable<WebXRController>;
  107090. /**
  107091. * Event when a controller has been removed/disconnected
  107092. */
  107093. onControllerRemovedObservable: Observable<WebXRController>;
  107094. /**
  107095. * Initializes the WebXRInput
  107096. * @param baseExperience experience helper which the input should be created for
  107097. */
  107098. constructor(
  107099. /**
  107100. * Base experience the input listens to
  107101. */
  107102. baseExperience: WebXRExperienceHelper);
  107103. private _onInputSourcesChange;
  107104. private _addAndRemoveControllers;
  107105. /**
  107106. * Disposes of the object
  107107. */
  107108. dispose(): void;
  107109. }
  107110. }
  107111. declare module BABYLON {
  107112. /**
  107113. * Enables teleportation
  107114. */
  107115. export class WebXRControllerTeleportation {
  107116. private _teleportationFillColor;
  107117. private _teleportationBorderColor;
  107118. private _tmpRay;
  107119. private _tmpVector;
  107120. /**
  107121. * Creates a WebXRControllerTeleportation
  107122. * @param input input manager to add teleportation to
  107123. * @param floorMeshes floormeshes which can be teleported to
  107124. */
  107125. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  107126. }
  107127. }
  107128. declare module BABYLON {
  107129. /**
  107130. * Handles pointer input automatically for the pointer of XR controllers
  107131. */
  107132. export class WebXRControllerPointerSelection {
  107133. private static _idCounter;
  107134. private _tmpRay;
  107135. /**
  107136. * Creates a WebXRControllerPointerSelection
  107137. * @param input input manager to setup pointer selection
  107138. */
  107139. constructor(input: WebXRInput);
  107140. private _convertNormalToDirectionOfRay;
  107141. private _updatePointerDistance;
  107142. }
  107143. }
  107144. declare module BABYLON {
  107145. /**
  107146. * Class used to represent data loading progression
  107147. */
  107148. export class SceneLoaderProgressEvent {
  107149. /** defines if data length to load can be evaluated */
  107150. readonly lengthComputable: boolean;
  107151. /** defines the loaded data length */
  107152. readonly loaded: number;
  107153. /** defines the data length to load */
  107154. readonly total: number;
  107155. /**
  107156. * Create a new progress event
  107157. * @param lengthComputable defines if data length to load can be evaluated
  107158. * @param loaded defines the loaded data length
  107159. * @param total defines the data length to load
  107160. */
  107161. constructor(
  107162. /** defines if data length to load can be evaluated */
  107163. lengthComputable: boolean,
  107164. /** defines the loaded data length */
  107165. loaded: number,
  107166. /** defines the data length to load */
  107167. total: number);
  107168. /**
  107169. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  107170. * @param event defines the source event
  107171. * @returns a new SceneLoaderProgressEvent
  107172. */
  107173. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  107174. }
  107175. /**
  107176. * Interface used by SceneLoader plugins to define supported file extensions
  107177. */
  107178. export interface ISceneLoaderPluginExtensions {
  107179. /**
  107180. * Defines the list of supported extensions
  107181. */
  107182. [extension: string]: {
  107183. isBinary: boolean;
  107184. };
  107185. }
  107186. /**
  107187. * Interface used by SceneLoader plugin factory
  107188. */
  107189. export interface ISceneLoaderPluginFactory {
  107190. /**
  107191. * Defines the name of the factory
  107192. */
  107193. name: string;
  107194. /**
  107195. * Function called to create a new plugin
  107196. * @return the new plugin
  107197. */
  107198. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  107199. /**
  107200. * Boolean indicating if the plugin can direct load specific data
  107201. */
  107202. canDirectLoad?: (data: string) => boolean;
  107203. }
  107204. /**
  107205. * Interface used to define a SceneLoader plugin
  107206. */
  107207. export interface ISceneLoaderPlugin {
  107208. /**
  107209. * The friendly name of this plugin.
  107210. */
  107211. name: string;
  107212. /**
  107213. * The file extensions supported by this plugin.
  107214. */
  107215. extensions: string | ISceneLoaderPluginExtensions;
  107216. /**
  107217. * Import meshes into a scene.
  107218. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  107219. * @param scene The scene to import into
  107220. * @param data The data to import
  107221. * @param rootUrl The root url for scene and resources
  107222. * @param meshes The meshes array to import into
  107223. * @param particleSystems The particle systems array to import into
  107224. * @param skeletons The skeletons array to import into
  107225. * @param onError The callback when import fails
  107226. * @returns True if successful or false otherwise
  107227. */
  107228. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  107229. /**
  107230. * Load into a scene.
  107231. * @param scene The scene to load into
  107232. * @param data The data to import
  107233. * @param rootUrl The root url for scene and resources
  107234. * @param onError The callback when import fails
  107235. * @returns true if successful or false otherwise
  107236. */
  107237. load(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  107238. /**
  107239. * The callback that returns true if the data can be directly loaded.
  107240. */
  107241. canDirectLoad?: (data: string) => boolean;
  107242. /**
  107243. * The callback that allows custom handling of the root url based on the response url.
  107244. */
  107245. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  107246. /**
  107247. * Load into an asset container.
  107248. * @param scene The scene to load into
  107249. * @param data The data to import
  107250. * @param rootUrl The root url for scene and resources
  107251. * @param onError The callback when import fails
  107252. * @returns The loaded asset container
  107253. */
  107254. loadAssetContainer(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  107255. }
  107256. /**
  107257. * Interface used to define an async SceneLoader plugin
  107258. */
  107259. export interface ISceneLoaderPluginAsync {
  107260. /**
  107261. * The friendly name of this plugin.
  107262. */
  107263. name: string;
  107264. /**
  107265. * The file extensions supported by this plugin.
  107266. */
  107267. extensions: string | ISceneLoaderPluginExtensions;
  107268. /**
  107269. * Import meshes into a scene.
  107270. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  107271. * @param scene The scene to import into
  107272. * @param data The data to import
  107273. * @param rootUrl The root url for scene and resources
  107274. * @param onProgress The callback when the load progresses
  107275. * @param fileName Defines the name of the file to load
  107276. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  107277. */
  107278. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  107279. meshes: AbstractMesh[];
  107280. particleSystems: IParticleSystem[];
  107281. skeletons: Skeleton[];
  107282. animationGroups: AnimationGroup[];
  107283. }>;
  107284. /**
  107285. * Load into a scene.
  107286. * @param scene The scene to load into
  107287. * @param data The data to import
  107288. * @param rootUrl The root url for scene and resources
  107289. * @param onProgress The callback when the load progresses
  107290. * @param fileName Defines the name of the file to load
  107291. * @returns Nothing
  107292. */
  107293. loadAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  107294. /**
  107295. * The callback that returns true if the data can be directly loaded.
  107296. */
  107297. canDirectLoad?: (data: string) => boolean;
  107298. /**
  107299. * The callback that allows custom handling of the root url based on the response url.
  107300. */
  107301. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  107302. /**
  107303. * Load into an asset container.
  107304. * @param scene The scene to load into
  107305. * @param data The data to import
  107306. * @param rootUrl The root url for scene and resources
  107307. * @param onProgress The callback when the load progresses
  107308. * @param fileName Defines the name of the file to load
  107309. * @returns The loaded asset container
  107310. */
  107311. loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  107312. }
  107313. /**
  107314. * Class used to load scene from various file formats using registered plugins
  107315. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  107316. */
  107317. export class SceneLoader {
  107318. /**
  107319. * No logging while loading
  107320. */
  107321. static readonly NO_LOGGING: number;
  107322. /**
  107323. * Minimal logging while loading
  107324. */
  107325. static readonly MINIMAL_LOGGING: number;
  107326. /**
  107327. * Summary logging while loading
  107328. */
  107329. static readonly SUMMARY_LOGGING: number;
  107330. /**
  107331. * Detailled logging while loading
  107332. */
  107333. static readonly DETAILED_LOGGING: number;
  107334. /**
  107335. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  107336. */
  107337. static ForceFullSceneLoadingForIncremental: boolean;
  107338. /**
  107339. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  107340. */
  107341. static ShowLoadingScreen: boolean;
  107342. /**
  107343. * Defines the current logging level (while loading the scene)
  107344. * @ignorenaming
  107345. */
  107346. static loggingLevel: number;
  107347. /**
  107348. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  107349. */
  107350. static CleanBoneMatrixWeights: boolean;
  107351. /**
  107352. * Event raised when a plugin is used to load a scene
  107353. */
  107354. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  107355. private static _registeredPlugins;
  107356. private static _getDefaultPlugin;
  107357. private static _getPluginForExtension;
  107358. private static _getPluginForDirectLoad;
  107359. private static _getPluginForFilename;
  107360. private static _getDirectLoad;
  107361. private static _loadData;
  107362. private static _getFileInfo;
  107363. /**
  107364. * Gets a plugin that can load the given extension
  107365. * @param extension defines the extension to load
  107366. * @returns a plugin or null if none works
  107367. */
  107368. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  107369. /**
  107370. * Gets a boolean indicating that the given extension can be loaded
  107371. * @param extension defines the extension to load
  107372. * @returns true if the extension is supported
  107373. */
  107374. static IsPluginForExtensionAvailable(extension: string): boolean;
  107375. /**
  107376. * Adds a new plugin to the list of registered plugins
  107377. * @param plugin defines the plugin to add
  107378. */
  107379. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  107380. /**
  107381. * Import meshes into a scene
  107382. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  107383. * @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)
  107384. * @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)
  107385. * @param scene the instance of BABYLON.Scene to append to
  107386. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  107387. * @param onProgress a callback with a progress event for each file being loaded
  107388. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  107389. * @param pluginExtension the extension used to determine the plugin
  107390. * @returns The loaded plugin
  107391. */
  107392. 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>;
  107393. /**
  107394. * Import meshes into a scene
  107395. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  107396. * @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)
  107397. * @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)
  107398. * @param scene the instance of BABYLON.Scene to append to
  107399. * @param onProgress a callback with a progress event for each file being loaded
  107400. * @param pluginExtension the extension used to determine the plugin
  107401. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  107402. */
  107403. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  107404. meshes: AbstractMesh[];
  107405. particleSystems: IParticleSystem[];
  107406. skeletons: Skeleton[];
  107407. animationGroups: AnimationGroup[];
  107408. }>;
  107409. /**
  107410. * Load a scene
  107411. * @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)
  107412. * @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)
  107413. * @param engine is the instance of BABYLON.Engine to use to create the scene
  107414. * @param onSuccess a callback with the scene when import succeeds
  107415. * @param onProgress a callback with a progress event for each file being loaded
  107416. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  107417. * @param pluginExtension the extension used to determine the plugin
  107418. * @returns The loaded plugin
  107419. */
  107420. 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>;
  107421. /**
  107422. * Load a scene
  107423. * @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)
  107424. * @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)
  107425. * @param engine is the instance of BABYLON.Engine to use to create the scene
  107426. * @param onProgress a callback with a progress event for each file being loaded
  107427. * @param pluginExtension the extension used to determine the plugin
  107428. * @returns The loaded scene
  107429. */
  107430. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  107431. /**
  107432. * Append a scene
  107433. * @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)
  107434. * @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)
  107435. * @param scene is the instance of BABYLON.Scene to append to
  107436. * @param onSuccess a callback with the scene when import succeeds
  107437. * @param onProgress a callback with a progress event for each file being loaded
  107438. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  107439. * @param pluginExtension the extension used to determine the plugin
  107440. * @returns The loaded plugin
  107441. */
  107442. 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>;
  107443. /**
  107444. * Append a scene
  107445. * @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)
  107446. * @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)
  107447. * @param scene is the instance of BABYLON.Scene to append to
  107448. * @param onProgress a callback with a progress event for each file being loaded
  107449. * @param pluginExtension the extension used to determine the plugin
  107450. * @returns The given scene
  107451. */
  107452. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  107453. /**
  107454. * Load a scene into an asset container
  107455. * @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)
  107456. * @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)
  107457. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  107458. * @param onSuccess a callback with the scene when import succeeds
  107459. * @param onProgress a callback with a progress event for each file being loaded
  107460. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  107461. * @param pluginExtension the extension used to determine the plugin
  107462. * @returns The loaded plugin
  107463. */
  107464. 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>;
  107465. /**
  107466. * Load a scene into an asset container
  107467. * @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)
  107468. * @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)
  107469. * @param scene is the instance of Scene to append to
  107470. * @param onProgress a callback with a progress event for each file being loaded
  107471. * @param pluginExtension the extension used to determine the plugin
  107472. * @returns The loaded asset container
  107473. */
  107474. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  107475. }
  107476. }
  107477. declare module BABYLON {
  107478. /**
  107479. * Generic Controller
  107480. */
  107481. export class GenericController extends WebVRController {
  107482. /**
  107483. * Base Url for the controller model.
  107484. */
  107485. static readonly MODEL_BASE_URL: string;
  107486. /**
  107487. * File name for the controller model.
  107488. */
  107489. static readonly MODEL_FILENAME: string;
  107490. /**
  107491. * Creates a new GenericController from a gamepad
  107492. * @param vrGamepad the gamepad that the controller should be created from
  107493. */
  107494. constructor(vrGamepad: any);
  107495. /**
  107496. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  107497. * @param scene scene in which to add meshes
  107498. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  107499. */
  107500. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  107501. /**
  107502. * Called once for each button that changed state since the last frame
  107503. * @param buttonIdx Which button index changed
  107504. * @param state New state of the button
  107505. * @param changes Which properties on the state changed since last frame
  107506. */
  107507. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  107508. }
  107509. }
  107510. declare module BABYLON {
  107511. /**
  107512. * Defines the WindowsMotionController object that the state of the windows motion controller
  107513. */
  107514. export class WindowsMotionController extends WebVRController {
  107515. /**
  107516. * The base url used to load the left and right controller models
  107517. */
  107518. static MODEL_BASE_URL: string;
  107519. /**
  107520. * The name of the left controller model file
  107521. */
  107522. static MODEL_LEFT_FILENAME: string;
  107523. /**
  107524. * The name of the right controller model file
  107525. */
  107526. static MODEL_RIGHT_FILENAME: string;
  107527. /**
  107528. * The controller name prefix for this controller type
  107529. */
  107530. static readonly GAMEPAD_ID_PREFIX: string;
  107531. /**
  107532. * The controller id pattern for this controller type
  107533. */
  107534. private static readonly GAMEPAD_ID_PATTERN;
  107535. private _loadedMeshInfo;
  107536. private readonly _mapping;
  107537. /**
  107538. * Fired when the trackpad on this controller is clicked
  107539. */
  107540. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  107541. /**
  107542. * Fired when the trackpad on this controller is modified
  107543. */
  107544. onTrackpadValuesChangedObservable: Observable<StickValues>;
  107545. /**
  107546. * The current x and y values of this controller's trackpad
  107547. */
  107548. trackpad: StickValues;
  107549. /**
  107550. * Creates a new WindowsMotionController from a gamepad
  107551. * @param vrGamepad the gamepad that the controller should be created from
  107552. */
  107553. constructor(vrGamepad: any);
  107554. /**
  107555. * Fired when the trigger on this controller is modified
  107556. */
  107557. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107558. /**
  107559. * Fired when the menu button on this controller is modified
  107560. */
  107561. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107562. /**
  107563. * Fired when the grip button on this controller is modified
  107564. */
  107565. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107566. /**
  107567. * Fired when the thumbstick button on this controller is modified
  107568. */
  107569. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107570. /**
  107571. * Fired when the touchpad button on this controller is modified
  107572. */
  107573. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107574. /**
  107575. * Fired when the touchpad values on this controller are modified
  107576. */
  107577. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  107578. private _updateTrackpad;
  107579. /**
  107580. * Called once per frame by the engine.
  107581. */
  107582. update(): void;
  107583. /**
  107584. * Called once for each button that changed state since the last frame
  107585. * @param buttonIdx Which button index changed
  107586. * @param state New state of the button
  107587. * @param changes Which properties on the state changed since last frame
  107588. */
  107589. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  107590. /**
  107591. * Moves the buttons on the controller mesh based on their current state
  107592. * @param buttonName the name of the button to move
  107593. * @param buttonValue the value of the button which determines the buttons new position
  107594. */
  107595. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  107596. /**
  107597. * Moves the axis on the controller mesh based on its current state
  107598. * @param axis the index of the axis
  107599. * @param axisValue the value of the axis which determines the meshes new position
  107600. * @hidden
  107601. */
  107602. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  107603. /**
  107604. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  107605. * @param scene scene in which to add meshes
  107606. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  107607. */
  107608. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  107609. /**
  107610. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  107611. * can be transformed by button presses and axes values, based on this._mapping.
  107612. *
  107613. * @param scene scene in which the meshes exist
  107614. * @param meshes list of meshes that make up the controller model to process
  107615. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  107616. */
  107617. private processModel;
  107618. private createMeshInfo;
  107619. /**
  107620. * Gets the ray of the controller in the direction the controller is pointing
  107621. * @param length the length the resulting ray should be
  107622. * @returns a ray in the direction the controller is pointing
  107623. */
  107624. getForwardRay(length?: number): Ray;
  107625. /**
  107626. * Disposes of the controller
  107627. */
  107628. dispose(): void;
  107629. }
  107630. }
  107631. declare module BABYLON {
  107632. /**
  107633. * Oculus Touch Controller
  107634. */
  107635. export class OculusTouchController extends WebVRController {
  107636. /**
  107637. * Base Url for the controller model.
  107638. */
  107639. static MODEL_BASE_URL: string;
  107640. /**
  107641. * File name for the left controller model.
  107642. */
  107643. static MODEL_LEFT_FILENAME: string;
  107644. /**
  107645. * File name for the right controller model.
  107646. */
  107647. static MODEL_RIGHT_FILENAME: string;
  107648. /**
  107649. * Base Url for the Quest controller model.
  107650. */
  107651. static QUEST_MODEL_BASE_URL: string;
  107652. /**
  107653. * @hidden
  107654. * If the controllers are running on a device that needs the updated Quest controller models
  107655. */
  107656. static _IsQuest: boolean;
  107657. /**
  107658. * Fired when the secondary trigger on this controller is modified
  107659. */
  107660. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  107661. /**
  107662. * Fired when the thumb rest on this controller is modified
  107663. */
  107664. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  107665. /**
  107666. * Creates a new OculusTouchController from a gamepad
  107667. * @param vrGamepad the gamepad that the controller should be created from
  107668. */
  107669. constructor(vrGamepad: any);
  107670. /**
  107671. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  107672. * @param scene scene in which to add meshes
  107673. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  107674. */
  107675. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  107676. /**
  107677. * Fired when the A button on this controller is modified
  107678. */
  107679. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107680. /**
  107681. * Fired when the B button on this controller is modified
  107682. */
  107683. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107684. /**
  107685. * Fired when the X button on this controller is modified
  107686. */
  107687. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107688. /**
  107689. * Fired when the Y button on this controller is modified
  107690. */
  107691. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107692. /**
  107693. * Called once for each button that changed state since the last frame
  107694. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  107695. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  107696. * 2) secondary trigger (same)
  107697. * 3) A (right) X (left), touch, pressed = value
  107698. * 4) B / Y
  107699. * 5) thumb rest
  107700. * @param buttonIdx Which button index changed
  107701. * @param state New state of the button
  107702. * @param changes Which properties on the state changed since last frame
  107703. */
  107704. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  107705. }
  107706. }
  107707. declare module BABYLON {
  107708. /**
  107709. * Vive Controller
  107710. */
  107711. export class ViveController extends WebVRController {
  107712. /**
  107713. * Base Url for the controller model.
  107714. */
  107715. static MODEL_BASE_URL: string;
  107716. /**
  107717. * File name for the controller model.
  107718. */
  107719. static MODEL_FILENAME: string;
  107720. /**
  107721. * Creates a new ViveController from a gamepad
  107722. * @param vrGamepad the gamepad that the controller should be created from
  107723. */
  107724. constructor(vrGamepad: any);
  107725. /**
  107726. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  107727. * @param scene scene in which to add meshes
  107728. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  107729. */
  107730. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  107731. /**
  107732. * Fired when the left button on this controller is modified
  107733. */
  107734. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107735. /**
  107736. * Fired when the right button on this controller is modified
  107737. */
  107738. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107739. /**
  107740. * Fired when the menu button on this controller is modified
  107741. */
  107742. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  107743. /**
  107744. * Called once for each button that changed state since the last frame
  107745. * Vive mapping:
  107746. * 0: touchpad
  107747. * 1: trigger
  107748. * 2: left AND right buttons
  107749. * 3: menu button
  107750. * @param buttonIdx Which button index changed
  107751. * @param state New state of the button
  107752. * @param changes Which properties on the state changed since last frame
  107753. */
  107754. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  107755. }
  107756. }
  107757. declare module BABYLON {
  107758. /**
  107759. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  107760. */
  107761. export class WebXRControllerModelLoader {
  107762. /**
  107763. * Creates the WebXRControllerModelLoader
  107764. * @param input xr input that creates the controllers
  107765. */
  107766. constructor(input: WebXRInput);
  107767. }
  107768. }
  107769. declare module BABYLON {
  107770. /**
  107771. * Contains an array of blocks representing the octree
  107772. */
  107773. export interface IOctreeContainer<T> {
  107774. /**
  107775. * Blocks within the octree
  107776. */
  107777. blocks: Array<OctreeBlock<T>>;
  107778. }
  107779. /**
  107780. * Class used to store a cell in an octree
  107781. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  107782. */
  107783. export class OctreeBlock<T> {
  107784. /**
  107785. * Gets the content of the current block
  107786. */
  107787. entries: T[];
  107788. /**
  107789. * Gets the list of block children
  107790. */
  107791. blocks: Array<OctreeBlock<T>>;
  107792. private _depth;
  107793. private _maxDepth;
  107794. private _capacity;
  107795. private _minPoint;
  107796. private _maxPoint;
  107797. private _boundingVectors;
  107798. private _creationFunc;
  107799. /**
  107800. * Creates a new block
  107801. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  107802. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  107803. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  107804. * @param depth defines the current depth of this block in the octree
  107805. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  107806. * @param creationFunc defines a callback to call when an element is added to the block
  107807. */
  107808. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  107809. /**
  107810. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  107811. */
  107812. readonly capacity: number;
  107813. /**
  107814. * Gets the minimum vector (in world space) of the block's bounding box
  107815. */
  107816. readonly minPoint: Vector3;
  107817. /**
  107818. * Gets the maximum vector (in world space) of the block's bounding box
  107819. */
  107820. readonly maxPoint: Vector3;
  107821. /**
  107822. * Add a new element to this block
  107823. * @param entry defines the element to add
  107824. */
  107825. addEntry(entry: T): void;
  107826. /**
  107827. * Remove an element from this block
  107828. * @param entry defines the element to remove
  107829. */
  107830. removeEntry(entry: T): void;
  107831. /**
  107832. * Add an array of elements to this block
  107833. * @param entries defines the array of elements to add
  107834. */
  107835. addEntries(entries: T[]): void;
  107836. /**
  107837. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  107838. * @param frustumPlanes defines the frustum planes to test
  107839. * @param selection defines the array to store current content if selection is positive
  107840. * @param allowDuplicate defines if the selection array can contains duplicated entries
  107841. */
  107842. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  107843. /**
  107844. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  107845. * @param sphereCenter defines the bounding sphere center
  107846. * @param sphereRadius defines the bounding sphere radius
  107847. * @param selection defines the array to store current content if selection is positive
  107848. * @param allowDuplicate defines if the selection array can contains duplicated entries
  107849. */
  107850. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  107851. /**
  107852. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  107853. * @param ray defines the ray to test with
  107854. * @param selection defines the array to store current content if selection is positive
  107855. */
  107856. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  107857. /**
  107858. * Subdivide the content into child blocks (this block will then be empty)
  107859. */
  107860. createInnerBlocks(): void;
  107861. /**
  107862. * @hidden
  107863. */
  107864. 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;
  107865. }
  107866. }
  107867. declare module BABYLON {
  107868. /**
  107869. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  107870. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  107871. */
  107872. export class Octree<T> {
  107873. /** 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.) */
  107874. maxDepth: number;
  107875. /**
  107876. * Blocks within the octree containing objects
  107877. */
  107878. blocks: Array<OctreeBlock<T>>;
  107879. /**
  107880. * Content stored in the octree
  107881. */
  107882. dynamicContent: T[];
  107883. private _maxBlockCapacity;
  107884. private _selectionContent;
  107885. private _creationFunc;
  107886. /**
  107887. * Creates a octree
  107888. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  107889. * @param creationFunc function to be used to instatiate the octree
  107890. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  107891. * @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.)
  107892. */
  107893. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  107894. /** 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.) */
  107895. maxDepth?: number);
  107896. /**
  107897. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  107898. * @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);
  107899. * @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);
  107900. * @param entries meshes to be added to the octree blocks
  107901. */
  107902. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  107903. /**
  107904. * Adds a mesh to the octree
  107905. * @param entry Mesh to add to the octree
  107906. */
  107907. addMesh(entry: T): void;
  107908. /**
  107909. * Remove an element from the octree
  107910. * @param entry defines the element to remove
  107911. */
  107912. removeMesh(entry: T): void;
  107913. /**
  107914. * Selects an array of meshes within the frustum
  107915. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  107916. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  107917. * @returns array of meshes within the frustum
  107918. */
  107919. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  107920. /**
  107921. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  107922. * @param sphereCenter defines the bounding sphere center
  107923. * @param sphereRadius defines the bounding sphere radius
  107924. * @param allowDuplicate defines if the selection array can contains duplicated entries
  107925. * @returns an array of objects that intersect the sphere
  107926. */
  107927. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  107928. /**
  107929. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  107930. * @param ray defines the ray to test with
  107931. * @returns array of intersected objects
  107932. */
  107933. intersectsRay(ray: Ray): SmartArray<T>;
  107934. /**
  107935. * Adds a mesh into the octree block if it intersects the block
  107936. */
  107937. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  107938. /**
  107939. * Adds a submesh into the octree block if it intersects the block
  107940. */
  107941. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  107942. }
  107943. }
  107944. declare module BABYLON {
  107945. interface Scene {
  107946. /**
  107947. * @hidden
  107948. * Backing Filed
  107949. */
  107950. _selectionOctree: Octree<AbstractMesh>;
  107951. /**
  107952. * Gets the octree used to boost mesh selection (picking)
  107953. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  107954. */
  107955. selectionOctree: Octree<AbstractMesh>;
  107956. /**
  107957. * Creates or updates the octree used to boost selection (picking)
  107958. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  107959. * @param maxCapacity defines the maximum capacity per leaf
  107960. * @param maxDepth defines the maximum depth of the octree
  107961. * @returns an octree of AbstractMesh
  107962. */
  107963. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  107964. }
  107965. interface AbstractMesh {
  107966. /**
  107967. * @hidden
  107968. * Backing Field
  107969. */
  107970. _submeshesOctree: Octree<SubMesh>;
  107971. /**
  107972. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  107973. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  107974. * @param maxCapacity defines the maximum size of each block (64 by default)
  107975. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  107976. * @returns the new octree
  107977. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  107978. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  107979. */
  107980. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  107981. }
  107982. /**
  107983. * Defines the octree scene component responsible to manage any octrees
  107984. * in a given scene.
  107985. */
  107986. export class OctreeSceneComponent {
  107987. /**
  107988. * The component name help to identify the component in the list of scene components.
  107989. */
  107990. readonly name: string;
  107991. /**
  107992. * The scene the component belongs to.
  107993. */
  107994. scene: Scene;
  107995. /**
  107996. * Indicates if the meshes have been checked to make sure they are isEnabled()
  107997. */
  107998. readonly checksIsEnabled: boolean;
  107999. /**
  108000. * Creates a new instance of the component for the given scene
  108001. * @param scene Defines the scene to register the component in
  108002. */
  108003. constructor(scene: Scene);
  108004. /**
  108005. * Registers the component in a given scene
  108006. */
  108007. register(): void;
  108008. /**
  108009. * Return the list of active meshes
  108010. * @returns the list of active meshes
  108011. */
  108012. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  108013. /**
  108014. * Return the list of active sub meshes
  108015. * @param mesh The mesh to get the candidates sub meshes from
  108016. * @returns the list of active sub meshes
  108017. */
  108018. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  108019. private _tempRay;
  108020. /**
  108021. * Return the list of sub meshes intersecting with a given local ray
  108022. * @param mesh defines the mesh to find the submesh for
  108023. * @param localRay defines the ray in local space
  108024. * @returns the list of intersecting sub meshes
  108025. */
  108026. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  108027. /**
  108028. * Return the list of sub meshes colliding with a collider
  108029. * @param mesh defines the mesh to find the submesh for
  108030. * @param collider defines the collider to evaluate the collision against
  108031. * @returns the list of colliding sub meshes
  108032. */
  108033. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  108034. /**
  108035. * Rebuilds the elements related to this component in case of
  108036. * context lost for instance.
  108037. */
  108038. rebuild(): void;
  108039. /**
  108040. * Disposes the component and the associated ressources.
  108041. */
  108042. dispose(): void;
  108043. }
  108044. }
  108045. declare module BABYLON {
  108046. /**
  108047. * Renders a layer on top of an existing scene
  108048. */
  108049. export class UtilityLayerRenderer implements IDisposable {
  108050. /** the original scene that will be rendered on top of */
  108051. originalScene: Scene;
  108052. private _pointerCaptures;
  108053. private _lastPointerEvents;
  108054. private static _DefaultUtilityLayer;
  108055. private static _DefaultKeepDepthUtilityLayer;
  108056. private _sharedGizmoLight;
  108057. private _renderCamera;
  108058. /**
  108059. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  108060. * @returns the camera that is used when rendering the utility layer
  108061. */
  108062. getRenderCamera(): Nullable<Camera>;
  108063. /**
  108064. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  108065. * @param cam the camera that should be used when rendering the utility layer
  108066. */
  108067. setRenderCamera(cam: Nullable<Camera>): void;
  108068. /**
  108069. * @hidden
  108070. * Light which used by gizmos to get light shading
  108071. */
  108072. _getSharedGizmoLight(): HemisphericLight;
  108073. /**
  108074. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  108075. */
  108076. pickUtilitySceneFirst: boolean;
  108077. /**
  108078. * 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)
  108079. */
  108080. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  108081. /**
  108082. * 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)
  108083. */
  108084. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  108085. /**
  108086. * The scene that is rendered on top of the original scene
  108087. */
  108088. utilityLayerScene: Scene;
  108089. /**
  108090. * If the utility layer should automatically be rendered on top of existing scene
  108091. */
  108092. shouldRender: boolean;
  108093. /**
  108094. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  108095. */
  108096. onlyCheckPointerDownEvents: boolean;
  108097. /**
  108098. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  108099. */
  108100. processAllEvents: boolean;
  108101. /**
  108102. * Observable raised when the pointer move from the utility layer scene to the main scene
  108103. */
  108104. onPointerOutObservable: Observable<number>;
  108105. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  108106. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  108107. private _afterRenderObserver;
  108108. private _sceneDisposeObserver;
  108109. private _originalPointerObserver;
  108110. /**
  108111. * Instantiates a UtilityLayerRenderer
  108112. * @param originalScene the original scene that will be rendered on top of
  108113. * @param handleEvents boolean indicating if the utility layer should handle events
  108114. */
  108115. constructor(
  108116. /** the original scene that will be rendered on top of */
  108117. originalScene: Scene, handleEvents?: boolean);
  108118. private _notifyObservers;
  108119. /**
  108120. * Renders the utility layers scene on top of the original scene
  108121. */
  108122. render(): void;
  108123. /**
  108124. * Disposes of the renderer
  108125. */
  108126. dispose(): void;
  108127. private _updateCamera;
  108128. }
  108129. }
  108130. declare module BABYLON {
  108131. /**
  108132. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  108133. */
  108134. export class Gizmo implements IDisposable {
  108135. /** The utility layer the gizmo will be added to */
  108136. gizmoLayer: UtilityLayerRenderer;
  108137. /**
  108138. * The root mesh of the gizmo
  108139. */
  108140. _rootMesh: Mesh;
  108141. private _attachedMesh;
  108142. /**
  108143. * Ratio for the scale of the gizmo (Default: 1)
  108144. */
  108145. scaleRatio: number;
  108146. /**
  108147. * If a custom mesh has been set (Default: false)
  108148. */
  108149. protected _customMeshSet: boolean;
  108150. /**
  108151. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  108152. * * When set, interactions will be enabled
  108153. */
  108154. attachedMesh: Nullable<AbstractMesh>;
  108155. /**
  108156. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  108157. * @param mesh The mesh to replace the default mesh of the gizmo
  108158. */
  108159. setCustomMesh(mesh: Mesh): void;
  108160. /**
  108161. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  108162. */
  108163. updateGizmoRotationToMatchAttachedMesh: boolean;
  108164. /**
  108165. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  108166. */
  108167. updateGizmoPositionToMatchAttachedMesh: boolean;
  108168. /**
  108169. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  108170. */
  108171. updateScale: boolean;
  108172. protected _interactionsEnabled: boolean;
  108173. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  108174. private _beforeRenderObserver;
  108175. private _tempVector;
  108176. /**
  108177. * Creates a gizmo
  108178. * @param gizmoLayer The utility layer the gizmo will be added to
  108179. */
  108180. constructor(
  108181. /** The utility layer the gizmo will be added to */
  108182. gizmoLayer?: UtilityLayerRenderer);
  108183. /**
  108184. * Updates the gizmo to match the attached mesh's position/rotation
  108185. */
  108186. protected _update(): void;
  108187. /**
  108188. * Disposes of the gizmo
  108189. */
  108190. dispose(): void;
  108191. }
  108192. }
  108193. declare module BABYLON {
  108194. /**
  108195. * Single plane drag gizmo
  108196. */
  108197. export class PlaneDragGizmo extends Gizmo {
  108198. /**
  108199. * Drag behavior responsible for the gizmos dragging interactions
  108200. */
  108201. dragBehavior: PointerDragBehavior;
  108202. private _pointerObserver;
  108203. /**
  108204. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  108205. */
  108206. snapDistance: number;
  108207. /**
  108208. * Event that fires each time the gizmo snaps to a new location.
  108209. * * snapDistance is the the change in distance
  108210. */
  108211. onSnapObservable: Observable<{
  108212. snapDistance: number;
  108213. }>;
  108214. private _plane;
  108215. private _coloredMaterial;
  108216. private _hoverMaterial;
  108217. private _isEnabled;
  108218. private _parent;
  108219. /** @hidden */
  108220. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  108221. /** @hidden */
  108222. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  108223. /**
  108224. * Creates a PlaneDragGizmo
  108225. * @param gizmoLayer The utility layer the gizmo will be added to
  108226. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  108227. * @param color The color of the gizmo
  108228. */
  108229. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  108230. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  108231. /**
  108232. * If the gizmo is enabled
  108233. */
  108234. isEnabled: boolean;
  108235. /**
  108236. * Disposes of the gizmo
  108237. */
  108238. dispose(): void;
  108239. }
  108240. }
  108241. declare module BABYLON {
  108242. /**
  108243. * Gizmo that enables dragging a mesh along 3 axis
  108244. */
  108245. export class PositionGizmo extends Gizmo {
  108246. /**
  108247. * Internal gizmo used for interactions on the x axis
  108248. */
  108249. xGizmo: AxisDragGizmo;
  108250. /**
  108251. * Internal gizmo used for interactions on the y axis
  108252. */
  108253. yGizmo: AxisDragGizmo;
  108254. /**
  108255. * Internal gizmo used for interactions on the z axis
  108256. */
  108257. zGizmo: AxisDragGizmo;
  108258. /**
  108259. * Internal gizmo used for interactions on the yz plane
  108260. */
  108261. xPlaneGizmo: PlaneDragGizmo;
  108262. /**
  108263. * Internal gizmo used for interactions on the xz plane
  108264. */
  108265. yPlaneGizmo: PlaneDragGizmo;
  108266. /**
  108267. * Internal gizmo used for interactions on the xy plane
  108268. */
  108269. zPlaneGizmo: PlaneDragGizmo;
  108270. /**
  108271. * private variables
  108272. */
  108273. private _meshAttached;
  108274. private _updateGizmoRotationToMatchAttachedMesh;
  108275. private _snapDistance;
  108276. private _scaleRatio;
  108277. /** Fires an event when any of it's sub gizmos are dragged */
  108278. onDragStartObservable: Observable<unknown>;
  108279. /** Fires an event when any of it's sub gizmos are released from dragging */
  108280. onDragEndObservable: Observable<unknown>;
  108281. /**
  108282. * If set to true, planar drag is enabled
  108283. */
  108284. private _planarGizmoEnabled;
  108285. attachedMesh: Nullable<AbstractMesh>;
  108286. /**
  108287. * Creates a PositionGizmo
  108288. * @param gizmoLayer The utility layer the gizmo will be added to
  108289. */
  108290. constructor(gizmoLayer?: UtilityLayerRenderer);
  108291. /**
  108292. * If the planar drag gizmo is enabled
  108293. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  108294. */
  108295. planarGizmoEnabled: boolean;
  108296. updateGizmoRotationToMatchAttachedMesh: boolean;
  108297. /**
  108298. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  108299. */
  108300. snapDistance: number;
  108301. /**
  108302. * Ratio for the scale of the gizmo (Default: 1)
  108303. */
  108304. scaleRatio: number;
  108305. /**
  108306. * Disposes of the gizmo
  108307. */
  108308. dispose(): void;
  108309. /**
  108310. * CustomMeshes are not supported by this gizmo
  108311. * @param mesh The mesh to replace the default mesh of the gizmo
  108312. */
  108313. setCustomMesh(mesh: Mesh): void;
  108314. }
  108315. }
  108316. declare module BABYLON {
  108317. /**
  108318. * Single axis drag gizmo
  108319. */
  108320. export class AxisDragGizmo extends Gizmo {
  108321. /**
  108322. * Drag behavior responsible for the gizmos dragging interactions
  108323. */
  108324. dragBehavior: PointerDragBehavior;
  108325. private _pointerObserver;
  108326. /**
  108327. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  108328. */
  108329. snapDistance: number;
  108330. /**
  108331. * Event that fires each time the gizmo snaps to a new location.
  108332. * * snapDistance is the the change in distance
  108333. */
  108334. onSnapObservable: Observable<{
  108335. snapDistance: number;
  108336. }>;
  108337. private _isEnabled;
  108338. private _parent;
  108339. private _arrow;
  108340. private _coloredMaterial;
  108341. private _hoverMaterial;
  108342. /** @hidden */
  108343. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  108344. /** @hidden */
  108345. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  108346. /**
  108347. * Creates an AxisDragGizmo
  108348. * @param gizmoLayer The utility layer the gizmo will be added to
  108349. * @param dragAxis The axis which the gizmo will be able to drag on
  108350. * @param color The color of the gizmo
  108351. */
  108352. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  108353. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  108354. /**
  108355. * If the gizmo is enabled
  108356. */
  108357. isEnabled: boolean;
  108358. /**
  108359. * Disposes of the gizmo
  108360. */
  108361. dispose(): void;
  108362. }
  108363. }
  108364. declare module BABYLON.Debug {
  108365. /**
  108366. * The Axes viewer will show 3 axes in a specific point in space
  108367. */
  108368. export class AxesViewer {
  108369. private _xAxis;
  108370. private _yAxis;
  108371. private _zAxis;
  108372. private _scaleLinesFactor;
  108373. private _instanced;
  108374. /**
  108375. * Gets the hosting scene
  108376. */
  108377. scene: Scene;
  108378. /**
  108379. * Gets or sets a number used to scale line length
  108380. */
  108381. scaleLines: number;
  108382. /** Gets the node hierarchy used to render x-axis */
  108383. readonly xAxis: TransformNode;
  108384. /** Gets the node hierarchy used to render y-axis */
  108385. readonly yAxis: TransformNode;
  108386. /** Gets the node hierarchy used to render z-axis */
  108387. readonly zAxis: TransformNode;
  108388. /**
  108389. * Creates a new AxesViewer
  108390. * @param scene defines the hosting scene
  108391. * @param scaleLines defines a number used to scale line length (1 by default)
  108392. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  108393. * @param xAxis defines the node hierarchy used to render the x-axis
  108394. * @param yAxis defines the node hierarchy used to render the y-axis
  108395. * @param zAxis defines the node hierarchy used to render the z-axis
  108396. */
  108397. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  108398. /**
  108399. * Force the viewer to update
  108400. * @param position defines the position of the viewer
  108401. * @param xaxis defines the x axis of the viewer
  108402. * @param yaxis defines the y axis of the viewer
  108403. * @param zaxis defines the z axis of the viewer
  108404. */
  108405. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  108406. /**
  108407. * Creates an instance of this axes viewer.
  108408. * @returns a new axes viewer with instanced meshes
  108409. */
  108410. createInstance(): AxesViewer;
  108411. /** Releases resources */
  108412. dispose(): void;
  108413. private static _SetRenderingGroupId;
  108414. }
  108415. }
  108416. declare module BABYLON.Debug {
  108417. /**
  108418. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  108419. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  108420. */
  108421. export class BoneAxesViewer extends AxesViewer {
  108422. /**
  108423. * Gets or sets the target mesh where to display the axes viewer
  108424. */
  108425. mesh: Nullable<Mesh>;
  108426. /**
  108427. * Gets or sets the target bone where to display the axes viewer
  108428. */
  108429. bone: Nullable<Bone>;
  108430. /** Gets current position */
  108431. pos: Vector3;
  108432. /** Gets direction of X axis */
  108433. xaxis: Vector3;
  108434. /** Gets direction of Y axis */
  108435. yaxis: Vector3;
  108436. /** Gets direction of Z axis */
  108437. zaxis: Vector3;
  108438. /**
  108439. * Creates a new BoneAxesViewer
  108440. * @param scene defines the hosting scene
  108441. * @param bone defines the target bone
  108442. * @param mesh defines the target mesh
  108443. * @param scaleLines defines a scaling factor for line length (1 by default)
  108444. */
  108445. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  108446. /**
  108447. * Force the viewer to update
  108448. */
  108449. update(): void;
  108450. /** Releases resources */
  108451. dispose(): void;
  108452. }
  108453. }
  108454. declare module BABYLON {
  108455. /**
  108456. * Interface used to define scene explorer extensibility option
  108457. */
  108458. export interface IExplorerExtensibilityOption {
  108459. /**
  108460. * Define the option label
  108461. */
  108462. label: string;
  108463. /**
  108464. * Defines the action to execute on click
  108465. */
  108466. action: (entity: any) => void;
  108467. }
  108468. /**
  108469. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  108470. */
  108471. export interface IExplorerExtensibilityGroup {
  108472. /**
  108473. * Defines a predicate to test if a given type mut be extended
  108474. */
  108475. predicate: (entity: any) => boolean;
  108476. /**
  108477. * Gets the list of options added to a type
  108478. */
  108479. entries: IExplorerExtensibilityOption[];
  108480. }
  108481. /**
  108482. * Interface used to define the options to use to create the Inspector
  108483. */
  108484. export interface IInspectorOptions {
  108485. /**
  108486. * Display in overlay mode (default: false)
  108487. */
  108488. overlay?: boolean;
  108489. /**
  108490. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  108491. */
  108492. globalRoot?: HTMLElement;
  108493. /**
  108494. * Display the Scene explorer
  108495. */
  108496. showExplorer?: boolean;
  108497. /**
  108498. * Display the property inspector
  108499. */
  108500. showInspector?: boolean;
  108501. /**
  108502. * Display in embed mode (both panes on the right)
  108503. */
  108504. embedMode?: boolean;
  108505. /**
  108506. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  108507. */
  108508. handleResize?: boolean;
  108509. /**
  108510. * Allow the panes to popup (default: true)
  108511. */
  108512. enablePopup?: boolean;
  108513. /**
  108514. * Allow the panes to be closed by users (default: true)
  108515. */
  108516. enableClose?: boolean;
  108517. /**
  108518. * Optional list of extensibility entries
  108519. */
  108520. explorerExtensibility?: IExplorerExtensibilityGroup[];
  108521. /**
  108522. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  108523. */
  108524. inspectorURL?: string;
  108525. }
  108526. interface Scene {
  108527. /**
  108528. * @hidden
  108529. * Backing field
  108530. */
  108531. _debugLayer: DebugLayer;
  108532. /**
  108533. * Gets the debug layer (aka Inspector) associated with the scene
  108534. * @see http://doc.babylonjs.com/features/playground_debuglayer
  108535. */
  108536. debugLayer: DebugLayer;
  108537. }
  108538. /**
  108539. * The debug layer (aka Inspector) is the go to tool in order to better understand
  108540. * what is happening in your scene
  108541. * @see http://doc.babylonjs.com/features/playground_debuglayer
  108542. */
  108543. export class DebugLayer {
  108544. /**
  108545. * Define the url to get the inspector script from.
  108546. * By default it uses the babylonjs CDN.
  108547. * @ignoreNaming
  108548. */
  108549. static InspectorURL: string;
  108550. private _scene;
  108551. private BJSINSPECTOR;
  108552. private _onPropertyChangedObservable?;
  108553. /**
  108554. * Observable triggered when a property is changed through the inspector.
  108555. */
  108556. readonly onPropertyChangedObservable: any;
  108557. /**
  108558. * Instantiates a new debug layer.
  108559. * The debug layer (aka Inspector) is the go to tool in order to better understand
  108560. * what is happening in your scene
  108561. * @see http://doc.babylonjs.com/features/playground_debuglayer
  108562. * @param scene Defines the scene to inspect
  108563. */
  108564. constructor(scene: Scene);
  108565. /** Creates the inspector window. */
  108566. private _createInspector;
  108567. /**
  108568. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  108569. * @param entity defines the entity to select
  108570. * @param lineContainerTitle defines the specific block to highlight
  108571. */
  108572. select(entity: any, lineContainerTitle?: string): void;
  108573. /** Get the inspector from bundle or global */
  108574. private _getGlobalInspector;
  108575. /**
  108576. * Get if the inspector is visible or not.
  108577. * @returns true if visible otherwise, false
  108578. */
  108579. isVisible(): boolean;
  108580. /**
  108581. * Hide the inspector and close its window.
  108582. */
  108583. hide(): void;
  108584. /**
  108585. * Launch the debugLayer.
  108586. * @param config Define the configuration of the inspector
  108587. * @return a promise fulfilled when the debug layer is visible
  108588. */
  108589. show(config?: IInspectorOptions): Promise<DebugLayer>;
  108590. }
  108591. }
  108592. declare module BABYLON {
  108593. /**
  108594. * Class containing static functions to help procedurally build meshes
  108595. */
  108596. export class BoxBuilder {
  108597. /**
  108598. * Creates a box mesh
  108599. * * The parameter `size` sets the size (float) of each box side (default 1)
  108600. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  108601. * * 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)
  108602. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  108603. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  108604. * * If you create a double-sided mesh, you can choose what parts of 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
  108605. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  108606. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  108607. * @param name defines the name of the mesh
  108608. * @param options defines the options used to create the mesh
  108609. * @param scene defines the hosting scene
  108610. * @returns the box mesh
  108611. */
  108612. static CreateBox(name: string, options: {
  108613. size?: number;
  108614. width?: number;
  108615. height?: number;
  108616. depth?: number;
  108617. faceUV?: Vector4[];
  108618. faceColors?: Color4[];
  108619. sideOrientation?: number;
  108620. frontUVs?: Vector4;
  108621. backUVs?: Vector4;
  108622. wrap?: boolean;
  108623. topBaseAt?: number;
  108624. bottomBaseAt?: number;
  108625. updatable?: boolean;
  108626. }, scene?: Nullable<Scene>): Mesh;
  108627. }
  108628. }
  108629. declare module BABYLON {
  108630. /**
  108631. * Class containing static functions to help procedurally build meshes
  108632. */
  108633. export class SphereBuilder {
  108634. /**
  108635. * Creates a sphere mesh
  108636. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  108637. * * 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`)
  108638. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  108639. * * 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
  108640. * * 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)
  108641. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  108642. * * If you create a double-sided mesh, you can choose what parts of 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
  108643. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  108644. * @param name defines the name of the mesh
  108645. * @param options defines the options used to create the mesh
  108646. * @param scene defines the hosting scene
  108647. * @returns the sphere mesh
  108648. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  108649. */
  108650. static CreateSphere(name: string, options: {
  108651. segments?: number;
  108652. diameter?: number;
  108653. diameterX?: number;
  108654. diameterY?: number;
  108655. diameterZ?: number;
  108656. arc?: number;
  108657. slice?: number;
  108658. sideOrientation?: number;
  108659. frontUVs?: Vector4;
  108660. backUVs?: Vector4;
  108661. updatable?: boolean;
  108662. }, scene?: Nullable<Scene>): Mesh;
  108663. }
  108664. }
  108665. declare module BABYLON.Debug {
  108666. /**
  108667. * Used to show the physics impostor around the specific mesh
  108668. */
  108669. export class PhysicsViewer {
  108670. /** @hidden */
  108671. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  108672. /** @hidden */
  108673. protected _meshes: Array<Nullable<AbstractMesh>>;
  108674. /** @hidden */
  108675. protected _scene: Nullable<Scene>;
  108676. /** @hidden */
  108677. protected _numMeshes: number;
  108678. /** @hidden */
  108679. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  108680. private _renderFunction;
  108681. private _utilityLayer;
  108682. private _debugBoxMesh;
  108683. private _debugSphereMesh;
  108684. private _debugCylinderMesh;
  108685. private _debugMaterial;
  108686. private _debugMeshMeshes;
  108687. /**
  108688. * Creates a new PhysicsViewer
  108689. * @param scene defines the hosting scene
  108690. */
  108691. constructor(scene: Scene);
  108692. /** @hidden */
  108693. protected _updateDebugMeshes(): void;
  108694. /**
  108695. * Renders a specified physic impostor
  108696. * @param impostor defines the impostor to render
  108697. * @param targetMesh defines the mesh represented by the impostor
  108698. * @returns the new debug mesh used to render the impostor
  108699. */
  108700. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  108701. /**
  108702. * Hides a specified physic impostor
  108703. * @param impostor defines the impostor to hide
  108704. */
  108705. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  108706. private _getDebugMaterial;
  108707. private _getDebugBoxMesh;
  108708. private _getDebugSphereMesh;
  108709. private _getDebugCylinderMesh;
  108710. private _getDebugMeshMesh;
  108711. private _getDebugMesh;
  108712. /** Releases all resources */
  108713. dispose(): void;
  108714. }
  108715. }
  108716. declare module BABYLON {
  108717. /**
  108718. * Class containing static functions to help procedurally build meshes
  108719. */
  108720. export class LinesBuilder {
  108721. /**
  108722. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  108723. * * 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
  108724. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  108725. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  108726. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  108727. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  108728. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  108729. * * 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
  108730. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  108731. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  108732. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  108733. * @param name defines the name of the new line system
  108734. * @param options defines the options used to create the line system
  108735. * @param scene defines the hosting scene
  108736. * @returns a new line system mesh
  108737. */
  108738. static CreateLineSystem(name: string, options: {
  108739. lines: Vector3[][];
  108740. updatable?: boolean;
  108741. instance?: Nullable<LinesMesh>;
  108742. colors?: Nullable<Color4[][]>;
  108743. useVertexAlpha?: boolean;
  108744. }, scene: Nullable<Scene>): LinesMesh;
  108745. /**
  108746. * Creates a line mesh
  108747. * 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
  108748. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  108749. * * The parameter `points` is an array successive Vector3
  108750. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  108751. * * The optional parameter `colors` is an array of successive Color4, one per line point
  108752. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  108753. * * When updating an instance, remember that only point positions can change, not the number of points
  108754. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  108755. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  108756. * @param name defines the name of the new line system
  108757. * @param options defines the options used to create the line system
  108758. * @param scene defines the hosting scene
  108759. * @returns a new line mesh
  108760. */
  108761. static CreateLines(name: string, options: {
  108762. points: Vector3[];
  108763. updatable?: boolean;
  108764. instance?: Nullable<LinesMesh>;
  108765. colors?: Color4[];
  108766. useVertexAlpha?: boolean;
  108767. }, scene?: Nullable<Scene>): LinesMesh;
  108768. /**
  108769. * Creates a dashed line mesh
  108770. * * 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
  108771. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  108772. * * The parameter `points` is an array successive Vector3
  108773. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  108774. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  108775. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  108776. * * 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
  108777. * * When updating an instance, remember that only point positions can change, not the number of points
  108778. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  108779. * @param name defines the name of the mesh
  108780. * @param options defines the options used to create the mesh
  108781. * @param scene defines the hosting scene
  108782. * @returns the dashed line mesh
  108783. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  108784. */
  108785. static CreateDashedLines(name: string, options: {
  108786. points: Vector3[];
  108787. dashSize?: number;
  108788. gapSize?: number;
  108789. dashNb?: number;
  108790. updatable?: boolean;
  108791. instance?: LinesMesh;
  108792. }, scene?: Nullable<Scene>): LinesMesh;
  108793. }
  108794. }
  108795. declare module BABYLON {
  108796. /**
  108797. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  108798. * in order to better appreciate the issue one might have.
  108799. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  108800. */
  108801. export class RayHelper {
  108802. /**
  108803. * Defines the ray we are currently tryin to visualize.
  108804. */
  108805. ray: Nullable<Ray>;
  108806. private _renderPoints;
  108807. private _renderLine;
  108808. private _renderFunction;
  108809. private _scene;
  108810. private _updateToMeshFunction;
  108811. private _attachedToMesh;
  108812. private _meshSpaceDirection;
  108813. private _meshSpaceOrigin;
  108814. /**
  108815. * Helper function to create a colored helper in a scene in one line.
  108816. * @param ray Defines the ray we are currently tryin to visualize
  108817. * @param scene Defines the scene the ray is used in
  108818. * @param color Defines the color we want to see the ray in
  108819. * @returns The newly created ray helper.
  108820. */
  108821. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  108822. /**
  108823. * Instantiate a new ray helper.
  108824. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  108825. * in order to better appreciate the issue one might have.
  108826. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  108827. * @param ray Defines the ray we are currently tryin to visualize
  108828. */
  108829. constructor(ray: Ray);
  108830. /**
  108831. * Shows the ray we are willing to debug.
  108832. * @param scene Defines the scene the ray needs to be rendered in
  108833. * @param color Defines the color the ray needs to be rendered in
  108834. */
  108835. show(scene: Scene, color?: Color3): void;
  108836. /**
  108837. * Hides the ray we are debugging.
  108838. */
  108839. hide(): void;
  108840. private _render;
  108841. /**
  108842. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  108843. * @param mesh Defines the mesh we want the helper attached to
  108844. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  108845. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  108846. * @param length Defines the length of the ray
  108847. */
  108848. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  108849. /**
  108850. * Detach the ray helper from the mesh it has previously been attached to.
  108851. */
  108852. detachFromMesh(): void;
  108853. private _updateToMesh;
  108854. /**
  108855. * Dispose the helper and release its associated resources.
  108856. */
  108857. dispose(): void;
  108858. }
  108859. }
  108860. declare module BABYLON.Debug {
  108861. /**
  108862. * Class used to render a debug view of a given skeleton
  108863. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  108864. */
  108865. export class SkeletonViewer {
  108866. /** defines the skeleton to render */
  108867. skeleton: Skeleton;
  108868. /** defines the mesh attached to the skeleton */
  108869. mesh: AbstractMesh;
  108870. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  108871. autoUpdateBonesMatrices: boolean;
  108872. /** defines the rendering group id to use with the viewer */
  108873. renderingGroupId: number;
  108874. /** Gets or sets the color used to render the skeleton */
  108875. color: Color3;
  108876. private _scene;
  108877. private _debugLines;
  108878. private _debugMesh;
  108879. private _isEnabled;
  108880. private _renderFunction;
  108881. private _utilityLayer;
  108882. /**
  108883. * Returns the mesh used to render the bones
  108884. */
  108885. readonly debugMesh: Nullable<LinesMesh>;
  108886. /**
  108887. * Creates a new SkeletonViewer
  108888. * @param skeleton defines the skeleton to render
  108889. * @param mesh defines the mesh attached to the skeleton
  108890. * @param scene defines the hosting scene
  108891. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  108892. * @param renderingGroupId defines the rendering group id to use with the viewer
  108893. */
  108894. constructor(
  108895. /** defines the skeleton to render */
  108896. skeleton: Skeleton,
  108897. /** defines the mesh attached to the skeleton */
  108898. mesh: AbstractMesh, scene: Scene,
  108899. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  108900. autoUpdateBonesMatrices?: boolean,
  108901. /** defines the rendering group id to use with the viewer */
  108902. renderingGroupId?: number);
  108903. /** Gets or sets a boolean indicating if the viewer is enabled */
  108904. isEnabled: boolean;
  108905. private _getBonePosition;
  108906. private _getLinesForBonesWithLength;
  108907. private _getLinesForBonesNoLength;
  108908. /** Update the viewer to sync with current skeleton state */
  108909. update(): void;
  108910. /** Release associated resources */
  108911. dispose(): void;
  108912. }
  108913. }
  108914. declare module BABYLON {
  108915. /**
  108916. * Options to create the null engine
  108917. */
  108918. export class NullEngineOptions {
  108919. /**
  108920. * Render width (Default: 512)
  108921. */
  108922. renderWidth: number;
  108923. /**
  108924. * Render height (Default: 256)
  108925. */
  108926. renderHeight: number;
  108927. /**
  108928. * Texture size (Default: 512)
  108929. */
  108930. textureSize: number;
  108931. /**
  108932. * If delta time between frames should be constant
  108933. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  108934. */
  108935. deterministicLockstep: boolean;
  108936. /**
  108937. * Maximum about of steps between frames (Default: 4)
  108938. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  108939. */
  108940. lockstepMaxSteps: number;
  108941. }
  108942. /**
  108943. * The null engine class provides support for headless version of babylon.js.
  108944. * This can be used in server side scenario or for testing purposes
  108945. */
  108946. export class NullEngine extends Engine {
  108947. private _options;
  108948. /**
  108949. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  108950. */
  108951. isDeterministicLockStep(): boolean;
  108952. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  108953. getLockstepMaxSteps(): number;
  108954. /**
  108955. * Sets hardware scaling, used to save performance if needed
  108956. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  108957. */
  108958. getHardwareScalingLevel(): number;
  108959. constructor(options?: NullEngineOptions);
  108960. createVertexBuffer(vertices: FloatArray): DataBuffer;
  108961. createIndexBuffer(indices: IndicesArray): DataBuffer;
  108962. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  108963. getRenderWidth(useScreen?: boolean): number;
  108964. getRenderHeight(useScreen?: boolean): number;
  108965. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  108966. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  108967. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  108968. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  108969. bindSamplers(effect: Effect): void;
  108970. enableEffect(effect: Effect): void;
  108971. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  108972. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  108973. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  108974. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  108975. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  108976. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  108977. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  108978. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  108979. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  108980. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  108981. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  108982. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  108983. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  108984. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  108985. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  108986. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  108987. setFloat(uniform: WebGLUniformLocation, value: number): void;
  108988. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  108989. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  108990. setBool(uniform: WebGLUniformLocation, bool: number): void;
  108991. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  108992. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  108993. bindBuffers(vertexBuffers: {
  108994. [key: string]: VertexBuffer;
  108995. }, indexBuffer: DataBuffer, effect: Effect): void;
  108996. wipeCaches(bruteForce?: boolean): void;
  108997. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  108998. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  108999. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  109000. /** @hidden */
  109001. _createTexture(): WebGLTexture;
  109002. /** @hidden */
  109003. _releaseTexture(texture: InternalTexture): void;
  109004. 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;
  109005. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  109006. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  109007. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  109008. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  109009. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  109010. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  109011. areAllEffectsReady(): boolean;
  109012. /**
  109013. * @hidden
  109014. * Get the current error code of the webGL context
  109015. * @returns the error code
  109016. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  109017. */
  109018. getError(): number;
  109019. /** @hidden */
  109020. _getUnpackAlignement(): number;
  109021. /** @hidden */
  109022. _unpackFlipY(value: boolean): void;
  109023. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  109024. /**
  109025. * Updates a dynamic vertex buffer.
  109026. * @param vertexBuffer the vertex buffer to update
  109027. * @param data the data used to update the vertex buffer
  109028. * @param byteOffset the byte offset of the data (optional)
  109029. * @param byteLength the byte length of the data (optional)
  109030. */
  109031. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  109032. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  109033. /** @hidden */
  109034. _bindTexture(channel: number, texture: InternalTexture): void;
  109035. protected _deleteBuffer(buffer: WebGLBuffer): void;
  109036. releaseEffects(): void;
  109037. displayLoadingUI(): void;
  109038. hideLoadingUI(): void;
  109039. /** @hidden */
  109040. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  109041. /** @hidden */
  109042. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  109043. /** @hidden */
  109044. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  109045. /** @hidden */
  109046. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  109047. }
  109048. }
  109049. declare module BABYLON {
  109050. /** @hidden */
  109051. export class _OcclusionDataStorage {
  109052. /** @hidden */
  109053. occlusionInternalRetryCounter: number;
  109054. /** @hidden */
  109055. isOcclusionQueryInProgress: boolean;
  109056. /** @hidden */
  109057. isOccluded: boolean;
  109058. /** @hidden */
  109059. occlusionRetryCount: number;
  109060. /** @hidden */
  109061. occlusionType: number;
  109062. /** @hidden */
  109063. occlusionQueryAlgorithmType: number;
  109064. }
  109065. interface Engine {
  109066. /**
  109067. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  109068. * @return the new query
  109069. */
  109070. createQuery(): WebGLQuery;
  109071. /**
  109072. * Delete and release a webGL query
  109073. * @param query defines the query to delete
  109074. * @return the current engine
  109075. */
  109076. deleteQuery(query: WebGLQuery): Engine;
  109077. /**
  109078. * Check if a given query has resolved and got its value
  109079. * @param query defines the query to check
  109080. * @returns true if the query got its value
  109081. */
  109082. isQueryResultAvailable(query: WebGLQuery): boolean;
  109083. /**
  109084. * Gets the value of a given query
  109085. * @param query defines the query to check
  109086. * @returns the value of the query
  109087. */
  109088. getQueryResult(query: WebGLQuery): number;
  109089. /**
  109090. * Initiates an occlusion query
  109091. * @param algorithmType defines the algorithm to use
  109092. * @param query defines the query to use
  109093. * @returns the current engine
  109094. * @see http://doc.babylonjs.com/features/occlusionquery
  109095. */
  109096. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  109097. /**
  109098. * Ends an occlusion query
  109099. * @see http://doc.babylonjs.com/features/occlusionquery
  109100. * @param algorithmType defines the algorithm to use
  109101. * @returns the current engine
  109102. */
  109103. endOcclusionQuery(algorithmType: number): Engine;
  109104. /**
  109105. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  109106. * Please note that only one query can be issued at a time
  109107. * @returns a time token used to track the time span
  109108. */
  109109. startTimeQuery(): Nullable<_TimeToken>;
  109110. /**
  109111. * Ends a time query
  109112. * @param token defines the token used to measure the time span
  109113. * @returns the time spent (in ns)
  109114. */
  109115. endTimeQuery(token: _TimeToken): int;
  109116. /** @hidden */
  109117. _currentNonTimestampToken: Nullable<_TimeToken>;
  109118. /** @hidden */
  109119. _createTimeQuery(): WebGLQuery;
  109120. /** @hidden */
  109121. _deleteTimeQuery(query: WebGLQuery): void;
  109122. /** @hidden */
  109123. _getGlAlgorithmType(algorithmType: number): number;
  109124. /** @hidden */
  109125. _getTimeQueryResult(query: WebGLQuery): any;
  109126. /** @hidden */
  109127. _getTimeQueryAvailability(query: WebGLQuery): any;
  109128. }
  109129. interface AbstractMesh {
  109130. /**
  109131. * Backing filed
  109132. * @hidden
  109133. */
  109134. __occlusionDataStorage: _OcclusionDataStorage;
  109135. /**
  109136. * Access property
  109137. * @hidden
  109138. */
  109139. _occlusionDataStorage: _OcclusionDataStorage;
  109140. /**
  109141. * 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.
  109142. * The default value is -1 which means don't break the query and wait till the result
  109143. * @see http://doc.babylonjs.com/features/occlusionquery
  109144. */
  109145. occlusionRetryCount: number;
  109146. /**
  109147. * 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:
  109148. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  109149. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  109150. * * 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.
  109151. * @see http://doc.babylonjs.com/features/occlusionquery
  109152. */
  109153. occlusionType: number;
  109154. /**
  109155. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  109156. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  109157. * * 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.
  109158. * @see http://doc.babylonjs.com/features/occlusionquery
  109159. */
  109160. occlusionQueryAlgorithmType: number;
  109161. /**
  109162. * 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
  109163. * @see http://doc.babylonjs.com/features/occlusionquery
  109164. */
  109165. isOccluded: boolean;
  109166. /**
  109167. * Flag to check the progress status of the query
  109168. * @see http://doc.babylonjs.com/features/occlusionquery
  109169. */
  109170. isOcclusionQueryInProgress: boolean;
  109171. }
  109172. }
  109173. declare module BABYLON {
  109174. /** @hidden */
  109175. export var _forceTransformFeedbackToBundle: boolean;
  109176. interface Engine {
  109177. /**
  109178. * Creates a webGL transform feedback object
  109179. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  109180. * @returns the webGL transform feedback object
  109181. */
  109182. createTransformFeedback(): WebGLTransformFeedback;
  109183. /**
  109184. * Delete a webGL transform feedback object
  109185. * @param value defines the webGL transform feedback object to delete
  109186. */
  109187. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  109188. /**
  109189. * Bind a webGL transform feedback object to the webgl context
  109190. * @param value defines the webGL transform feedback object to bind
  109191. */
  109192. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  109193. /**
  109194. * Begins a transform feedback operation
  109195. * @param usePoints defines if points or triangles must be used
  109196. */
  109197. beginTransformFeedback(usePoints: boolean): void;
  109198. /**
  109199. * Ends a transform feedback operation
  109200. */
  109201. endTransformFeedback(): void;
  109202. /**
  109203. * Specify the varyings to use with transform feedback
  109204. * @param program defines the associated webGL program
  109205. * @param value defines the list of strings representing the varying names
  109206. */
  109207. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  109208. /**
  109209. * Bind a webGL buffer for a transform feedback operation
  109210. * @param value defines the webGL buffer to bind
  109211. */
  109212. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  109213. }
  109214. }
  109215. declare module BABYLON {
  109216. /**
  109217. * Creation options of the multi render target texture.
  109218. */
  109219. export interface IMultiRenderTargetOptions {
  109220. /**
  109221. * Define if the texture needs to create mip maps after render.
  109222. */
  109223. generateMipMaps?: boolean;
  109224. /**
  109225. * Define the types of all the draw buffers we want to create
  109226. */
  109227. types?: number[];
  109228. /**
  109229. * Define the sampling modes of all the draw buffers we want to create
  109230. */
  109231. samplingModes?: number[];
  109232. /**
  109233. * Define if a depth buffer is required
  109234. */
  109235. generateDepthBuffer?: boolean;
  109236. /**
  109237. * Define if a stencil buffer is required
  109238. */
  109239. generateStencilBuffer?: boolean;
  109240. /**
  109241. * Define if a depth texture is required instead of a depth buffer
  109242. */
  109243. generateDepthTexture?: boolean;
  109244. /**
  109245. * Define the number of desired draw buffers
  109246. */
  109247. textureCount?: number;
  109248. /**
  109249. * Define if aspect ratio should be adapted to the texture or stay the scene one
  109250. */
  109251. doNotChangeAspectRatio?: boolean;
  109252. /**
  109253. * Define the default type of the buffers we are creating
  109254. */
  109255. defaultType?: number;
  109256. }
  109257. /**
  109258. * A multi render target, like a render target provides the ability to render to a texture.
  109259. * Unlike the render target, it can render to several draw buffers in one draw.
  109260. * This is specially interesting in deferred rendering or for any effects requiring more than
  109261. * just one color from a single pass.
  109262. */
  109263. export class MultiRenderTarget extends RenderTargetTexture {
  109264. private _internalTextures;
  109265. private _textures;
  109266. private _multiRenderTargetOptions;
  109267. /**
  109268. * Get if draw buffers are currently supported by the used hardware and browser.
  109269. */
  109270. readonly isSupported: boolean;
  109271. /**
  109272. * Get the list of textures generated by the multi render target.
  109273. */
  109274. readonly textures: Texture[];
  109275. /**
  109276. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  109277. */
  109278. readonly depthTexture: Texture;
  109279. /**
  109280. * Set the wrapping mode on U of all the textures we are rendering to.
  109281. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  109282. */
  109283. wrapU: number;
  109284. /**
  109285. * Set the wrapping mode on V of all the textures we are rendering to.
  109286. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  109287. */
  109288. wrapV: number;
  109289. /**
  109290. * Instantiate a new multi render target texture.
  109291. * A multi render target, like a render target provides the ability to render to a texture.
  109292. * Unlike the render target, it can render to several draw buffers in one draw.
  109293. * This is specially interesting in deferred rendering or for any effects requiring more than
  109294. * just one color from a single pass.
  109295. * @param name Define the name of the texture
  109296. * @param size Define the size of the buffers to render to
  109297. * @param count Define the number of target we are rendering into
  109298. * @param scene Define the scene the texture belongs to
  109299. * @param options Define the options used to create the multi render target
  109300. */
  109301. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  109302. /** @hidden */
  109303. _rebuild(): void;
  109304. private _createInternalTextures;
  109305. private _createTextures;
  109306. /**
  109307. * Define the number of samples used if MSAA is enabled.
  109308. */
  109309. samples: number;
  109310. /**
  109311. * Resize all the textures in the multi render target.
  109312. * Be carrefull as it will recreate all the data in the new texture.
  109313. * @param size Define the new size
  109314. */
  109315. resize(size: any): void;
  109316. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  109317. /**
  109318. * Dispose the render targets and their associated resources
  109319. */
  109320. dispose(): void;
  109321. /**
  109322. * Release all the underlying texture used as draw buffers.
  109323. */
  109324. releaseInternalTextures(): void;
  109325. }
  109326. }
  109327. declare module BABYLON {
  109328. interface Engine {
  109329. /**
  109330. * Unbind a list of render target textures from the webGL context
  109331. * This is used only when drawBuffer extension or webGL2 are active
  109332. * @param textures defines the render target textures to unbind
  109333. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  109334. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  109335. */
  109336. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  109337. /**
  109338. * Create a multi render target texture
  109339. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  109340. * @param size defines the size of the texture
  109341. * @param options defines the creation options
  109342. * @returns the cube texture as an InternalTexture
  109343. */
  109344. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  109345. /**
  109346. * Update the sample count for a given multiple render target texture
  109347. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  109348. * @param textures defines the textures to update
  109349. * @param samples defines the sample count to set
  109350. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  109351. */
  109352. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  109353. }
  109354. }
  109355. declare module BABYLON {
  109356. /** @hidden */
  109357. export var rgbdEncodePixelShader: {
  109358. name: string;
  109359. shader: string;
  109360. };
  109361. }
  109362. declare module BABYLON {
  109363. /** @hidden */
  109364. export var rgbdDecodePixelShader: {
  109365. name: string;
  109366. shader: string;
  109367. };
  109368. }
  109369. declare module BABYLON {
  109370. /**
  109371. * Raw texture data and descriptor sufficient for WebGL texture upload
  109372. */
  109373. export interface EnvironmentTextureInfo {
  109374. /**
  109375. * Version of the environment map
  109376. */
  109377. version: number;
  109378. /**
  109379. * Width of image
  109380. */
  109381. width: number;
  109382. /**
  109383. * Irradiance information stored in the file.
  109384. */
  109385. irradiance: any;
  109386. /**
  109387. * Specular information stored in the file.
  109388. */
  109389. specular: any;
  109390. }
  109391. /**
  109392. * Defines One Image in the file. It requires only the position in the file
  109393. * as well as the length.
  109394. */
  109395. interface BufferImageData {
  109396. /**
  109397. * Length of the image data.
  109398. */
  109399. length: number;
  109400. /**
  109401. * Position of the data from the null terminator delimiting the end of the JSON.
  109402. */
  109403. position: number;
  109404. }
  109405. /**
  109406. * Defines the specular data enclosed in the file.
  109407. * This corresponds to the version 1 of the data.
  109408. */
  109409. export interface EnvironmentTextureSpecularInfoV1 {
  109410. /**
  109411. * Defines where the specular Payload is located. It is a runtime value only not stored in the file.
  109412. */
  109413. specularDataPosition?: number;
  109414. /**
  109415. * This contains all the images data needed to reconstruct the cubemap.
  109416. */
  109417. mipmaps: Array<BufferImageData>;
  109418. /**
  109419. * Defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness.
  109420. */
  109421. lodGenerationScale: number;
  109422. }
  109423. /**
  109424. * Sets of helpers addressing the serialization and deserialization of environment texture
  109425. * stored in a BabylonJS env file.
  109426. * Those files are usually stored as .env files.
  109427. */
  109428. export class EnvironmentTextureTools {
  109429. /**
  109430. * Magic number identifying the env file.
  109431. */
  109432. private static _MagicBytes;
  109433. /**
  109434. * Gets the environment info from an env file.
  109435. * @param data The array buffer containing the .env bytes.
  109436. * @returns the environment file info (the json header) if successfully parsed.
  109437. */
  109438. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  109439. /**
  109440. * Creates an environment texture from a loaded cube texture.
  109441. * @param texture defines the cube texture to convert in env file
  109442. * @return a promise containing the environment data if succesfull.
  109443. */
  109444. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  109445. /**
  109446. * Creates a JSON representation of the spherical data.
  109447. * @param texture defines the texture containing the polynomials
  109448. * @return the JSON representation of the spherical info
  109449. */
  109450. private static _CreateEnvTextureIrradiance;
  109451. /**
  109452. * Creates the ArrayBufferViews used for initializing environment texture image data.
  109453. * @param arrayBuffer the underlying ArrayBuffer to which the views refer
  109454. * @param info parameters that determine what views will be created for accessing the underlying buffer
  109455. * @return the views described by info providing access to the underlying buffer
  109456. */
  109457. static CreateImageDataArrayBufferViews(arrayBuffer: any, info: EnvironmentTextureInfo): Array<Array<ArrayBufferView>>;
  109458. /**
  109459. * Uploads the texture info contained in the env file to the GPU.
  109460. * @param texture defines the internal texture to upload to
  109461. * @param arrayBuffer defines the buffer cotaining the data to load
  109462. * @param info defines the texture info retrieved through the GetEnvInfo method
  109463. * @returns a promise
  109464. */
  109465. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  109466. /**
  109467. * Uploads the levels of image data to the GPU.
  109468. * @param texture defines the internal texture to upload to
  109469. * @param imageData defines the array buffer views of image data [mipmap][face]
  109470. * @returns a promise
  109471. */
  109472. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  109473. /**
  109474. * Uploads spherical polynomials information to the texture.
  109475. * @param texture defines the texture we are trying to upload the information to
  109476. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  109477. */
  109478. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  109479. /** @hidden */
  109480. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  109481. }
  109482. }
  109483. declare module BABYLON {
  109484. /**
  109485. * Contains position and normal vectors for a vertex
  109486. */
  109487. export class PositionNormalVertex {
  109488. /** the position of the vertex (defaut: 0,0,0) */
  109489. position: Vector3;
  109490. /** the normal of the vertex (defaut: 0,1,0) */
  109491. normal: Vector3;
  109492. /**
  109493. * Creates a PositionNormalVertex
  109494. * @param position the position of the vertex (defaut: 0,0,0)
  109495. * @param normal the normal of the vertex (defaut: 0,1,0)
  109496. */
  109497. constructor(
  109498. /** the position of the vertex (defaut: 0,0,0) */
  109499. position?: Vector3,
  109500. /** the normal of the vertex (defaut: 0,1,0) */
  109501. normal?: Vector3);
  109502. /**
  109503. * Clones the PositionNormalVertex
  109504. * @returns the cloned PositionNormalVertex
  109505. */
  109506. clone(): PositionNormalVertex;
  109507. }
  109508. /**
  109509. * Contains position, normal and uv vectors for a vertex
  109510. */
  109511. export class PositionNormalTextureVertex {
  109512. /** the position of the vertex (defaut: 0,0,0) */
  109513. position: Vector3;
  109514. /** the normal of the vertex (defaut: 0,1,0) */
  109515. normal: Vector3;
  109516. /** the uv of the vertex (default: 0,0) */
  109517. uv: Vector2;
  109518. /**
  109519. * Creates a PositionNormalTextureVertex
  109520. * @param position the position of the vertex (defaut: 0,0,0)
  109521. * @param normal the normal of the vertex (defaut: 0,1,0)
  109522. * @param uv the uv of the vertex (default: 0,0)
  109523. */
  109524. constructor(
  109525. /** the position of the vertex (defaut: 0,0,0) */
  109526. position?: Vector3,
  109527. /** the normal of the vertex (defaut: 0,1,0) */
  109528. normal?: Vector3,
  109529. /** the uv of the vertex (default: 0,0) */
  109530. uv?: Vector2);
  109531. /**
  109532. * Clones the PositionNormalTextureVertex
  109533. * @returns the cloned PositionNormalTextureVertex
  109534. */
  109535. clone(): PositionNormalTextureVertex;
  109536. }
  109537. }
  109538. declare module BABYLON {
  109539. /** @hidden */
  109540. export class NativeShaderProcessor extends WebGL2ShaderProcessor {
  109541. private _genericAttributeLocation;
  109542. private _varyingLocationCount;
  109543. private _varyingLocationMap;
  109544. private _replacements;
  109545. private _textureCount;
  109546. private _uniforms;
  109547. lineProcessor(line: string): string;
  109548. attributeProcessor(attribute: string): string;
  109549. varyingProcessor(varying: string, isFragment: boolean): string;
  109550. uniformProcessor(uniform: string): string;
  109551. preProcessor(code: string, defines: string[], isFragment: boolean): string;
  109552. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  109553. }
  109554. }
  109555. declare module BABYLON {
  109556. /**
  109557. * Container for accessors for natively-stored mesh data buffers.
  109558. */
  109559. class NativeDataBuffer extends DataBuffer {
  109560. /**
  109561. * Accessor value used to identify/retrieve a natively-stored index buffer.
  109562. */
  109563. nativeIndexBuffer?: any;
  109564. /**
  109565. * Accessor value used to identify/retrieve a natively-stored vertex buffer.
  109566. */
  109567. nativeVertexBuffer?: any;
  109568. }
  109569. /** @hidden */
  109570. export class NativeEngine extends Engine {
  109571. private readonly _native;
  109572. getHardwareScalingLevel(): number;
  109573. constructor();
  109574. /**
  109575. * Can be used to override the current requestAnimationFrame requester.
  109576. * @hidden
  109577. */
  109578. protected _queueNewFrame(bindedRenderFunction: any, requester: any): number;
  109579. clear(color: Color4, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  109580. createIndexBuffer(indices: IndicesArray): NativeDataBuffer;
  109581. createVertexBuffer(data: DataArray): NativeDataBuffer;
  109582. recordVertexArrayObject(vertexBuffers: {
  109583. [key: string]: VertexBuffer;
  109584. }, indexBuffer: Nullable<NativeDataBuffer>, effect: Effect): WebGLVertexArrayObject;
  109585. bindVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  109586. releaseVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  109587. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  109588. /**
  109589. * Draw a list of indexed primitives
  109590. * @param fillMode defines the primitive to use
  109591. * @param indexStart defines the starting index
  109592. * @param indexCount defines the number of index to draw
  109593. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  109594. */
  109595. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  109596. /**
  109597. * Draw a list of unindexed primitives
  109598. * @param fillMode defines the primitive to use
  109599. * @param verticesStart defines the index of first vertex to draw
  109600. * @param verticesCount defines the count of vertices to draw
  109601. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  109602. */
  109603. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  109604. createPipelineContext(): IPipelineContext;
  109605. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  109606. /** @hidden */
  109607. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  109608. /** @hidden */
  109609. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  109610. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  109611. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  109612. protected _setProgram(program: WebGLProgram): void;
  109613. _releaseEffect(effect: Effect): void;
  109614. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  109615. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): WebGLUniformLocation[];
  109616. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  109617. bindSamplers(effect: Effect): void;
  109618. setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
  109619. getRenderWidth(useScreen?: boolean): number;
  109620. getRenderHeight(useScreen?: boolean): number;
  109621. setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
  109622. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  109623. /**
  109624. * Set the z offset to apply to current rendering
  109625. * @param value defines the offset to apply
  109626. */
  109627. setZOffset(value: number): void;
  109628. /**
  109629. * Gets the current value of the zOffset
  109630. * @returns the current zOffset state
  109631. */
  109632. getZOffset(): number;
  109633. /**
  109634. * Enable or disable depth buffering
  109635. * @param enable defines the state to set
  109636. */
  109637. setDepthBuffer(enable: boolean): void;
  109638. /**
  109639. * Gets a boolean indicating if depth writing is enabled
  109640. * @returns the current depth writing state
  109641. */
  109642. getDepthWrite(): boolean;
  109643. /**
  109644. * Enable or disable depth writing
  109645. * @param enable defines the state to set
  109646. */
  109647. setDepthWrite(enable: boolean): void;
  109648. /**
  109649. * Enable or disable color writing
  109650. * @param enable defines the state to set
  109651. */
  109652. setColorWrite(enable: boolean): void;
  109653. /**
  109654. * Gets a boolean indicating if color writing is enabled
  109655. * @returns the current color writing state
  109656. */
  109657. getColorWrite(): boolean;
  109658. /**
  109659. * Sets alpha constants used by some alpha blending modes
  109660. * @param r defines the red component
  109661. * @param g defines the green component
  109662. * @param b defines the blue component
  109663. * @param a defines the alpha component
  109664. */
  109665. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  109666. /**
  109667. * Sets the current alpha mode
  109668. * @param mode defines the mode to use (one of the BABYLON.Engine.ALPHA_XXX)
  109669. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  109670. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  109671. */
  109672. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  109673. /**
  109674. * Gets the current alpha mode
  109675. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  109676. * @returns the current alpha mode
  109677. */
  109678. getAlphaMode(): number;
  109679. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  109680. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  109681. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  109682. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  109683. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  109684. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  109685. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  109686. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  109687. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  109688. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  109689. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  109690. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  109691. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  109692. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  109693. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  109694. setFloat(uniform: WebGLUniformLocation, value: number): void;
  109695. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  109696. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  109697. setBool(uniform: WebGLUniformLocation, bool: number): void;
  109698. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  109699. setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
  109700. setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
  109701. wipeCaches(bruteForce?: boolean): void;
  109702. _createTexture(): WebGLTexture;
  109703. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  109704. /**
  109705. * Usually called from BABYLON.Texture.ts.
  109706. * Passed information to create a WebGLTexture
  109707. * @param urlArg defines a value which contains one of the following:
  109708. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  109709. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  109710. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  109711. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  109712. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  109713. * @param scene needed for loading to the correct scene
  109714. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  109715. * @param onLoad optional callback to be called upon successful completion
  109716. * @param onError optional callback to be called upon failure
  109717. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), or a Blob
  109718. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  109719. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  109720. * @param forcedExtension defines the extension to use to pick the right loader
  109721. * @returns a InternalTexture for assignment back into BABYLON.Texture
  109722. */
  109723. 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;
  109724. /**
  109725. * Creates a cube texture
  109726. * @param rootUrl defines the url where the files to load is located
  109727. * @param scene defines the current scene
  109728. * @param files defines the list of files to load (1 per face)
  109729. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  109730. * @param onLoad defines an optional callback raised when the texture is loaded
  109731. * @param onError defines an optional callback raised if there is an issue to load the texture
  109732. * @param format defines the format of the data
  109733. * @param forcedExtension defines the extension to use to pick the right loader
  109734. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  109735. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  109736. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  109737. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  109738. * @returns the cube texture as an InternalTexture
  109739. */
  109740. 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;
  109741. private _getSamplingFilter;
  109742. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  109743. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  109744. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  109745. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  109746. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  109747. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  109748. /**
  109749. * Updates a dynamic vertex buffer.
  109750. * @param vertexBuffer the vertex buffer to update
  109751. * @param data the data used to update the vertex buffer
  109752. * @param byteOffset the byte offset of the data (optional)
  109753. * @param byteLength the byte length of the data (optional)
  109754. */
  109755. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  109756. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  109757. private _updateAnisotropicLevel;
  109758. private _getAddressMode;
  109759. /** @hidden */
  109760. _bindTexture(channel: number, texture: InternalTexture): void;
  109761. protected _deleteBuffer(buffer: NativeDataBuffer): void;
  109762. releaseEffects(): void;
  109763. /** @hidden */
  109764. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  109765. /** @hidden */
  109766. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  109767. /** @hidden */
  109768. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  109769. /** @hidden */
  109770. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  109771. }
  109772. }
  109773. declare module BABYLON {
  109774. /**
  109775. * Gather the list of clipboard event types as constants.
  109776. */
  109777. export class ClipboardEventTypes {
  109778. /**
  109779. * The clipboard event is fired when a copy command is active (pressed).
  109780. */
  109781. static readonly COPY: number;
  109782. /**
  109783. * The clipboard event is fired when a cut command is active (pressed).
  109784. */
  109785. static readonly CUT: number;
  109786. /**
  109787. * The clipboard event is fired when a paste command is active (pressed).
  109788. */
  109789. static readonly PASTE: number;
  109790. }
  109791. /**
  109792. * This class is used to store clipboard related info for the onClipboardObservable event.
  109793. */
  109794. export class ClipboardInfo {
  109795. /**
  109796. * Defines the type of event (BABYLON.ClipboardEventTypes)
  109797. */
  109798. type: number;
  109799. /**
  109800. * Defines the related dom event
  109801. */
  109802. event: ClipboardEvent;
  109803. /**
  109804. *Creates an instance of ClipboardInfo.
  109805. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  109806. * @param event Defines the related dom event
  109807. */
  109808. constructor(
  109809. /**
  109810. * Defines the type of event (BABYLON.ClipboardEventTypes)
  109811. */
  109812. type: number,
  109813. /**
  109814. * Defines the related dom event
  109815. */
  109816. event: ClipboardEvent);
  109817. /**
  109818. * Get the clipboard event's type from the keycode.
  109819. * @param keyCode Defines the keyCode for the current keyboard event.
  109820. * @return {number}
  109821. */
  109822. static GetTypeFromCharacter(keyCode: number): number;
  109823. }
  109824. }
  109825. declare module BABYLON {
  109826. /**
  109827. * Google Daydream controller
  109828. */
  109829. export class DaydreamController extends WebVRController {
  109830. /**
  109831. * Base Url for the controller model.
  109832. */
  109833. static MODEL_BASE_URL: string;
  109834. /**
  109835. * File name for the controller model.
  109836. */
  109837. static MODEL_FILENAME: string;
  109838. /**
  109839. * Gamepad Id prefix used to identify Daydream Controller.
  109840. */
  109841. static readonly GAMEPAD_ID_PREFIX: string;
  109842. /**
  109843. * Creates a new DaydreamController from a gamepad
  109844. * @param vrGamepad the gamepad that the controller should be created from
  109845. */
  109846. constructor(vrGamepad: any);
  109847. /**
  109848. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  109849. * @param scene scene in which to add meshes
  109850. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  109851. */
  109852. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  109853. /**
  109854. * Called once for each button that changed state since the last frame
  109855. * @param buttonIdx Which button index changed
  109856. * @param state New state of the button
  109857. * @param changes Which properties on the state changed since last frame
  109858. */
  109859. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  109860. }
  109861. }
  109862. declare module BABYLON {
  109863. /**
  109864. * Gear VR Controller
  109865. */
  109866. export class GearVRController extends WebVRController {
  109867. /**
  109868. * Base Url for the controller model.
  109869. */
  109870. static MODEL_BASE_URL: string;
  109871. /**
  109872. * File name for the controller model.
  109873. */
  109874. static MODEL_FILENAME: string;
  109875. /**
  109876. * Gamepad Id prefix used to identify this controller.
  109877. */
  109878. static readonly GAMEPAD_ID_PREFIX: string;
  109879. private readonly _buttonIndexToObservableNameMap;
  109880. /**
  109881. * Creates a new GearVRController from a gamepad
  109882. * @param vrGamepad the gamepad that the controller should be created from
  109883. */
  109884. constructor(vrGamepad: any);
  109885. /**
  109886. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  109887. * @param scene scene in which to add meshes
  109888. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  109889. */
  109890. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  109891. /**
  109892. * Called once for each button that changed state since the last frame
  109893. * @param buttonIdx Which button index changed
  109894. * @param state New state of the button
  109895. * @param changes Which properties on the state changed since last frame
  109896. */
  109897. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  109898. }
  109899. }
  109900. declare module BABYLON {
  109901. /**
  109902. * Class containing static functions to help procedurally build meshes
  109903. */
  109904. export class PolyhedronBuilder {
  109905. /**
  109906. * Creates a polyhedron mesh
  109907. * * 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
  109908. * * The parameter `size` (positive float, default 1) sets the polygon size
  109909. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  109910. * * 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`
  109911. * * 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
  109912. * * 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)`)
  109913. * * 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
  109914. * * 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
  109915. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  109916. * * If you create a double-sided mesh, you can choose what parts of 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
  109917. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  109918. * @param name defines the name of the mesh
  109919. * @param options defines the options used to create the mesh
  109920. * @param scene defines the hosting scene
  109921. * @returns the polyhedron mesh
  109922. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  109923. */
  109924. static CreatePolyhedron(name: string, options: {
  109925. type?: number;
  109926. size?: number;
  109927. sizeX?: number;
  109928. sizeY?: number;
  109929. sizeZ?: number;
  109930. custom?: any;
  109931. faceUV?: Vector4[];
  109932. faceColors?: Color4[];
  109933. flat?: boolean;
  109934. updatable?: boolean;
  109935. sideOrientation?: number;
  109936. frontUVs?: Vector4;
  109937. backUVs?: Vector4;
  109938. }, scene?: Nullable<Scene>): Mesh;
  109939. }
  109940. }
  109941. declare module BABYLON {
  109942. /**
  109943. * Gizmo that enables scaling a mesh along 3 axis
  109944. */
  109945. export class ScaleGizmo extends Gizmo {
  109946. /**
  109947. * Internal gizmo used for interactions on the x axis
  109948. */
  109949. xGizmo: AxisScaleGizmo;
  109950. /**
  109951. * Internal gizmo used for interactions on the y axis
  109952. */
  109953. yGizmo: AxisScaleGizmo;
  109954. /**
  109955. * Internal gizmo used for interactions on the z axis
  109956. */
  109957. zGizmo: AxisScaleGizmo;
  109958. /**
  109959. * Internal gizmo used to scale all axis equally
  109960. */
  109961. uniformScaleGizmo: AxisScaleGizmo;
  109962. private _meshAttached;
  109963. private _updateGizmoRotationToMatchAttachedMesh;
  109964. private _snapDistance;
  109965. private _scaleRatio;
  109966. private _uniformScalingMesh;
  109967. private _octahedron;
  109968. /** Fires an event when any of it's sub gizmos are dragged */
  109969. onDragStartObservable: Observable<unknown>;
  109970. /** Fires an event when any of it's sub gizmos are released from dragging */
  109971. onDragEndObservable: Observable<unknown>;
  109972. attachedMesh: Nullable<AbstractMesh>;
  109973. /**
  109974. * Creates a ScaleGizmo
  109975. * @param gizmoLayer The utility layer the gizmo will be added to
  109976. */
  109977. constructor(gizmoLayer?: UtilityLayerRenderer);
  109978. updateGizmoRotationToMatchAttachedMesh: boolean;
  109979. /**
  109980. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  109981. */
  109982. snapDistance: number;
  109983. /**
  109984. * Ratio for the scale of the gizmo (Default: 1)
  109985. */
  109986. scaleRatio: number;
  109987. /**
  109988. * Disposes of the gizmo
  109989. */
  109990. dispose(): void;
  109991. }
  109992. }
  109993. declare module BABYLON {
  109994. /**
  109995. * Single axis scale gizmo
  109996. */
  109997. export class AxisScaleGizmo extends Gizmo {
  109998. /**
  109999. * Drag behavior responsible for the gizmos dragging interactions
  110000. */
  110001. dragBehavior: PointerDragBehavior;
  110002. private _pointerObserver;
  110003. /**
  110004. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  110005. */
  110006. snapDistance: number;
  110007. /**
  110008. * Event that fires each time the gizmo snaps to a new location.
  110009. * * snapDistance is the the change in distance
  110010. */
  110011. onSnapObservable: Observable<{
  110012. snapDistance: number;
  110013. }>;
  110014. /**
  110015. * If the scaling operation should be done on all axis (default: false)
  110016. */
  110017. uniformScaling: boolean;
  110018. private _isEnabled;
  110019. private _parent;
  110020. private _arrow;
  110021. private _coloredMaterial;
  110022. private _hoverMaterial;
  110023. /**
  110024. * Creates an AxisScaleGizmo
  110025. * @param gizmoLayer The utility layer the gizmo will be added to
  110026. * @param dragAxis The axis which the gizmo will be able to scale on
  110027. * @param color The color of the gizmo
  110028. */
  110029. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  110030. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  110031. /**
  110032. * If the gizmo is enabled
  110033. */
  110034. isEnabled: boolean;
  110035. /**
  110036. * Disposes of the gizmo
  110037. */
  110038. dispose(): void;
  110039. /**
  110040. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  110041. * @param mesh The mesh to replace the default mesh of the gizmo
  110042. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  110043. */
  110044. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  110045. }
  110046. }
  110047. declare module BABYLON {
  110048. /**
  110049. * Bounding box gizmo
  110050. */
  110051. export class BoundingBoxGizmo extends Gizmo {
  110052. private _lineBoundingBox;
  110053. private _rotateSpheresParent;
  110054. private _scaleBoxesParent;
  110055. private _boundingDimensions;
  110056. private _renderObserver;
  110057. private _pointerObserver;
  110058. private _scaleDragSpeed;
  110059. private _tmpQuaternion;
  110060. private _tmpVector;
  110061. private _tmpRotationMatrix;
  110062. /**
  110063. * 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)
  110064. */
  110065. ignoreChildren: boolean;
  110066. /**
  110067. * 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)
  110068. */
  110069. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  110070. /**
  110071. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  110072. */
  110073. rotationSphereSize: number;
  110074. /**
  110075. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  110076. */
  110077. scaleBoxSize: number;
  110078. /**
  110079. * 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)
  110080. */
  110081. fixedDragMeshScreenSize: boolean;
  110082. /**
  110083. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  110084. */
  110085. fixedDragMeshScreenSizeDistanceFactor: number;
  110086. /**
  110087. * Fired when a rotation sphere or scale box is dragged
  110088. */
  110089. onDragStartObservable: Observable<{}>;
  110090. /**
  110091. * Fired when a scale box is dragged
  110092. */
  110093. onScaleBoxDragObservable: Observable<{}>;
  110094. /**
  110095. * Fired when a scale box drag is ended
  110096. */
  110097. onScaleBoxDragEndObservable: Observable<{}>;
  110098. /**
  110099. * Fired when a rotation sphere is dragged
  110100. */
  110101. onRotationSphereDragObservable: Observable<{}>;
  110102. /**
  110103. * Fired when a rotation sphere drag is ended
  110104. */
  110105. onRotationSphereDragEndObservable: Observable<{}>;
  110106. /**
  110107. * 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)
  110108. */
  110109. scalePivot: Nullable<Vector3>;
  110110. /**
  110111. * Mesh used as a pivot to rotate the attached mesh
  110112. */
  110113. private _anchorMesh;
  110114. private _existingMeshScale;
  110115. private _dragMesh;
  110116. private pointerDragBehavior;
  110117. private coloredMaterial;
  110118. private hoverColoredMaterial;
  110119. /**
  110120. * Sets the color of the bounding box gizmo
  110121. * @param color the color to set
  110122. */
  110123. setColor(color: Color3): void;
  110124. /**
  110125. * Creates an BoundingBoxGizmo
  110126. * @param gizmoLayer The utility layer the gizmo will be added to
  110127. * @param color The color of the gizmo
  110128. */
  110129. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  110130. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  110131. private _selectNode;
  110132. /**
  110133. * Updates the bounding box information for the Gizmo
  110134. */
  110135. updateBoundingBox(): void;
  110136. private _updateRotationSpheres;
  110137. private _updateScaleBoxes;
  110138. /**
  110139. * Enables rotation on the specified axis and disables rotation on the others
  110140. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  110141. */
  110142. setEnabledRotationAxis(axis: string): void;
  110143. /**
  110144. * Enables/disables scaling
  110145. * @param enable if scaling should be enabled
  110146. */
  110147. setEnabledScaling(enable: boolean): void;
  110148. private _updateDummy;
  110149. /**
  110150. * Enables a pointer drag behavior on the bounding box of the gizmo
  110151. */
  110152. enableDragBehavior(): void;
  110153. /**
  110154. * Disposes of the gizmo
  110155. */
  110156. dispose(): void;
  110157. /**
  110158. * 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)
  110159. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  110160. * @returns the bounding box mesh with the passed in mesh as a child
  110161. */
  110162. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  110163. /**
  110164. * CustomMeshes are not supported by this gizmo
  110165. * @param mesh The mesh to replace the default mesh of the gizmo
  110166. */
  110167. setCustomMesh(mesh: Mesh): void;
  110168. }
  110169. }
  110170. declare module BABYLON {
  110171. /**
  110172. * Single plane rotation gizmo
  110173. */
  110174. export class PlaneRotationGizmo extends Gizmo {
  110175. /**
  110176. * Drag behavior responsible for the gizmos dragging interactions
  110177. */
  110178. dragBehavior: PointerDragBehavior;
  110179. private _pointerObserver;
  110180. /**
  110181. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  110182. */
  110183. snapDistance: number;
  110184. /**
  110185. * Event that fires each time the gizmo snaps to a new location.
  110186. * * snapDistance is the the change in distance
  110187. */
  110188. onSnapObservable: Observable<{
  110189. snapDistance: number;
  110190. }>;
  110191. private _isEnabled;
  110192. private _parent;
  110193. /**
  110194. * Creates a PlaneRotationGizmo
  110195. * @param gizmoLayer The utility layer the gizmo will be added to
  110196. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  110197. * @param color The color of the gizmo
  110198. * @param tessellation Amount of tessellation to be used when creating rotation circles
  110199. * @param useEulerRotation Use and update Euler angle instead of quaternion
  110200. */
  110201. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  110202. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  110203. /**
  110204. * If the gizmo is enabled
  110205. */
  110206. isEnabled: boolean;
  110207. /**
  110208. * Disposes of the gizmo
  110209. */
  110210. dispose(): void;
  110211. }
  110212. }
  110213. declare module BABYLON {
  110214. /**
  110215. * Gizmo that enables rotating a mesh along 3 axis
  110216. */
  110217. export class RotationGizmo extends Gizmo {
  110218. /**
  110219. * Internal gizmo used for interactions on the x axis
  110220. */
  110221. xGizmo: PlaneRotationGizmo;
  110222. /**
  110223. * Internal gizmo used for interactions on the y axis
  110224. */
  110225. yGizmo: PlaneRotationGizmo;
  110226. /**
  110227. * Internal gizmo used for interactions on the z axis
  110228. */
  110229. zGizmo: PlaneRotationGizmo;
  110230. /** Fires an event when any of it's sub gizmos are dragged */
  110231. onDragStartObservable: Observable<unknown>;
  110232. /** Fires an event when any of it's sub gizmos are released from dragging */
  110233. onDragEndObservable: Observable<unknown>;
  110234. private _meshAttached;
  110235. attachedMesh: Nullable<AbstractMesh>;
  110236. /**
  110237. * Creates a RotationGizmo
  110238. * @param gizmoLayer The utility layer the gizmo will be added to
  110239. * @param tessellation Amount of tessellation to be used when creating rotation circles
  110240. * @param useEulerRotation Use and update Euler angle instead of quaternion
  110241. */
  110242. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  110243. updateGizmoRotationToMatchAttachedMesh: boolean;
  110244. /**
  110245. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  110246. */
  110247. snapDistance: number;
  110248. /**
  110249. * Ratio for the scale of the gizmo (Default: 1)
  110250. */
  110251. scaleRatio: number;
  110252. /**
  110253. * Disposes of the gizmo
  110254. */
  110255. dispose(): void;
  110256. /**
  110257. * CustomMeshes are not supported by this gizmo
  110258. * @param mesh The mesh to replace the default mesh of the gizmo
  110259. */
  110260. setCustomMesh(mesh: Mesh): void;
  110261. }
  110262. }
  110263. declare module BABYLON {
  110264. /**
  110265. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  110266. */
  110267. export class GizmoManager implements IDisposable {
  110268. private scene;
  110269. /**
  110270. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  110271. */
  110272. gizmos: {
  110273. positionGizmo: Nullable<PositionGizmo>;
  110274. rotationGizmo: Nullable<RotationGizmo>;
  110275. scaleGizmo: Nullable<ScaleGizmo>;
  110276. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  110277. };
  110278. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  110279. clearGizmoOnEmptyPointerEvent: boolean;
  110280. /** Fires an event when the manager is attached to a mesh */
  110281. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  110282. private _gizmosEnabled;
  110283. private _pointerObserver;
  110284. private _attachedMesh;
  110285. private _boundingBoxColor;
  110286. private _defaultUtilityLayer;
  110287. private _defaultKeepDepthUtilityLayer;
  110288. /**
  110289. * When bounding box gizmo is enabled, this can be used to track drag/end events
  110290. */
  110291. boundingBoxDragBehavior: SixDofDragBehavior;
  110292. /**
  110293. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  110294. */
  110295. attachableMeshes: Nullable<Array<AbstractMesh>>;
  110296. /**
  110297. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  110298. */
  110299. usePointerToAttachGizmos: boolean;
  110300. /**
  110301. * Utility layer that the bounding box gizmo belongs to
  110302. */
  110303. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  110304. /**
  110305. * Utility layer that all gizmos besides bounding box belong to
  110306. */
  110307. readonly utilityLayer: UtilityLayerRenderer;
  110308. /**
  110309. * Instatiates a gizmo manager
  110310. * @param scene the scene to overlay the gizmos on top of
  110311. */
  110312. constructor(scene: Scene);
  110313. /**
  110314. * Attaches a set of gizmos to the specified mesh
  110315. * @param mesh The mesh the gizmo's should be attached to
  110316. */
  110317. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  110318. /**
  110319. * If the position gizmo is enabled
  110320. */
  110321. positionGizmoEnabled: boolean;
  110322. /**
  110323. * If the rotation gizmo is enabled
  110324. */
  110325. rotationGizmoEnabled: boolean;
  110326. /**
  110327. * If the scale gizmo is enabled
  110328. */
  110329. scaleGizmoEnabled: boolean;
  110330. /**
  110331. * If the boundingBox gizmo is enabled
  110332. */
  110333. boundingBoxGizmoEnabled: boolean;
  110334. /**
  110335. * Disposes of the gizmo manager
  110336. */
  110337. dispose(): void;
  110338. }
  110339. }
  110340. declare module BABYLON {
  110341. /**
  110342. * A directional light is defined by a direction (what a surprise!).
  110343. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  110344. * 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.
  110345. * Documentation: https://doc.babylonjs.com/babylon101/lights
  110346. */
  110347. export class DirectionalLight extends ShadowLight {
  110348. private _shadowFrustumSize;
  110349. /**
  110350. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  110351. */
  110352. /**
  110353. * Specifies a fix frustum size for the shadow generation.
  110354. */
  110355. shadowFrustumSize: number;
  110356. private _shadowOrthoScale;
  110357. /**
  110358. * Gets the shadow projection scale against the optimal computed one.
  110359. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  110360. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  110361. */
  110362. /**
  110363. * Sets the shadow projection scale against the optimal computed one.
  110364. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  110365. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  110366. */
  110367. shadowOrthoScale: number;
  110368. /**
  110369. * Automatically compute the projection matrix to best fit (including all the casters)
  110370. * on each frame.
  110371. */
  110372. autoUpdateExtends: boolean;
  110373. private _orthoLeft;
  110374. private _orthoRight;
  110375. private _orthoTop;
  110376. private _orthoBottom;
  110377. /**
  110378. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  110379. * The directional light is emitted from everywhere in the given direction.
  110380. * It can cast shadows.
  110381. * Documentation : https://doc.babylonjs.com/babylon101/lights
  110382. * @param name The friendly name of the light
  110383. * @param direction The direction of the light
  110384. * @param scene The scene the light belongs to
  110385. */
  110386. constructor(name: string, direction: Vector3, scene: Scene);
  110387. /**
  110388. * Returns the string "DirectionalLight".
  110389. * @return The class name
  110390. */
  110391. getClassName(): string;
  110392. /**
  110393. * Returns the integer 1.
  110394. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  110395. */
  110396. getTypeID(): number;
  110397. /**
  110398. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  110399. * Returns the DirectionalLight Shadow projection matrix.
  110400. */
  110401. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  110402. /**
  110403. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  110404. * Returns the DirectionalLight Shadow projection matrix.
  110405. */
  110406. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  110407. /**
  110408. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  110409. * Returns the DirectionalLight Shadow projection matrix.
  110410. */
  110411. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  110412. protected _buildUniformLayout(): void;
  110413. /**
  110414. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  110415. * @param effect The effect to update
  110416. * @param lightIndex The index of the light in the effect to update
  110417. * @returns The directional light
  110418. */
  110419. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  110420. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  110421. /**
  110422. * Gets the minZ used for shadow according to both the scene and the light.
  110423. *
  110424. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  110425. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  110426. * @param activeCamera The camera we are returning the min for
  110427. * @returns the depth min z
  110428. */
  110429. getDepthMinZ(activeCamera: Camera): number;
  110430. /**
  110431. * Gets the maxZ used for shadow according to both the scene and the light.
  110432. *
  110433. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  110434. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  110435. * @param activeCamera The camera we are returning the max for
  110436. * @returns the depth max z
  110437. */
  110438. getDepthMaxZ(activeCamera: Camera): number;
  110439. /**
  110440. * Prepares the list of defines specific to the light type.
  110441. * @param defines the list of defines
  110442. * @param lightIndex defines the index of the light for the effect
  110443. */
  110444. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  110445. }
  110446. }
  110447. declare module BABYLON {
  110448. /**
  110449. * Class containing static functions to help procedurally build meshes
  110450. */
  110451. export class HemisphereBuilder {
  110452. /**
  110453. * Creates a hemisphere mesh
  110454. * @param name defines the name of the mesh
  110455. * @param options defines the options used to create the mesh
  110456. * @param scene defines the hosting scene
  110457. * @returns the hemisphere mesh
  110458. */
  110459. static CreateHemisphere(name: string, options: {
  110460. segments?: number;
  110461. diameter?: number;
  110462. sideOrientation?: number;
  110463. }, scene: any): Mesh;
  110464. }
  110465. }
  110466. declare module BABYLON {
  110467. /**
  110468. * A spot light is defined by a position, a direction, an angle, and an exponent.
  110469. * These values define a cone of light starting from the position, emitting toward the direction.
  110470. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  110471. * and the exponent defines the speed of the decay of the light with distance (reach).
  110472. * Documentation: https://doc.babylonjs.com/babylon101/lights
  110473. */
  110474. export class SpotLight extends ShadowLight {
  110475. private _angle;
  110476. private _innerAngle;
  110477. private _cosHalfAngle;
  110478. private _lightAngleScale;
  110479. private _lightAngleOffset;
  110480. /**
  110481. * Gets the cone angle of the spot light in Radians.
  110482. */
  110483. /**
  110484. * Sets the cone angle of the spot light in Radians.
  110485. */
  110486. angle: number;
  110487. /**
  110488. * Only used in gltf falloff mode, this defines the angle where
  110489. * the directional falloff will start before cutting at angle which could be seen
  110490. * as outer angle.
  110491. */
  110492. /**
  110493. * Only used in gltf falloff mode, this defines the angle where
  110494. * the directional falloff will start before cutting at angle which could be seen
  110495. * as outer angle.
  110496. */
  110497. innerAngle: number;
  110498. private _shadowAngleScale;
  110499. /**
  110500. * Allows scaling the angle of the light for shadow generation only.
  110501. */
  110502. /**
  110503. * Allows scaling the angle of the light for shadow generation only.
  110504. */
  110505. shadowAngleScale: number;
  110506. /**
  110507. * The light decay speed with the distance from the emission spot.
  110508. */
  110509. exponent: number;
  110510. private _projectionTextureMatrix;
  110511. /**
  110512. * Allows reading the projecton texture
  110513. */
  110514. readonly projectionTextureMatrix: Matrix;
  110515. protected _projectionTextureLightNear: number;
  110516. /**
  110517. * Gets the near clip of the Spotlight for texture projection.
  110518. */
  110519. /**
  110520. * Sets the near clip of the Spotlight for texture projection.
  110521. */
  110522. projectionTextureLightNear: number;
  110523. protected _projectionTextureLightFar: number;
  110524. /**
  110525. * Gets the far clip of the Spotlight for texture projection.
  110526. */
  110527. /**
  110528. * Sets the far clip of the Spotlight for texture projection.
  110529. */
  110530. projectionTextureLightFar: number;
  110531. protected _projectionTextureUpDirection: Vector3;
  110532. /**
  110533. * Gets the Up vector of the Spotlight for texture projection.
  110534. */
  110535. /**
  110536. * Sets the Up vector of the Spotlight for texture projection.
  110537. */
  110538. projectionTextureUpDirection: Vector3;
  110539. private _projectionTexture;
  110540. /**
  110541. * Gets the projection texture of the light.
  110542. */
  110543. /**
  110544. * Sets the projection texture of the light.
  110545. */
  110546. projectionTexture: Nullable<BaseTexture>;
  110547. private _projectionTextureViewLightDirty;
  110548. private _projectionTextureProjectionLightDirty;
  110549. private _projectionTextureDirty;
  110550. private _projectionTextureViewTargetVector;
  110551. private _projectionTextureViewLightMatrix;
  110552. private _projectionTextureProjectionLightMatrix;
  110553. private _projectionTextureScalingMatrix;
  110554. /**
  110555. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  110556. * It can cast shadows.
  110557. * Documentation : https://doc.babylonjs.com/babylon101/lights
  110558. * @param name The light friendly name
  110559. * @param position The position of the spot light in the scene
  110560. * @param direction The direction of the light in the scene
  110561. * @param angle The cone angle of the light in Radians
  110562. * @param exponent The light decay speed with the distance from the emission spot
  110563. * @param scene The scene the lights belongs to
  110564. */
  110565. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  110566. /**
  110567. * Returns the string "SpotLight".
  110568. * @returns the class name
  110569. */
  110570. getClassName(): string;
  110571. /**
  110572. * Returns the integer 2.
  110573. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  110574. */
  110575. getTypeID(): number;
  110576. /**
  110577. * Overrides the direction setter to recompute the projection texture view light Matrix.
  110578. */
  110579. protected _setDirection(value: Vector3): void;
  110580. /**
  110581. * Overrides the position setter to recompute the projection texture view light Matrix.
  110582. */
  110583. protected _setPosition(value: Vector3): void;
  110584. /**
  110585. * 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.
  110586. * Returns the SpotLight.
  110587. */
  110588. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  110589. protected _computeProjectionTextureViewLightMatrix(): void;
  110590. protected _computeProjectionTextureProjectionLightMatrix(): void;
  110591. /**
  110592. * Main function for light texture projection matrix computing.
  110593. */
  110594. protected _computeProjectionTextureMatrix(): void;
  110595. protected _buildUniformLayout(): void;
  110596. private _computeAngleValues;
  110597. /**
  110598. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  110599. * @param effect The effect to update
  110600. * @param lightIndex The index of the light in the effect to update
  110601. * @returns The spot light
  110602. */
  110603. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  110604. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  110605. /**
  110606. * Disposes the light and the associated resources.
  110607. */
  110608. dispose(): void;
  110609. /**
  110610. * Prepares the list of defines specific to the light type.
  110611. * @param defines the list of defines
  110612. * @param lightIndex defines the index of the light for the effect
  110613. */
  110614. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  110615. }
  110616. }
  110617. declare module BABYLON {
  110618. /**
  110619. * Gizmo that enables viewing a light
  110620. */
  110621. export class LightGizmo extends Gizmo {
  110622. private _lightMesh;
  110623. private _material;
  110624. private cachedPosition;
  110625. private cachedForward;
  110626. /**
  110627. * Creates a LightGizmo
  110628. * @param gizmoLayer The utility layer the gizmo will be added to
  110629. */
  110630. constructor(gizmoLayer?: UtilityLayerRenderer);
  110631. private _light;
  110632. /**
  110633. * The light that the gizmo is attached to
  110634. */
  110635. light: Nullable<Light>;
  110636. /**
  110637. * Gets the material used to render the light gizmo
  110638. */
  110639. readonly material: StandardMaterial;
  110640. /**
  110641. * @hidden
  110642. * Updates the gizmo to match the attached mesh's position/rotation
  110643. */
  110644. protected _update(): void;
  110645. private static _Scale;
  110646. /**
  110647. * Creates the lines for a light mesh
  110648. */
  110649. private static _createLightLines;
  110650. /**
  110651. * Disposes of the light gizmo
  110652. */
  110653. dispose(): void;
  110654. private static _CreateHemisphericLightMesh;
  110655. private static _CreatePointLightMesh;
  110656. private static _CreateSpotLightMesh;
  110657. private static _CreateDirectionalLightMesh;
  110658. }
  110659. }
  110660. declare module BABYLON {
  110661. /** @hidden */
  110662. export var backgroundFragmentDeclaration: {
  110663. name: string;
  110664. shader: string;
  110665. };
  110666. }
  110667. declare module BABYLON {
  110668. /** @hidden */
  110669. export var backgroundUboDeclaration: {
  110670. name: string;
  110671. shader: string;
  110672. };
  110673. }
  110674. declare module BABYLON {
  110675. /** @hidden */
  110676. export var backgroundPixelShader: {
  110677. name: string;
  110678. shader: string;
  110679. };
  110680. }
  110681. declare module BABYLON {
  110682. /** @hidden */
  110683. export var backgroundVertexDeclaration: {
  110684. name: string;
  110685. shader: string;
  110686. };
  110687. }
  110688. declare module BABYLON {
  110689. /** @hidden */
  110690. export var backgroundVertexShader: {
  110691. name: string;
  110692. shader: string;
  110693. };
  110694. }
  110695. declare module BABYLON {
  110696. /**
  110697. * Background material used to create an efficient environement around your scene.
  110698. */
  110699. export class BackgroundMaterial extends PushMaterial {
  110700. /**
  110701. * Standard reflectance value at parallel view angle.
  110702. */
  110703. static StandardReflectance0: number;
  110704. /**
  110705. * Standard reflectance value at grazing angle.
  110706. */
  110707. static StandardReflectance90: number;
  110708. protected _primaryColor: Color3;
  110709. /**
  110710. * Key light Color (multiply against the environement texture)
  110711. */
  110712. primaryColor: Color3;
  110713. protected __perceptualColor: Nullable<Color3>;
  110714. /**
  110715. * Experimental Internal Use Only.
  110716. *
  110717. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  110718. * This acts as a helper to set the primary color to a more "human friendly" value.
  110719. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  110720. * output color as close as possible from the chosen value.
  110721. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  110722. * part of lighting setup.)
  110723. */
  110724. _perceptualColor: Nullable<Color3>;
  110725. protected _primaryColorShadowLevel: float;
  110726. /**
  110727. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  110728. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  110729. */
  110730. primaryColorShadowLevel: float;
  110731. protected _primaryColorHighlightLevel: float;
  110732. /**
  110733. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  110734. * The primary color is used at the level chosen to define what the white area would look.
  110735. */
  110736. primaryColorHighlightLevel: float;
  110737. protected _reflectionTexture: Nullable<BaseTexture>;
  110738. /**
  110739. * Reflection Texture used in the material.
  110740. * Should be author in a specific way for the best result (refer to the documentation).
  110741. */
  110742. reflectionTexture: Nullable<BaseTexture>;
  110743. protected _reflectionBlur: float;
  110744. /**
  110745. * Reflection Texture level of blur.
  110746. *
  110747. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  110748. * texture twice.
  110749. */
  110750. reflectionBlur: float;
  110751. protected _diffuseTexture: Nullable<BaseTexture>;
  110752. /**
  110753. * Diffuse Texture used in the material.
  110754. * Should be author in a specific way for the best result (refer to the documentation).
  110755. */
  110756. diffuseTexture: Nullable<BaseTexture>;
  110757. protected _shadowLights: Nullable<IShadowLight[]>;
  110758. /**
  110759. * Specify the list of lights casting shadow on the material.
  110760. * All scene shadow lights will be included if null.
  110761. */
  110762. shadowLights: Nullable<IShadowLight[]>;
  110763. protected _shadowLevel: float;
  110764. /**
  110765. * Helps adjusting the shadow to a softer level if required.
  110766. * 0 means black shadows and 1 means no shadows.
  110767. */
  110768. shadowLevel: float;
  110769. protected _sceneCenter: Vector3;
  110770. /**
  110771. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  110772. * It is usually zero but might be interesting to modify according to your setup.
  110773. */
  110774. sceneCenter: Vector3;
  110775. protected _opacityFresnel: boolean;
  110776. /**
  110777. * This helps specifying that the material is falling off to the sky box at grazing angle.
  110778. * This helps ensuring a nice transition when the camera goes under the ground.
  110779. */
  110780. opacityFresnel: boolean;
  110781. protected _reflectionFresnel: boolean;
  110782. /**
  110783. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  110784. * This helps adding a mirror texture on the ground.
  110785. */
  110786. reflectionFresnel: boolean;
  110787. protected _reflectionFalloffDistance: number;
  110788. /**
  110789. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  110790. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  110791. */
  110792. reflectionFalloffDistance: number;
  110793. protected _reflectionAmount: number;
  110794. /**
  110795. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  110796. */
  110797. reflectionAmount: number;
  110798. protected _reflectionReflectance0: number;
  110799. /**
  110800. * This specifies the weight of the reflection at grazing angle.
  110801. */
  110802. reflectionReflectance0: number;
  110803. protected _reflectionReflectance90: number;
  110804. /**
  110805. * This specifies the weight of the reflection at a perpendicular point of view.
  110806. */
  110807. reflectionReflectance90: number;
  110808. /**
  110809. * Sets the reflection reflectance fresnel values according to the default standard
  110810. * empirically know to work well :-)
  110811. */
  110812. reflectionStandardFresnelWeight: number;
  110813. protected _useRGBColor: boolean;
  110814. /**
  110815. * Helps to directly use the maps channels instead of their level.
  110816. */
  110817. useRGBColor: boolean;
  110818. protected _enableNoise: boolean;
  110819. /**
  110820. * This helps reducing the banding effect that could occur on the background.
  110821. */
  110822. enableNoise: boolean;
  110823. /**
  110824. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  110825. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  110826. * Recommended to be keep at 1.0 except for special cases.
  110827. */
  110828. fovMultiplier: number;
  110829. private _fovMultiplier;
  110830. /**
  110831. * Enable the FOV adjustment feature controlled by fovMultiplier.
  110832. */
  110833. useEquirectangularFOV: boolean;
  110834. private _maxSimultaneousLights;
  110835. /**
  110836. * Number of Simultaneous lights allowed on the material.
  110837. */
  110838. maxSimultaneousLights: int;
  110839. /**
  110840. * Default configuration related to image processing available in the Background Material.
  110841. */
  110842. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  110843. /**
  110844. * Keep track of the image processing observer to allow dispose and replace.
  110845. */
  110846. private _imageProcessingObserver;
  110847. /**
  110848. * Attaches a new image processing configuration to the PBR Material.
  110849. * @param configuration (if null the scene configuration will be use)
  110850. */
  110851. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  110852. /**
  110853. * Gets the image processing configuration used either in this material.
  110854. */
  110855. /**
  110856. * Sets the Default image processing configuration used either in the this material.
  110857. *
  110858. * If sets to null, the scene one is in use.
  110859. */
  110860. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  110861. /**
  110862. * Gets wether the color curves effect is enabled.
  110863. */
  110864. /**
  110865. * Sets wether the color curves effect is enabled.
  110866. */
  110867. cameraColorCurvesEnabled: boolean;
  110868. /**
  110869. * Gets wether the color grading effect is enabled.
  110870. */
  110871. /**
  110872. * Gets wether the color grading effect is enabled.
  110873. */
  110874. cameraColorGradingEnabled: boolean;
  110875. /**
  110876. * Gets wether tonemapping is enabled or not.
  110877. */
  110878. /**
  110879. * Sets wether tonemapping is enabled or not
  110880. */
  110881. cameraToneMappingEnabled: boolean;
  110882. /**
  110883. * The camera exposure used on this material.
  110884. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  110885. * This corresponds to a photographic exposure.
  110886. */
  110887. /**
  110888. * The camera exposure used on this material.
  110889. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  110890. * This corresponds to a photographic exposure.
  110891. */
  110892. cameraExposure: float;
  110893. /**
  110894. * Gets The camera contrast used on this material.
  110895. */
  110896. /**
  110897. * Sets The camera contrast used on this material.
  110898. */
  110899. cameraContrast: float;
  110900. /**
  110901. * Gets the Color Grading 2D Lookup Texture.
  110902. */
  110903. /**
  110904. * Sets the Color Grading 2D Lookup Texture.
  110905. */
  110906. cameraColorGradingTexture: Nullable<BaseTexture>;
  110907. /**
  110908. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  110909. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  110910. * 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;
  110911. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  110912. */
  110913. /**
  110914. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  110915. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  110916. * 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;
  110917. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  110918. */
  110919. cameraColorCurves: Nullable<ColorCurves>;
  110920. /**
  110921. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  110922. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  110923. */
  110924. switchToBGR: boolean;
  110925. private _renderTargets;
  110926. private _reflectionControls;
  110927. private _white;
  110928. private _primaryShadowColor;
  110929. private _primaryHighlightColor;
  110930. /**
  110931. * Instantiates a Background Material in the given scene
  110932. * @param name The friendly name of the material
  110933. * @param scene The scene to add the material to
  110934. */
  110935. constructor(name: string, scene: Scene);
  110936. /**
  110937. * Gets a boolean indicating that current material needs to register RTT
  110938. */
  110939. readonly hasRenderTargetTextures: boolean;
  110940. /**
  110941. * The entire material has been created in order to prevent overdraw.
  110942. * @returns false
  110943. */
  110944. needAlphaTesting(): boolean;
  110945. /**
  110946. * The entire material has been created in order to prevent overdraw.
  110947. * @returns true if blending is enable
  110948. */
  110949. needAlphaBlending(): boolean;
  110950. /**
  110951. * Checks wether the material is ready to be rendered for a given mesh.
  110952. * @param mesh The mesh to render
  110953. * @param subMesh The submesh to check against
  110954. * @param useInstances Specify wether or not the material is used with instances
  110955. * @returns true if all the dependencies are ready (Textures, Effects...)
  110956. */
  110957. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  110958. /**
  110959. * Compute the primary color according to the chosen perceptual color.
  110960. */
  110961. private _computePrimaryColorFromPerceptualColor;
  110962. /**
  110963. * Compute the highlights and shadow colors according to their chosen levels.
  110964. */
  110965. private _computePrimaryColors;
  110966. /**
  110967. * Build the uniform buffer used in the material.
  110968. */
  110969. buildUniformLayout(): void;
  110970. /**
  110971. * Unbind the material.
  110972. */
  110973. unbind(): void;
  110974. /**
  110975. * Bind only the world matrix to the material.
  110976. * @param world The world matrix to bind.
  110977. */
  110978. bindOnlyWorldMatrix(world: Matrix): void;
  110979. /**
  110980. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  110981. * @param world The world matrix to bind.
  110982. * @param subMesh The submesh to bind for.
  110983. */
  110984. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  110985. /**
  110986. * Checks to see if a texture is used in the material.
  110987. * @param texture - Base texture to use.
  110988. * @returns - Boolean specifying if a texture is used in the material.
  110989. */
  110990. hasTexture(texture: BaseTexture): boolean;
  110991. /**
  110992. * Dispose the material.
  110993. * @param forceDisposeEffect Force disposal of the associated effect.
  110994. * @param forceDisposeTextures Force disposal of the associated textures.
  110995. */
  110996. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  110997. /**
  110998. * Clones the material.
  110999. * @param name The cloned name.
  111000. * @returns The cloned material.
  111001. */
  111002. clone(name: string): BackgroundMaterial;
  111003. /**
  111004. * Serializes the current material to its JSON representation.
  111005. * @returns The JSON representation.
  111006. */
  111007. serialize(): any;
  111008. /**
  111009. * Gets the class name of the material
  111010. * @returns "BackgroundMaterial"
  111011. */
  111012. getClassName(): string;
  111013. /**
  111014. * Parse a JSON input to create back a background material.
  111015. * @param source The JSON data to parse
  111016. * @param scene The scene to create the parsed material in
  111017. * @param rootUrl The root url of the assets the material depends upon
  111018. * @returns the instantiated BackgroundMaterial.
  111019. */
  111020. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  111021. }
  111022. }
  111023. declare module BABYLON {
  111024. /**
  111025. * Represents the different options available during the creation of
  111026. * a Environment helper.
  111027. *
  111028. * This can control the default ground, skybox and image processing setup of your scene.
  111029. */
  111030. export interface IEnvironmentHelperOptions {
  111031. /**
  111032. * Specifies wether or not to create a ground.
  111033. * True by default.
  111034. */
  111035. createGround: boolean;
  111036. /**
  111037. * Specifies the ground size.
  111038. * 15 by default.
  111039. */
  111040. groundSize: number;
  111041. /**
  111042. * The texture used on the ground for the main color.
  111043. * Comes from the BabylonJS CDN by default.
  111044. *
  111045. * Remarks: Can be either a texture or a url.
  111046. */
  111047. groundTexture: string | BaseTexture;
  111048. /**
  111049. * The color mixed in the ground texture by default.
  111050. * BabylonJS clearColor by default.
  111051. */
  111052. groundColor: Color3;
  111053. /**
  111054. * Specifies the ground opacity.
  111055. * 1 by default.
  111056. */
  111057. groundOpacity: number;
  111058. /**
  111059. * Enables the ground to receive shadows.
  111060. * True by default.
  111061. */
  111062. enableGroundShadow: boolean;
  111063. /**
  111064. * Helps preventing the shadow to be fully black on the ground.
  111065. * 0.5 by default.
  111066. */
  111067. groundShadowLevel: number;
  111068. /**
  111069. * Creates a mirror texture attach to the ground.
  111070. * false by default.
  111071. */
  111072. enableGroundMirror: boolean;
  111073. /**
  111074. * Specifies the ground mirror size ratio.
  111075. * 0.3 by default as the default kernel is 64.
  111076. */
  111077. groundMirrorSizeRatio: number;
  111078. /**
  111079. * Specifies the ground mirror blur kernel size.
  111080. * 64 by default.
  111081. */
  111082. groundMirrorBlurKernel: number;
  111083. /**
  111084. * Specifies the ground mirror visibility amount.
  111085. * 1 by default
  111086. */
  111087. groundMirrorAmount: number;
  111088. /**
  111089. * Specifies the ground mirror reflectance weight.
  111090. * This uses the standard weight of the background material to setup the fresnel effect
  111091. * of the mirror.
  111092. * 1 by default.
  111093. */
  111094. groundMirrorFresnelWeight: number;
  111095. /**
  111096. * Specifies the ground mirror Falloff distance.
  111097. * This can helps reducing the size of the reflection.
  111098. * 0 by Default.
  111099. */
  111100. groundMirrorFallOffDistance: number;
  111101. /**
  111102. * Specifies the ground mirror texture type.
  111103. * Unsigned Int by Default.
  111104. */
  111105. groundMirrorTextureType: number;
  111106. /**
  111107. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  111108. * the shown objects.
  111109. */
  111110. groundYBias: number;
  111111. /**
  111112. * Specifies wether or not to create a skybox.
  111113. * True by default.
  111114. */
  111115. createSkybox: boolean;
  111116. /**
  111117. * Specifies the skybox size.
  111118. * 20 by default.
  111119. */
  111120. skyboxSize: number;
  111121. /**
  111122. * The texture used on the skybox for the main color.
  111123. * Comes from the BabylonJS CDN by default.
  111124. *
  111125. * Remarks: Can be either a texture or a url.
  111126. */
  111127. skyboxTexture: string | BaseTexture;
  111128. /**
  111129. * The color mixed in the skybox texture by default.
  111130. * BabylonJS clearColor by default.
  111131. */
  111132. skyboxColor: Color3;
  111133. /**
  111134. * The background rotation around the Y axis of the scene.
  111135. * This helps aligning the key lights of your scene with the background.
  111136. * 0 by default.
  111137. */
  111138. backgroundYRotation: number;
  111139. /**
  111140. * Compute automatically the size of the elements to best fit with the scene.
  111141. */
  111142. sizeAuto: boolean;
  111143. /**
  111144. * Default position of the rootMesh if autoSize is not true.
  111145. */
  111146. rootPosition: Vector3;
  111147. /**
  111148. * Sets up the image processing in the scene.
  111149. * true by default.
  111150. */
  111151. setupImageProcessing: boolean;
  111152. /**
  111153. * The texture used as your environment texture in the scene.
  111154. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  111155. *
  111156. * Remarks: Can be either a texture or a url.
  111157. */
  111158. environmentTexture: string | BaseTexture;
  111159. /**
  111160. * The value of the exposure to apply to the scene.
  111161. * 0.6 by default if setupImageProcessing is true.
  111162. */
  111163. cameraExposure: number;
  111164. /**
  111165. * The value of the contrast to apply to the scene.
  111166. * 1.6 by default if setupImageProcessing is true.
  111167. */
  111168. cameraContrast: number;
  111169. /**
  111170. * Specifies wether or not tonemapping should be enabled in the scene.
  111171. * true by default if setupImageProcessing is true.
  111172. */
  111173. toneMappingEnabled: boolean;
  111174. }
  111175. /**
  111176. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  111177. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  111178. * It also helps with the default setup of your imageProcessing configuration.
  111179. */
  111180. export class EnvironmentHelper {
  111181. /**
  111182. * Default ground texture URL.
  111183. */
  111184. private static _groundTextureCDNUrl;
  111185. /**
  111186. * Default skybox texture URL.
  111187. */
  111188. private static _skyboxTextureCDNUrl;
  111189. /**
  111190. * Default environment texture URL.
  111191. */
  111192. private static _environmentTextureCDNUrl;
  111193. /**
  111194. * Creates the default options for the helper.
  111195. */
  111196. private static _getDefaultOptions;
  111197. private _rootMesh;
  111198. /**
  111199. * Gets the root mesh created by the helper.
  111200. */
  111201. readonly rootMesh: Mesh;
  111202. private _skybox;
  111203. /**
  111204. * Gets the skybox created by the helper.
  111205. */
  111206. readonly skybox: Nullable<Mesh>;
  111207. private _skyboxTexture;
  111208. /**
  111209. * Gets the skybox texture created by the helper.
  111210. */
  111211. readonly skyboxTexture: Nullable<BaseTexture>;
  111212. private _skyboxMaterial;
  111213. /**
  111214. * Gets the skybox material created by the helper.
  111215. */
  111216. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  111217. private _ground;
  111218. /**
  111219. * Gets the ground mesh created by the helper.
  111220. */
  111221. readonly ground: Nullable<Mesh>;
  111222. private _groundTexture;
  111223. /**
  111224. * Gets the ground texture created by the helper.
  111225. */
  111226. readonly groundTexture: Nullable<BaseTexture>;
  111227. private _groundMirror;
  111228. /**
  111229. * Gets the ground mirror created by the helper.
  111230. */
  111231. readonly groundMirror: Nullable<MirrorTexture>;
  111232. /**
  111233. * Gets the ground mirror render list to helps pushing the meshes
  111234. * you wish in the ground reflection.
  111235. */
  111236. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  111237. private _groundMaterial;
  111238. /**
  111239. * Gets the ground material created by the helper.
  111240. */
  111241. readonly groundMaterial: Nullable<BackgroundMaterial>;
  111242. /**
  111243. * Stores the creation options.
  111244. */
  111245. private readonly _scene;
  111246. private _options;
  111247. /**
  111248. * This observable will be notified with any error during the creation of the environment,
  111249. * mainly texture creation errors.
  111250. */
  111251. onErrorObservable: Observable<{
  111252. message?: string;
  111253. exception?: any;
  111254. }>;
  111255. /**
  111256. * constructor
  111257. * @param options Defines the options we want to customize the helper
  111258. * @param scene The scene to add the material to
  111259. */
  111260. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  111261. /**
  111262. * Updates the background according to the new options
  111263. * @param options
  111264. */
  111265. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  111266. /**
  111267. * Sets the primary color of all the available elements.
  111268. * @param color the main color to affect to the ground and the background
  111269. */
  111270. setMainColor(color: Color3): void;
  111271. /**
  111272. * Setup the image processing according to the specified options.
  111273. */
  111274. private _setupImageProcessing;
  111275. /**
  111276. * Setup the environment texture according to the specified options.
  111277. */
  111278. private _setupEnvironmentTexture;
  111279. /**
  111280. * Setup the background according to the specified options.
  111281. */
  111282. private _setupBackground;
  111283. /**
  111284. * Get the scene sizes according to the setup.
  111285. */
  111286. private _getSceneSize;
  111287. /**
  111288. * Setup the ground according to the specified options.
  111289. */
  111290. private _setupGround;
  111291. /**
  111292. * Setup the ground material according to the specified options.
  111293. */
  111294. private _setupGroundMaterial;
  111295. /**
  111296. * Setup the ground diffuse texture according to the specified options.
  111297. */
  111298. private _setupGroundDiffuseTexture;
  111299. /**
  111300. * Setup the ground mirror texture according to the specified options.
  111301. */
  111302. private _setupGroundMirrorTexture;
  111303. /**
  111304. * Setup the ground to receive the mirror texture.
  111305. */
  111306. private _setupMirrorInGroundMaterial;
  111307. /**
  111308. * Setup the skybox according to the specified options.
  111309. */
  111310. private _setupSkybox;
  111311. /**
  111312. * Setup the skybox material according to the specified options.
  111313. */
  111314. private _setupSkyboxMaterial;
  111315. /**
  111316. * Setup the skybox reflection texture according to the specified options.
  111317. */
  111318. private _setupSkyboxReflectionTexture;
  111319. private _errorHandler;
  111320. /**
  111321. * Dispose all the elements created by the Helper.
  111322. */
  111323. dispose(): void;
  111324. }
  111325. }
  111326. declare module BABYLON {
  111327. /**
  111328. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  111329. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  111330. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  111331. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  111332. */
  111333. export class PhotoDome extends TransformNode {
  111334. /**
  111335. * Define the image as a Monoscopic panoramic 360 image.
  111336. */
  111337. static readonly MODE_MONOSCOPIC: number;
  111338. /**
  111339. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  111340. */
  111341. static readonly MODE_TOPBOTTOM: number;
  111342. /**
  111343. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  111344. */
  111345. static readonly MODE_SIDEBYSIDE: number;
  111346. private _useDirectMapping;
  111347. /**
  111348. * The texture being displayed on the sphere
  111349. */
  111350. protected _photoTexture: Texture;
  111351. /**
  111352. * Gets or sets the texture being displayed on the sphere
  111353. */
  111354. photoTexture: Texture;
  111355. /**
  111356. * Observable raised when an error occured while loading the 360 image
  111357. */
  111358. onLoadErrorObservable: Observable<string>;
  111359. /**
  111360. * The skybox material
  111361. */
  111362. protected _material: BackgroundMaterial;
  111363. /**
  111364. * The surface used for the skybox
  111365. */
  111366. protected _mesh: Mesh;
  111367. /**
  111368. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  111369. * Also see the options.resolution property.
  111370. */
  111371. fovMultiplier: number;
  111372. private _imageMode;
  111373. /**
  111374. * Gets or set the current video mode for the video. It can be:
  111375. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  111376. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  111377. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  111378. */
  111379. imageMode: number;
  111380. /**
  111381. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  111382. * @param name Element's name, child elements will append suffixes for their own names.
  111383. * @param urlsOfPhoto defines the url of the photo to display
  111384. * @param options defines an object containing optional or exposed sub element properties
  111385. * @param onError defines a callback called when an error occured while loading the texture
  111386. */
  111387. constructor(name: string, urlOfPhoto: string, options: {
  111388. resolution?: number;
  111389. size?: number;
  111390. useDirectMapping?: boolean;
  111391. faceForward?: boolean;
  111392. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  111393. private _onBeforeCameraRenderObserver;
  111394. private _changeImageMode;
  111395. /**
  111396. * Releases resources associated with this node.
  111397. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  111398. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  111399. */
  111400. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  111401. }
  111402. }
  111403. declare module BABYLON {
  111404. /**
  111405. * Class used to host RGBD texture specific utilities
  111406. */
  111407. export class RGBDTextureTools {
  111408. /**
  111409. * Expand the RGBD Texture from RGBD to Half Float if possible.
  111410. * @param texture the texture to expand.
  111411. */
  111412. static ExpandRGBDTexture(texture: Texture): void;
  111413. }
  111414. }
  111415. declare module BABYLON {
  111416. /**
  111417. * Class used to host texture specific utilities
  111418. */
  111419. export class BRDFTextureTools {
  111420. /**
  111421. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  111422. * @param scene defines the hosting scene
  111423. * @returns the environment BRDF texture
  111424. */
  111425. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  111426. private static _environmentBRDFBase64Texture;
  111427. }
  111428. }
  111429. declare module BABYLON {
  111430. /**
  111431. * @hidden
  111432. */
  111433. export interface IMaterialClearCoatDefines {
  111434. CLEARCOAT: boolean;
  111435. CLEARCOAT_DEFAULTIOR: boolean;
  111436. CLEARCOAT_TEXTURE: boolean;
  111437. CLEARCOAT_TEXTUREDIRECTUV: number;
  111438. CLEARCOAT_BUMP: boolean;
  111439. CLEARCOAT_BUMPDIRECTUV: number;
  111440. CLEARCOAT_TINT: boolean;
  111441. CLEARCOAT_TINT_TEXTURE: boolean;
  111442. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  111443. /** @hidden */
  111444. _areTexturesDirty: boolean;
  111445. }
  111446. /**
  111447. * Define the code related to the clear coat parameters of the pbr material.
  111448. */
  111449. export class PBRClearCoatConfiguration {
  111450. /**
  111451. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  111452. * The default fits with a polyurethane material.
  111453. */
  111454. private static readonly _DefaultIndexOfRefraction;
  111455. private _isEnabled;
  111456. /**
  111457. * Defines if the clear coat is enabled in the material.
  111458. */
  111459. isEnabled: boolean;
  111460. /**
  111461. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  111462. */
  111463. intensity: number;
  111464. /**
  111465. * Defines the clear coat layer roughness.
  111466. */
  111467. roughness: number;
  111468. private _indexOfRefraction;
  111469. /**
  111470. * Defines the index of refraction of the clear coat.
  111471. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  111472. * The default fits with a polyurethane material.
  111473. * Changing the default value is more performance intensive.
  111474. */
  111475. indexOfRefraction: number;
  111476. private _texture;
  111477. /**
  111478. * Stores the clear coat values in a texture.
  111479. */
  111480. texture: Nullable<BaseTexture>;
  111481. private _bumpTexture;
  111482. /**
  111483. * Define the clear coat specific bump texture.
  111484. */
  111485. bumpTexture: Nullable<BaseTexture>;
  111486. private _isTintEnabled;
  111487. /**
  111488. * Defines if the clear coat tint is enabled in the material.
  111489. */
  111490. isTintEnabled: boolean;
  111491. /**
  111492. * Defines the clear coat tint of the material.
  111493. * This is only use if tint is enabled
  111494. */
  111495. tintColor: Color3;
  111496. /**
  111497. * Defines the distance at which the tint color should be found in the
  111498. * clear coat media.
  111499. * This is only use if tint is enabled
  111500. */
  111501. tintColorAtDistance: number;
  111502. /**
  111503. * Defines the clear coat layer thickness.
  111504. * This is only use if tint is enabled
  111505. */
  111506. tintThickness: number;
  111507. private _tintTexture;
  111508. /**
  111509. * Stores the clear tint values in a texture.
  111510. * rgb is tint
  111511. * a is a thickness factor
  111512. */
  111513. tintTexture: Nullable<BaseTexture>;
  111514. /** @hidden */
  111515. private _internalMarkAllSubMeshesAsTexturesDirty;
  111516. /** @hidden */
  111517. _markAllSubMeshesAsTexturesDirty(): void;
  111518. /**
  111519. * Instantiate a new istance of clear coat configuration.
  111520. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  111521. */
  111522. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  111523. /**
  111524. * Gets wehter the submesh is ready to be used or not.
  111525. * @param defines the list of "defines" to update.
  111526. * @param scene defines the scene the material belongs to.
  111527. * @param engine defines the engine the material belongs to.
  111528. * @param disableBumpMap defines wether the material disables bump or not.
  111529. * @returns - boolean indicating that the submesh is ready or not.
  111530. */
  111531. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  111532. /**
  111533. * Checks to see if a texture is used in the material.
  111534. * @param defines the list of "defines" to update.
  111535. * @param scene defines the scene to the material belongs to.
  111536. */
  111537. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  111538. /**
  111539. * Binds the material data.
  111540. * @param uniformBuffer defines the Uniform buffer to fill in.
  111541. * @param scene defines the scene the material belongs to.
  111542. * @param engine defines the engine the material belongs to.
  111543. * @param disableBumpMap defines wether the material disables bump or not.
  111544. * @param isFrozen defines wether the material is frozen or not.
  111545. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  111546. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  111547. */
  111548. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  111549. /**
  111550. * Checks to see if a texture is used in the material.
  111551. * @param texture - Base texture to use.
  111552. * @returns - Boolean specifying if a texture is used in the material.
  111553. */
  111554. hasTexture(texture: BaseTexture): boolean;
  111555. /**
  111556. * Returns an array of the actively used textures.
  111557. * @param activeTextures Array of BaseTextures
  111558. */
  111559. getActiveTextures(activeTextures: BaseTexture[]): void;
  111560. /**
  111561. * Returns the animatable textures.
  111562. * @param animatables Array of animatable textures.
  111563. */
  111564. getAnimatables(animatables: IAnimatable[]): void;
  111565. /**
  111566. * Disposes the resources of the material.
  111567. * @param forceDisposeTextures - Forces the disposal of all textures.
  111568. */
  111569. dispose(forceDisposeTextures?: boolean): void;
  111570. /**
  111571. * Get the current class name of the texture useful for serialization or dynamic coding.
  111572. * @returns "PBRClearCoatConfiguration"
  111573. */
  111574. getClassName(): string;
  111575. /**
  111576. * Add fallbacks to the effect fallbacks list.
  111577. * @param defines defines the Base texture to use.
  111578. * @param fallbacks defines the current fallback list.
  111579. * @param currentRank defines the current fallback rank.
  111580. * @returns the new fallback rank.
  111581. */
  111582. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  111583. /**
  111584. * Add the required uniforms to the current list.
  111585. * @param uniforms defines the current uniform list.
  111586. */
  111587. static AddUniforms(uniforms: string[]): void;
  111588. /**
  111589. * Add the required samplers to the current list.
  111590. * @param samplers defines the current sampler list.
  111591. */
  111592. static AddSamplers(samplers: string[]): void;
  111593. /**
  111594. * Add the required uniforms to the current buffer.
  111595. * @param uniformBuffer defines the current uniform buffer.
  111596. */
  111597. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  111598. /**
  111599. * Makes a duplicate of the current configuration into another one.
  111600. * @param clearCoatConfiguration define the config where to copy the info
  111601. */
  111602. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  111603. /**
  111604. * Serializes this clear coat configuration.
  111605. * @returns - An object with the serialized config.
  111606. */
  111607. serialize(): any;
  111608. /**
  111609. * Parses a anisotropy Configuration from a serialized object.
  111610. * @param source - Serialized object.
  111611. * @param scene Defines the scene we are parsing for
  111612. * @param rootUrl Defines the rootUrl to load from
  111613. */
  111614. parse(source: any, scene: Scene, rootUrl: string): void;
  111615. }
  111616. }
  111617. declare module BABYLON {
  111618. /**
  111619. * @hidden
  111620. */
  111621. export interface IMaterialAnisotropicDefines {
  111622. ANISOTROPIC: boolean;
  111623. ANISOTROPIC_TEXTURE: boolean;
  111624. ANISOTROPIC_TEXTUREDIRECTUV: number;
  111625. MAINUV1: boolean;
  111626. _areTexturesDirty: boolean;
  111627. _needUVs: boolean;
  111628. }
  111629. /**
  111630. * Define the code related to the anisotropic parameters of the pbr material.
  111631. */
  111632. export class PBRAnisotropicConfiguration {
  111633. private _isEnabled;
  111634. /**
  111635. * Defines if the anisotropy is enabled in the material.
  111636. */
  111637. isEnabled: boolean;
  111638. /**
  111639. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  111640. */
  111641. intensity: number;
  111642. /**
  111643. * Defines if the effect is along the tangents, bitangents or in between.
  111644. * By default, the effect is "strectching" the highlights along the tangents.
  111645. */
  111646. direction: Vector2;
  111647. private _texture;
  111648. /**
  111649. * Stores the anisotropy values in a texture.
  111650. * rg is direction (like normal from -1 to 1)
  111651. * b is a intensity
  111652. */
  111653. texture: Nullable<BaseTexture>;
  111654. /** @hidden */
  111655. private _internalMarkAllSubMeshesAsTexturesDirty;
  111656. /** @hidden */
  111657. _markAllSubMeshesAsTexturesDirty(): void;
  111658. /**
  111659. * Instantiate a new istance of anisotropy configuration.
  111660. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  111661. */
  111662. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  111663. /**
  111664. * Specifies that the submesh is ready to be used.
  111665. * @param defines the list of "defines" to update.
  111666. * @param scene defines the scene the material belongs to.
  111667. * @returns - boolean indicating that the submesh is ready or not.
  111668. */
  111669. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  111670. /**
  111671. * Checks to see if a texture is used in the material.
  111672. * @param defines the list of "defines" to update.
  111673. * @param mesh the mesh we are preparing the defines for.
  111674. * @param scene defines the scene the material belongs to.
  111675. */
  111676. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  111677. /**
  111678. * Binds the material data.
  111679. * @param uniformBuffer defines the Uniform buffer to fill in.
  111680. * @param scene defines the scene the material belongs to.
  111681. * @param isFrozen defines wether the material is frozen or not.
  111682. */
  111683. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  111684. /**
  111685. * Checks to see if a texture is used in the material.
  111686. * @param texture - Base texture to use.
  111687. * @returns - Boolean specifying if a texture is used in the material.
  111688. */
  111689. hasTexture(texture: BaseTexture): boolean;
  111690. /**
  111691. * Returns an array of the actively used textures.
  111692. * @param activeTextures Array of BaseTextures
  111693. */
  111694. getActiveTextures(activeTextures: BaseTexture[]): void;
  111695. /**
  111696. * Returns the animatable textures.
  111697. * @param animatables Array of animatable textures.
  111698. */
  111699. getAnimatables(animatables: IAnimatable[]): void;
  111700. /**
  111701. * Disposes the resources of the material.
  111702. * @param forceDisposeTextures - Forces the disposal of all textures.
  111703. */
  111704. dispose(forceDisposeTextures?: boolean): void;
  111705. /**
  111706. * Get the current class name of the texture useful for serialization or dynamic coding.
  111707. * @returns "PBRAnisotropicConfiguration"
  111708. */
  111709. getClassName(): string;
  111710. /**
  111711. * Add fallbacks to the effect fallbacks list.
  111712. * @param defines defines the Base texture to use.
  111713. * @param fallbacks defines the current fallback list.
  111714. * @param currentRank defines the current fallback rank.
  111715. * @returns the new fallback rank.
  111716. */
  111717. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  111718. /**
  111719. * Add the required uniforms to the current list.
  111720. * @param uniforms defines the current uniform list.
  111721. */
  111722. static AddUniforms(uniforms: string[]): void;
  111723. /**
  111724. * Add the required uniforms to the current buffer.
  111725. * @param uniformBuffer defines the current uniform buffer.
  111726. */
  111727. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  111728. /**
  111729. * Add the required samplers to the current list.
  111730. * @param samplers defines the current sampler list.
  111731. */
  111732. static AddSamplers(samplers: string[]): void;
  111733. /**
  111734. * Makes a duplicate of the current configuration into another one.
  111735. * @param anisotropicConfiguration define the config where to copy the info
  111736. */
  111737. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  111738. /**
  111739. * Serializes this anisotropy configuration.
  111740. * @returns - An object with the serialized config.
  111741. */
  111742. serialize(): any;
  111743. /**
  111744. * Parses a anisotropy Configuration from a serialized object.
  111745. * @param source - Serialized object.
  111746. * @param scene Defines the scene we are parsing for
  111747. * @param rootUrl Defines the rootUrl to load from
  111748. */
  111749. parse(source: any, scene: Scene, rootUrl: string): void;
  111750. }
  111751. }
  111752. declare module BABYLON {
  111753. /**
  111754. * @hidden
  111755. */
  111756. export interface IMaterialBRDFDefines {
  111757. BRDF_V_HEIGHT_CORRELATED: boolean;
  111758. MS_BRDF_ENERGY_CONSERVATION: boolean;
  111759. SPHERICAL_HARMONICS: boolean;
  111760. /** @hidden */
  111761. _areMiscDirty: boolean;
  111762. }
  111763. /**
  111764. * Define the code related to the BRDF parameters of the pbr material.
  111765. */
  111766. export class PBRBRDFConfiguration {
  111767. /**
  111768. * Default value used for the energy conservation.
  111769. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  111770. */
  111771. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  111772. /**
  111773. * Default value used for the Smith Visibility Height Correlated mode.
  111774. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  111775. */
  111776. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  111777. /**
  111778. * Default value used for the IBL diffuse part.
  111779. * This can help switching back to the polynomials mode globally which is a tiny bit
  111780. * less GPU intensive at the drawback of a lower quality.
  111781. */
  111782. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  111783. private _useEnergyConservation;
  111784. /**
  111785. * Defines if the material uses energy conservation.
  111786. */
  111787. useEnergyConservation: boolean;
  111788. private _useSmithVisibilityHeightCorrelated;
  111789. /**
  111790. * LEGACY Mode set to false
  111791. * Defines if the material uses height smith correlated visibility term.
  111792. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  111793. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  111794. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  111795. * Not relying on height correlated will also disable energy conservation.
  111796. */
  111797. useSmithVisibilityHeightCorrelated: boolean;
  111798. private _useSphericalHarmonics;
  111799. /**
  111800. * LEGACY Mode set to false
  111801. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  111802. * diffuse part of the IBL.
  111803. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  111804. * to the ground truth.
  111805. */
  111806. useSphericalHarmonics: boolean;
  111807. /** @hidden */
  111808. private _internalMarkAllSubMeshesAsMiscDirty;
  111809. /** @hidden */
  111810. _markAllSubMeshesAsMiscDirty(): void;
  111811. /**
  111812. * Instantiate a new istance of clear coat configuration.
  111813. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  111814. */
  111815. constructor(markAllSubMeshesAsMiscDirty: () => void);
  111816. /**
  111817. * Checks to see if a texture is used in the material.
  111818. * @param defines the list of "defines" to update.
  111819. */
  111820. prepareDefines(defines: IMaterialBRDFDefines): void;
  111821. /**
  111822. * Get the current class name of the texture useful for serialization or dynamic coding.
  111823. * @returns "PBRClearCoatConfiguration"
  111824. */
  111825. getClassName(): string;
  111826. /**
  111827. * Makes a duplicate of the current configuration into another one.
  111828. * @param brdfConfiguration define the config where to copy the info
  111829. */
  111830. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  111831. /**
  111832. * Serializes this BRDF configuration.
  111833. * @returns - An object with the serialized config.
  111834. */
  111835. serialize(): any;
  111836. /**
  111837. * Parses a anisotropy Configuration from a serialized object.
  111838. * @param source - Serialized object.
  111839. * @param scene Defines the scene we are parsing for
  111840. * @param rootUrl Defines the rootUrl to load from
  111841. */
  111842. parse(source: any, scene: Scene, rootUrl: string): void;
  111843. }
  111844. }
  111845. declare module BABYLON {
  111846. /**
  111847. * @hidden
  111848. */
  111849. export interface IMaterialSheenDefines {
  111850. SHEEN: boolean;
  111851. SHEEN_TEXTURE: boolean;
  111852. SHEEN_TEXTUREDIRECTUV: number;
  111853. SHEEN_LINKWITHALBEDO: boolean;
  111854. /** @hidden */
  111855. _areTexturesDirty: boolean;
  111856. }
  111857. /**
  111858. * Define the code related to the Sheen parameters of the pbr material.
  111859. */
  111860. export class PBRSheenConfiguration {
  111861. private _isEnabled;
  111862. /**
  111863. * Defines if the material uses sheen.
  111864. */
  111865. isEnabled: boolean;
  111866. private _linkSheenWithAlbedo;
  111867. /**
  111868. * Defines if the sheen is linked to the sheen color.
  111869. */
  111870. linkSheenWithAlbedo: boolean;
  111871. /**
  111872. * Defines the sheen intensity.
  111873. */
  111874. intensity: number;
  111875. /**
  111876. * Defines the sheen color.
  111877. */
  111878. color: Color3;
  111879. private _texture;
  111880. /**
  111881. * Stores the sheen tint values in a texture.
  111882. * rgb is tint
  111883. * a is a intensity
  111884. */
  111885. texture: Nullable<BaseTexture>;
  111886. /** @hidden */
  111887. private _internalMarkAllSubMeshesAsTexturesDirty;
  111888. /** @hidden */
  111889. _markAllSubMeshesAsTexturesDirty(): void;
  111890. /**
  111891. * Instantiate a new istance of clear coat configuration.
  111892. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  111893. */
  111894. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  111895. /**
  111896. * Specifies that the submesh is ready to be used.
  111897. * @param defines the list of "defines" to update.
  111898. * @param scene defines the scene the material belongs to.
  111899. * @returns - boolean indicating that the submesh is ready or not.
  111900. */
  111901. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  111902. /**
  111903. * Checks to see if a texture is used in the material.
  111904. * @param defines the list of "defines" to update.
  111905. * @param scene defines the scene the material belongs to.
  111906. */
  111907. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  111908. /**
  111909. * Binds the material data.
  111910. * @param uniformBuffer defines the Uniform buffer to fill in.
  111911. * @param scene defines the scene the material belongs to.
  111912. * @param isFrozen defines wether the material is frozen or not.
  111913. */
  111914. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  111915. /**
  111916. * Checks to see if a texture is used in the material.
  111917. * @param texture - Base texture to use.
  111918. * @returns - Boolean specifying if a texture is used in the material.
  111919. */
  111920. hasTexture(texture: BaseTexture): boolean;
  111921. /**
  111922. * Returns an array of the actively used textures.
  111923. * @param activeTextures Array of BaseTextures
  111924. */
  111925. getActiveTextures(activeTextures: BaseTexture[]): void;
  111926. /**
  111927. * Returns the animatable textures.
  111928. * @param animatables Array of animatable textures.
  111929. */
  111930. getAnimatables(animatables: IAnimatable[]): void;
  111931. /**
  111932. * Disposes the resources of the material.
  111933. * @param forceDisposeTextures - Forces the disposal of all textures.
  111934. */
  111935. dispose(forceDisposeTextures?: boolean): void;
  111936. /**
  111937. * Get the current class name of the texture useful for serialization or dynamic coding.
  111938. * @returns "PBRSheenConfiguration"
  111939. */
  111940. getClassName(): string;
  111941. /**
  111942. * Add fallbacks to the effect fallbacks list.
  111943. * @param defines defines the Base texture to use.
  111944. * @param fallbacks defines the current fallback list.
  111945. * @param currentRank defines the current fallback rank.
  111946. * @returns the new fallback rank.
  111947. */
  111948. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  111949. /**
  111950. * Add the required uniforms to the current list.
  111951. * @param uniforms defines the current uniform list.
  111952. */
  111953. static AddUniforms(uniforms: string[]): void;
  111954. /**
  111955. * Add the required uniforms to the current buffer.
  111956. * @param uniformBuffer defines the current uniform buffer.
  111957. */
  111958. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  111959. /**
  111960. * Add the required samplers to the current list.
  111961. * @param samplers defines the current sampler list.
  111962. */
  111963. static AddSamplers(samplers: string[]): void;
  111964. /**
  111965. * Makes a duplicate of the current configuration into another one.
  111966. * @param sheenConfiguration define the config where to copy the info
  111967. */
  111968. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  111969. /**
  111970. * Serializes this BRDF configuration.
  111971. * @returns - An object with the serialized config.
  111972. */
  111973. serialize(): any;
  111974. /**
  111975. * Parses a anisotropy Configuration from a serialized object.
  111976. * @param source - Serialized object.
  111977. * @param scene Defines the scene we are parsing for
  111978. * @param rootUrl Defines the rootUrl to load from
  111979. */
  111980. parse(source: any, scene: Scene, rootUrl: string): void;
  111981. }
  111982. }
  111983. declare module BABYLON {
  111984. /**
  111985. * @hidden
  111986. */
  111987. export interface IMaterialSubSurfaceDefines {
  111988. SUBSURFACE: boolean;
  111989. SS_REFRACTION: boolean;
  111990. SS_TRANSLUCENCY: boolean;
  111991. SS_SCATERRING: boolean;
  111992. SS_THICKNESSANDMASK_TEXTURE: boolean;
  111993. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  111994. SS_REFRACTIONMAP_3D: boolean;
  111995. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  111996. SS_LODINREFRACTIONALPHA: boolean;
  111997. SS_GAMMAREFRACTION: boolean;
  111998. SS_RGBDREFRACTION: boolean;
  111999. SS_LINEARSPECULARREFRACTION: boolean;
  112000. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  112001. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  112002. /** @hidden */
  112003. _areTexturesDirty: boolean;
  112004. }
  112005. /**
  112006. * Define the code related to the sub surface parameters of the pbr material.
  112007. */
  112008. export class PBRSubSurfaceConfiguration {
  112009. private _isRefractionEnabled;
  112010. /**
  112011. * Defines if the refraction is enabled in the material.
  112012. */
  112013. isRefractionEnabled: boolean;
  112014. private _isTranslucencyEnabled;
  112015. /**
  112016. * Defines if the translucency is enabled in the material.
  112017. */
  112018. isTranslucencyEnabled: boolean;
  112019. private _isScatteringEnabled;
  112020. /**
  112021. * Defines the refraction intensity of the material.
  112022. * The refraction when enabled replaces the Diffuse part of the material.
  112023. * The intensity helps transitionning between diffuse and refraction.
  112024. */
  112025. refractionIntensity: number;
  112026. /**
  112027. * Defines the translucency intensity of the material.
  112028. * When translucency has been enabled, this defines how much of the "translucency"
  112029. * is addded to the diffuse part of the material.
  112030. */
  112031. translucencyIntensity: number;
  112032. /**
  112033. * Defines the scattering intensity of the material.
  112034. * When scattering has been enabled, this defines how much of the "scattered light"
  112035. * is addded to the diffuse part of the material.
  112036. */
  112037. scatteringIntensity: number;
  112038. private _thicknessTexture;
  112039. /**
  112040. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  112041. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  112042. * 0 would mean minimumThickness
  112043. * 1 would mean maximumThickness
  112044. * The other channels might be use as a mask to vary the different effects intensity.
  112045. */
  112046. thicknessTexture: Nullable<BaseTexture>;
  112047. private _refractionTexture;
  112048. /**
  112049. * Defines the texture to use for refraction.
  112050. */
  112051. refractionTexture: Nullable<BaseTexture>;
  112052. private _indexOfRefraction;
  112053. /**
  112054. * Defines the index of refraction used in the material.
  112055. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  112056. */
  112057. indexOfRefraction: number;
  112058. private _invertRefractionY;
  112059. /**
  112060. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  112061. */
  112062. invertRefractionY: boolean;
  112063. private _linkRefractionWithTransparency;
  112064. /**
  112065. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  112066. * Materials half opaque for instance using refraction could benefit from this control.
  112067. */
  112068. linkRefractionWithTransparency: boolean;
  112069. /**
  112070. * Defines the minimum thickness stored in the thickness map.
  112071. * If no thickness map is defined, this value will be used to simulate thickness.
  112072. */
  112073. minimumThickness: number;
  112074. /**
  112075. * Defines the maximum thickness stored in the thickness map.
  112076. */
  112077. maximumThickness: number;
  112078. /**
  112079. * Defines the volume tint of the material.
  112080. * This is used for both translucency and scattering.
  112081. */
  112082. tintColor: Color3;
  112083. /**
  112084. * Defines the distance at which the tint color should be found in the media.
  112085. * This is used for refraction only.
  112086. */
  112087. tintColorAtDistance: number;
  112088. /**
  112089. * Defines how far each channel transmit through the media.
  112090. * It is defined as a color to simplify it selection.
  112091. */
  112092. diffusionDistance: Color3;
  112093. private _useMaskFromThicknessTexture;
  112094. /**
  112095. * Stores the intensity of the different subsurface effects in the thickness texture.
  112096. * * the green channel is the translucency intensity.
  112097. * * the blue channel is the scattering intensity.
  112098. * * the alpha channel is the refraction intensity.
  112099. */
  112100. useMaskFromThicknessTexture: boolean;
  112101. /** @hidden */
  112102. private _internalMarkAllSubMeshesAsTexturesDirty;
  112103. /** @hidden */
  112104. _markAllSubMeshesAsTexturesDirty(): void;
  112105. /**
  112106. * Instantiate a new istance of sub surface configuration.
  112107. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  112108. */
  112109. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  112110. /**
  112111. * Gets wehter the submesh is ready to be used or not.
  112112. * @param defines the list of "defines" to update.
  112113. * @param scene defines the scene the material belongs to.
  112114. * @returns - boolean indicating that the submesh is ready or not.
  112115. */
  112116. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  112117. /**
  112118. * Checks to see if a texture is used in the material.
  112119. * @param defines the list of "defines" to update.
  112120. * @param scene defines the scene to the material belongs to.
  112121. */
  112122. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  112123. /**
  112124. * Binds the material data.
  112125. * @param uniformBuffer defines the Uniform buffer to fill in.
  112126. * @param scene defines the scene the material belongs to.
  112127. * @param engine defines the engine the material belongs to.
  112128. * @param isFrozen defines wether the material is frozen or not.
  112129. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  112130. */
  112131. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  112132. /**
  112133. * Unbinds the material from the mesh.
  112134. * @param activeEffect defines the effect that should be unbound from.
  112135. * @returns true if unbound, otherwise false
  112136. */
  112137. unbind(activeEffect: Effect): boolean;
  112138. /**
  112139. * Returns the texture used for refraction or null if none is used.
  112140. * @param scene defines the scene the material belongs to.
  112141. * @returns - Refraction texture if present. If no refraction texture and refraction
  112142. * is linked with transparency, returns environment texture. Otherwise, returns null.
  112143. */
  112144. private _getRefractionTexture;
  112145. /**
  112146. * Returns true if alpha blending should be disabled.
  112147. */
  112148. readonly disableAlphaBlending: boolean;
  112149. /**
  112150. * Fills the list of render target textures.
  112151. * @param renderTargets the list of render targets to update
  112152. */
  112153. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  112154. /**
  112155. * Checks to see if a texture is used in the material.
  112156. * @param texture - Base texture to use.
  112157. * @returns - Boolean specifying if a texture is used in the material.
  112158. */
  112159. hasTexture(texture: BaseTexture): boolean;
  112160. /**
  112161. * Gets a boolean indicating that current material needs to register RTT
  112162. * @returns true if this uses a render target otherwise false.
  112163. */
  112164. hasRenderTargetTextures(): boolean;
  112165. /**
  112166. * Returns an array of the actively used textures.
  112167. * @param activeTextures Array of BaseTextures
  112168. */
  112169. getActiveTextures(activeTextures: BaseTexture[]): void;
  112170. /**
  112171. * Returns the animatable textures.
  112172. * @param animatables Array of animatable textures.
  112173. */
  112174. getAnimatables(animatables: IAnimatable[]): void;
  112175. /**
  112176. * Disposes the resources of the material.
  112177. * @param forceDisposeTextures - Forces the disposal of all textures.
  112178. */
  112179. dispose(forceDisposeTextures?: boolean): void;
  112180. /**
  112181. * Get the current class name of the texture useful for serialization or dynamic coding.
  112182. * @returns "PBRSubSurfaceConfiguration"
  112183. */
  112184. getClassName(): string;
  112185. /**
  112186. * Add fallbacks to the effect fallbacks list.
  112187. * @param defines defines the Base texture to use.
  112188. * @param fallbacks defines the current fallback list.
  112189. * @param currentRank defines the current fallback rank.
  112190. * @returns the new fallback rank.
  112191. */
  112192. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  112193. /**
  112194. * Add the required uniforms to the current list.
  112195. * @param uniforms defines the current uniform list.
  112196. */
  112197. static AddUniforms(uniforms: string[]): void;
  112198. /**
  112199. * Add the required samplers to the current list.
  112200. * @param samplers defines the current sampler list.
  112201. */
  112202. static AddSamplers(samplers: string[]): void;
  112203. /**
  112204. * Add the required uniforms to the current buffer.
  112205. * @param uniformBuffer defines the current uniform buffer.
  112206. */
  112207. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  112208. /**
  112209. * Makes a duplicate of the current configuration into another one.
  112210. * @param configuration define the config where to copy the info
  112211. */
  112212. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  112213. /**
  112214. * Serializes this Sub Surface configuration.
  112215. * @returns - An object with the serialized config.
  112216. */
  112217. serialize(): any;
  112218. /**
  112219. * Parses a anisotropy Configuration from a serialized object.
  112220. * @param source - Serialized object.
  112221. * @param scene Defines the scene we are parsing for
  112222. * @param rootUrl Defines the rootUrl to load from
  112223. */
  112224. parse(source: any, scene: Scene, rootUrl: string): void;
  112225. }
  112226. }
  112227. declare module BABYLON {
  112228. /** @hidden */
  112229. export var pbrFragmentDeclaration: {
  112230. name: string;
  112231. shader: string;
  112232. };
  112233. }
  112234. declare module BABYLON {
  112235. /** @hidden */
  112236. export var pbrUboDeclaration: {
  112237. name: string;
  112238. shader: string;
  112239. };
  112240. }
  112241. declare module BABYLON {
  112242. /** @hidden */
  112243. export var pbrFragmentExtraDeclaration: {
  112244. name: string;
  112245. shader: string;
  112246. };
  112247. }
  112248. declare module BABYLON {
  112249. /** @hidden */
  112250. export var pbrFragmentSamplersDeclaration: {
  112251. name: string;
  112252. shader: string;
  112253. };
  112254. }
  112255. declare module BABYLON {
  112256. /** @hidden */
  112257. export var pbrHelperFunctions: {
  112258. name: string;
  112259. shader: string;
  112260. };
  112261. }
  112262. declare module BABYLON {
  112263. /** @hidden */
  112264. export var harmonicsFunctions: {
  112265. name: string;
  112266. shader: string;
  112267. };
  112268. }
  112269. declare module BABYLON {
  112270. /** @hidden */
  112271. export var pbrDirectLightingSetupFunctions: {
  112272. name: string;
  112273. shader: string;
  112274. };
  112275. }
  112276. declare module BABYLON {
  112277. /** @hidden */
  112278. export var pbrDirectLightingFalloffFunctions: {
  112279. name: string;
  112280. shader: string;
  112281. };
  112282. }
  112283. declare module BABYLON {
  112284. /** @hidden */
  112285. export var pbrBRDFFunctions: {
  112286. name: string;
  112287. shader: string;
  112288. };
  112289. }
  112290. declare module BABYLON {
  112291. /** @hidden */
  112292. export var pbrDirectLightingFunctions: {
  112293. name: string;
  112294. shader: string;
  112295. };
  112296. }
  112297. declare module BABYLON {
  112298. /** @hidden */
  112299. export var pbrIBLFunctions: {
  112300. name: string;
  112301. shader: string;
  112302. };
  112303. }
  112304. declare module BABYLON {
  112305. /** @hidden */
  112306. export var pbrDebug: {
  112307. name: string;
  112308. shader: string;
  112309. };
  112310. }
  112311. declare module BABYLON {
  112312. /** @hidden */
  112313. export var pbrPixelShader: {
  112314. name: string;
  112315. shader: string;
  112316. };
  112317. }
  112318. declare module BABYLON {
  112319. /** @hidden */
  112320. export var pbrVertexDeclaration: {
  112321. name: string;
  112322. shader: string;
  112323. };
  112324. }
  112325. declare module BABYLON {
  112326. /** @hidden */
  112327. export var pbrVertexShader: {
  112328. name: string;
  112329. shader: string;
  112330. };
  112331. }
  112332. declare module BABYLON {
  112333. /**
  112334. * Manages the defines for the PBR Material.
  112335. * @hidden
  112336. */
  112337. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  112338. PBR: boolean;
  112339. MAINUV1: boolean;
  112340. MAINUV2: boolean;
  112341. UV1: boolean;
  112342. UV2: boolean;
  112343. ALBEDO: boolean;
  112344. ALBEDODIRECTUV: number;
  112345. VERTEXCOLOR: boolean;
  112346. AMBIENT: boolean;
  112347. AMBIENTDIRECTUV: number;
  112348. AMBIENTINGRAYSCALE: boolean;
  112349. OPACITY: boolean;
  112350. VERTEXALPHA: boolean;
  112351. OPACITYDIRECTUV: number;
  112352. OPACITYRGB: boolean;
  112353. ALPHATEST: boolean;
  112354. DEPTHPREPASS: boolean;
  112355. ALPHABLEND: boolean;
  112356. ALPHAFROMALBEDO: boolean;
  112357. ALPHATESTVALUE: string;
  112358. SPECULAROVERALPHA: boolean;
  112359. RADIANCEOVERALPHA: boolean;
  112360. ALPHAFRESNEL: boolean;
  112361. LINEARALPHAFRESNEL: boolean;
  112362. PREMULTIPLYALPHA: boolean;
  112363. EMISSIVE: boolean;
  112364. EMISSIVEDIRECTUV: number;
  112365. REFLECTIVITY: boolean;
  112366. REFLECTIVITYDIRECTUV: number;
  112367. SPECULARTERM: boolean;
  112368. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  112369. MICROSURFACEAUTOMATIC: boolean;
  112370. LODBASEDMICROSFURACE: boolean;
  112371. MICROSURFACEMAP: boolean;
  112372. MICROSURFACEMAPDIRECTUV: number;
  112373. METALLICWORKFLOW: boolean;
  112374. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  112375. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  112376. METALLNESSSTOREINMETALMAPBLUE: boolean;
  112377. AOSTOREINMETALMAPRED: boolean;
  112378. ENVIRONMENTBRDF: boolean;
  112379. ENVIRONMENTBRDF_RGBD: boolean;
  112380. NORMAL: boolean;
  112381. TANGENT: boolean;
  112382. BUMP: boolean;
  112383. BUMPDIRECTUV: number;
  112384. OBJECTSPACE_NORMALMAP: boolean;
  112385. PARALLAX: boolean;
  112386. PARALLAXOCCLUSION: boolean;
  112387. NORMALXYSCALE: boolean;
  112388. LIGHTMAP: boolean;
  112389. LIGHTMAPDIRECTUV: number;
  112390. USELIGHTMAPASSHADOWMAP: boolean;
  112391. GAMMALIGHTMAP: boolean;
  112392. RGBDLIGHTMAP: boolean;
  112393. REFLECTION: boolean;
  112394. REFLECTIONMAP_3D: boolean;
  112395. REFLECTIONMAP_SPHERICAL: boolean;
  112396. REFLECTIONMAP_PLANAR: boolean;
  112397. REFLECTIONMAP_CUBIC: boolean;
  112398. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  112399. REFLECTIONMAP_PROJECTION: boolean;
  112400. REFLECTIONMAP_SKYBOX: boolean;
  112401. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  112402. REFLECTIONMAP_EXPLICIT: boolean;
  112403. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  112404. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  112405. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  112406. INVERTCUBICMAP: boolean;
  112407. USESPHERICALFROMREFLECTIONMAP: boolean;
  112408. USEIRRADIANCEMAP: boolean;
  112409. SPHERICAL_HARMONICS: boolean;
  112410. USESPHERICALINVERTEX: boolean;
  112411. REFLECTIONMAP_OPPOSITEZ: boolean;
  112412. LODINREFLECTIONALPHA: boolean;
  112413. GAMMAREFLECTION: boolean;
  112414. RGBDREFLECTION: boolean;
  112415. LINEARSPECULARREFLECTION: boolean;
  112416. RADIANCEOCCLUSION: boolean;
  112417. HORIZONOCCLUSION: boolean;
  112418. INSTANCES: boolean;
  112419. NUM_BONE_INFLUENCERS: number;
  112420. BonesPerMesh: number;
  112421. BONETEXTURE: boolean;
  112422. NONUNIFORMSCALING: boolean;
  112423. MORPHTARGETS: boolean;
  112424. MORPHTARGETS_NORMAL: boolean;
  112425. MORPHTARGETS_TANGENT: boolean;
  112426. MORPHTARGETS_UV: boolean;
  112427. NUM_MORPH_INFLUENCERS: number;
  112428. IMAGEPROCESSING: boolean;
  112429. VIGNETTE: boolean;
  112430. VIGNETTEBLENDMODEMULTIPLY: boolean;
  112431. VIGNETTEBLENDMODEOPAQUE: boolean;
  112432. TONEMAPPING: boolean;
  112433. TONEMAPPING_ACES: boolean;
  112434. CONTRAST: boolean;
  112435. COLORCURVES: boolean;
  112436. COLORGRADING: boolean;
  112437. COLORGRADING3D: boolean;
  112438. SAMPLER3DGREENDEPTH: boolean;
  112439. SAMPLER3DBGRMAP: boolean;
  112440. IMAGEPROCESSINGPOSTPROCESS: boolean;
  112441. EXPOSURE: boolean;
  112442. MULTIVIEW: boolean;
  112443. USEPHYSICALLIGHTFALLOFF: boolean;
  112444. USEGLTFLIGHTFALLOFF: boolean;
  112445. TWOSIDEDLIGHTING: boolean;
  112446. SHADOWFLOAT: boolean;
  112447. CLIPPLANE: boolean;
  112448. CLIPPLANE2: boolean;
  112449. CLIPPLANE3: boolean;
  112450. CLIPPLANE4: boolean;
  112451. POINTSIZE: boolean;
  112452. FOG: boolean;
  112453. LOGARITHMICDEPTH: boolean;
  112454. FORCENORMALFORWARD: boolean;
  112455. SPECULARAA: boolean;
  112456. CLEARCOAT: boolean;
  112457. CLEARCOAT_DEFAULTIOR: boolean;
  112458. CLEARCOAT_TEXTURE: boolean;
  112459. CLEARCOAT_TEXTUREDIRECTUV: number;
  112460. CLEARCOAT_BUMP: boolean;
  112461. CLEARCOAT_BUMPDIRECTUV: number;
  112462. CLEARCOAT_TINT: boolean;
  112463. CLEARCOAT_TINT_TEXTURE: boolean;
  112464. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  112465. ANISOTROPIC: boolean;
  112466. ANISOTROPIC_TEXTURE: boolean;
  112467. ANISOTROPIC_TEXTUREDIRECTUV: number;
  112468. BRDF_V_HEIGHT_CORRELATED: boolean;
  112469. MS_BRDF_ENERGY_CONSERVATION: boolean;
  112470. SHEEN: boolean;
  112471. SHEEN_TEXTURE: boolean;
  112472. SHEEN_TEXTUREDIRECTUV: number;
  112473. SHEEN_LINKWITHALBEDO: boolean;
  112474. SUBSURFACE: boolean;
  112475. SS_REFRACTION: boolean;
  112476. SS_TRANSLUCENCY: boolean;
  112477. SS_SCATERRING: boolean;
  112478. SS_THICKNESSANDMASK_TEXTURE: boolean;
  112479. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  112480. SS_REFRACTIONMAP_3D: boolean;
  112481. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  112482. SS_LODINREFRACTIONALPHA: boolean;
  112483. SS_GAMMAREFRACTION: boolean;
  112484. SS_RGBDREFRACTION: boolean;
  112485. SS_LINEARSPECULARREFRACTION: boolean;
  112486. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  112487. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  112488. UNLIT: boolean;
  112489. DEBUGMODE: number;
  112490. /**
  112491. * Initializes the PBR Material defines.
  112492. */
  112493. constructor();
  112494. /**
  112495. * Resets the PBR Material defines.
  112496. */
  112497. reset(): void;
  112498. }
  112499. /**
  112500. * The Physically based material base class of BJS.
  112501. *
  112502. * This offers the main features of a standard PBR material.
  112503. * For more information, please refer to the documentation :
  112504. * https://doc.babylonjs.com/how_to/physically_based_rendering
  112505. */
  112506. export abstract class PBRBaseMaterial extends PushMaterial {
  112507. /**
  112508. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  112509. */
  112510. static readonly PBRMATERIAL_OPAQUE: number;
  112511. /**
  112512. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  112513. */
  112514. static readonly PBRMATERIAL_ALPHATEST: number;
  112515. /**
  112516. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  112517. */
  112518. static readonly PBRMATERIAL_ALPHABLEND: number;
  112519. /**
  112520. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  112521. * They are also discarded below the alpha cutoff threshold to improve performances.
  112522. */
  112523. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  112524. /**
  112525. * Defines the default value of how much AO map is occluding the analytical lights
  112526. * (point spot...).
  112527. */
  112528. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  112529. /**
  112530. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  112531. */
  112532. static readonly LIGHTFALLOFF_PHYSICAL: number;
  112533. /**
  112534. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  112535. * to enhance interoperability with other engines.
  112536. */
  112537. static readonly LIGHTFALLOFF_GLTF: number;
  112538. /**
  112539. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  112540. * to enhance interoperability with other materials.
  112541. */
  112542. static readonly LIGHTFALLOFF_STANDARD: number;
  112543. /**
  112544. * Intensity of the direct lights e.g. the four lights available in your scene.
  112545. * This impacts both the direct diffuse and specular highlights.
  112546. */
  112547. protected _directIntensity: number;
  112548. /**
  112549. * Intensity of the emissive part of the material.
  112550. * This helps controlling the emissive effect without modifying the emissive color.
  112551. */
  112552. protected _emissiveIntensity: number;
  112553. /**
  112554. * Intensity of the environment e.g. how much the environment will light the object
  112555. * either through harmonics for rough material or through the refelction for shiny ones.
  112556. */
  112557. protected _environmentIntensity: number;
  112558. /**
  112559. * This is a special control allowing the reduction of the specular highlights coming from the
  112560. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  112561. */
  112562. protected _specularIntensity: number;
  112563. /**
  112564. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  112565. */
  112566. private _lightingInfos;
  112567. /**
  112568. * Debug Control allowing disabling the bump map on this material.
  112569. */
  112570. protected _disableBumpMap: boolean;
  112571. /**
  112572. * AKA Diffuse Texture in standard nomenclature.
  112573. */
  112574. protected _albedoTexture: Nullable<BaseTexture>;
  112575. /**
  112576. * AKA Occlusion Texture in other nomenclature.
  112577. */
  112578. protected _ambientTexture: Nullable<BaseTexture>;
  112579. /**
  112580. * AKA Occlusion Texture Intensity in other nomenclature.
  112581. */
  112582. protected _ambientTextureStrength: number;
  112583. /**
  112584. * Defines how much the AO map is occluding the analytical lights (point spot...).
  112585. * 1 means it completely occludes it
  112586. * 0 mean it has no impact
  112587. */
  112588. protected _ambientTextureImpactOnAnalyticalLights: number;
  112589. /**
  112590. * Stores the alpha values in a texture.
  112591. */
  112592. protected _opacityTexture: Nullable<BaseTexture>;
  112593. /**
  112594. * Stores the reflection values in a texture.
  112595. */
  112596. protected _reflectionTexture: Nullable<BaseTexture>;
  112597. /**
  112598. * Stores the emissive values in a texture.
  112599. */
  112600. protected _emissiveTexture: Nullable<BaseTexture>;
  112601. /**
  112602. * AKA Specular texture in other nomenclature.
  112603. */
  112604. protected _reflectivityTexture: Nullable<BaseTexture>;
  112605. /**
  112606. * Used to switch from specular/glossiness to metallic/roughness workflow.
  112607. */
  112608. protected _metallicTexture: Nullable<BaseTexture>;
  112609. /**
  112610. * Specifies the metallic scalar of the metallic/roughness workflow.
  112611. * Can also be used to scale the metalness values of the metallic texture.
  112612. */
  112613. protected _metallic: Nullable<number>;
  112614. /**
  112615. * Specifies the roughness scalar of the metallic/roughness workflow.
  112616. * Can also be used to scale the roughness values of the metallic texture.
  112617. */
  112618. protected _roughness: Nullable<number>;
  112619. /**
  112620. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  112621. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  112622. */
  112623. protected _microSurfaceTexture: Nullable<BaseTexture>;
  112624. /**
  112625. * Stores surface normal data used to displace a mesh in a texture.
  112626. */
  112627. protected _bumpTexture: Nullable<BaseTexture>;
  112628. /**
  112629. * Stores the pre-calculated light information of a mesh in a texture.
  112630. */
  112631. protected _lightmapTexture: Nullable<BaseTexture>;
  112632. /**
  112633. * The color of a material in ambient lighting.
  112634. */
  112635. protected _ambientColor: Color3;
  112636. /**
  112637. * AKA Diffuse Color in other nomenclature.
  112638. */
  112639. protected _albedoColor: Color3;
  112640. /**
  112641. * AKA Specular Color in other nomenclature.
  112642. */
  112643. protected _reflectivityColor: Color3;
  112644. /**
  112645. * The color applied when light is reflected from a material.
  112646. */
  112647. protected _reflectionColor: Color3;
  112648. /**
  112649. * The color applied when light is emitted from a material.
  112650. */
  112651. protected _emissiveColor: Color3;
  112652. /**
  112653. * AKA Glossiness in other nomenclature.
  112654. */
  112655. protected _microSurface: number;
  112656. /**
  112657. * Specifies that the material will use the light map as a show map.
  112658. */
  112659. protected _useLightmapAsShadowmap: boolean;
  112660. /**
  112661. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  112662. * makes the reflect vector face the model (under horizon).
  112663. */
  112664. protected _useHorizonOcclusion: boolean;
  112665. /**
  112666. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  112667. * too much the area relying on ambient texture to define their ambient occlusion.
  112668. */
  112669. protected _useRadianceOcclusion: boolean;
  112670. /**
  112671. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  112672. */
  112673. protected _useAlphaFromAlbedoTexture: boolean;
  112674. /**
  112675. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  112676. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  112677. */
  112678. protected _useSpecularOverAlpha: boolean;
  112679. /**
  112680. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  112681. */
  112682. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  112683. /**
  112684. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  112685. */
  112686. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  112687. /**
  112688. * Specifies if the metallic texture contains the roughness information in its green channel.
  112689. */
  112690. protected _useRoughnessFromMetallicTextureGreen: boolean;
  112691. /**
  112692. * Specifies if the metallic texture contains the metallness information in its blue channel.
  112693. */
  112694. protected _useMetallnessFromMetallicTextureBlue: boolean;
  112695. /**
  112696. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  112697. */
  112698. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  112699. /**
  112700. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  112701. */
  112702. protected _useAmbientInGrayScale: boolean;
  112703. /**
  112704. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  112705. * The material will try to infer what glossiness each pixel should be.
  112706. */
  112707. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  112708. /**
  112709. * Defines the falloff type used in this material.
  112710. * It by default is Physical.
  112711. */
  112712. protected _lightFalloff: number;
  112713. /**
  112714. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  112715. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  112716. */
  112717. protected _useRadianceOverAlpha: boolean;
  112718. /**
  112719. * Allows using an object space normal map (instead of tangent space).
  112720. */
  112721. protected _useObjectSpaceNormalMap: boolean;
  112722. /**
  112723. * Allows using the bump map in parallax mode.
  112724. */
  112725. protected _useParallax: boolean;
  112726. /**
  112727. * Allows using the bump map in parallax occlusion mode.
  112728. */
  112729. protected _useParallaxOcclusion: boolean;
  112730. /**
  112731. * Controls the scale bias of the parallax mode.
  112732. */
  112733. protected _parallaxScaleBias: number;
  112734. /**
  112735. * If sets to true, disables all the lights affecting the material.
  112736. */
  112737. protected _disableLighting: boolean;
  112738. /**
  112739. * Number of Simultaneous lights allowed on the material.
  112740. */
  112741. protected _maxSimultaneousLights: number;
  112742. /**
  112743. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  112744. */
  112745. protected _invertNormalMapX: boolean;
  112746. /**
  112747. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  112748. */
  112749. protected _invertNormalMapY: boolean;
  112750. /**
  112751. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  112752. */
  112753. protected _twoSidedLighting: boolean;
  112754. /**
  112755. * Defines the alpha limits in alpha test mode.
  112756. */
  112757. protected _alphaCutOff: number;
  112758. /**
  112759. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  112760. */
  112761. protected _forceAlphaTest: boolean;
  112762. /**
  112763. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  112764. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  112765. */
  112766. protected _useAlphaFresnel: boolean;
  112767. /**
  112768. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  112769. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  112770. */
  112771. protected _useLinearAlphaFresnel: boolean;
  112772. /**
  112773. * The transparency mode of the material.
  112774. */
  112775. protected _transparencyMode: Nullable<number>;
  112776. /**
  112777. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  112778. * from cos thetav and roughness:
  112779. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  112780. */
  112781. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  112782. /**
  112783. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  112784. */
  112785. protected _forceIrradianceInFragment: boolean;
  112786. /**
  112787. * Force normal to face away from face.
  112788. */
  112789. protected _forceNormalForward: boolean;
  112790. /**
  112791. * Enables specular anti aliasing in the PBR shader.
  112792. * It will both interacts on the Geometry for analytical and IBL lighting.
  112793. * It also prefilter the roughness map based on the bump values.
  112794. */
  112795. protected _enableSpecularAntiAliasing: boolean;
  112796. /**
  112797. * Default configuration related to image processing available in the PBR Material.
  112798. */
  112799. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  112800. /**
  112801. * Keep track of the image processing observer to allow dispose and replace.
  112802. */
  112803. private _imageProcessingObserver;
  112804. /**
  112805. * Attaches a new image processing configuration to the PBR Material.
  112806. * @param configuration
  112807. */
  112808. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  112809. /**
  112810. * Stores the available render targets.
  112811. */
  112812. private _renderTargets;
  112813. /**
  112814. * Sets the global ambient color for the material used in lighting calculations.
  112815. */
  112816. private _globalAmbientColor;
  112817. /**
  112818. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  112819. */
  112820. private _useLogarithmicDepth;
  112821. /**
  112822. * If set to true, no lighting calculations will be applied.
  112823. */
  112824. private _unlit;
  112825. private _debugMode;
  112826. /**
  112827. * @hidden
  112828. * This is reserved for the inspector.
  112829. * Defines the material debug mode.
  112830. * It helps seeing only some components of the material while troubleshooting.
  112831. */
  112832. debugMode: number;
  112833. /**
  112834. * @hidden
  112835. * This is reserved for the inspector.
  112836. * Specify from where on screen the debug mode should start.
  112837. * The value goes from -1 (full screen) to 1 (not visible)
  112838. * It helps with side by side comparison against the final render
  112839. * This defaults to -1
  112840. */
  112841. private debugLimit;
  112842. /**
  112843. * @hidden
  112844. * This is reserved for the inspector.
  112845. * As the default viewing range might not be enough (if the ambient is really small for instance)
  112846. * You can use the factor to better multiply the final value.
  112847. */
  112848. private debugFactor;
  112849. /**
  112850. * Defines the clear coat layer parameters for the material.
  112851. */
  112852. readonly clearCoat: PBRClearCoatConfiguration;
  112853. /**
  112854. * Defines the anisotropic parameters for the material.
  112855. */
  112856. readonly anisotropy: PBRAnisotropicConfiguration;
  112857. /**
  112858. * Defines the BRDF parameters for the material.
  112859. */
  112860. readonly brdf: PBRBRDFConfiguration;
  112861. /**
  112862. * Defines the Sheen parameters for the material.
  112863. */
  112864. readonly sheen: PBRSheenConfiguration;
  112865. /**
  112866. * Defines the SubSurface parameters for the material.
  112867. */
  112868. readonly subSurface: PBRSubSurfaceConfiguration;
  112869. /**
  112870. * Custom callback helping to override the default shader used in the material.
  112871. */
  112872. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  112873. protected _rebuildInParallel: boolean;
  112874. /**
  112875. * Instantiates a new PBRMaterial instance.
  112876. *
  112877. * @param name The material name
  112878. * @param scene The scene the material will be use in.
  112879. */
  112880. constructor(name: string, scene: Scene);
  112881. /**
  112882. * Gets a boolean indicating that current material needs to register RTT
  112883. */
  112884. readonly hasRenderTargetTextures: boolean;
  112885. /**
  112886. * Gets the name of the material class.
  112887. */
  112888. getClassName(): string;
  112889. /**
  112890. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  112891. */
  112892. /**
  112893. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  112894. */
  112895. useLogarithmicDepth: boolean;
  112896. /**
  112897. * Gets the current transparency mode.
  112898. */
  112899. /**
  112900. * Sets the transparency mode of the material.
  112901. *
  112902. * | Value | Type | Description |
  112903. * | ----- | ----------------------------------- | ----------- |
  112904. * | 0 | OPAQUE | |
  112905. * | 1 | ALPHATEST | |
  112906. * | 2 | ALPHABLEND | |
  112907. * | 3 | ALPHATESTANDBLEND | |
  112908. *
  112909. */
  112910. transparencyMode: Nullable<number>;
  112911. /**
  112912. * Returns true if alpha blending should be disabled.
  112913. */
  112914. private readonly _disableAlphaBlending;
  112915. /**
  112916. * Specifies whether or not this material should be rendered in alpha blend mode.
  112917. */
  112918. needAlphaBlending(): boolean;
  112919. /**
  112920. * Specifies if the mesh will require alpha blending.
  112921. * @param mesh - BJS mesh.
  112922. */
  112923. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  112924. /**
  112925. * Specifies whether or not this material should be rendered in alpha test mode.
  112926. */
  112927. needAlphaTesting(): boolean;
  112928. /**
  112929. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  112930. */
  112931. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  112932. /**
  112933. * Gets the texture used for the alpha test.
  112934. */
  112935. getAlphaTestTexture(): Nullable<BaseTexture>;
  112936. /**
  112937. * Specifies that the submesh is ready to be used.
  112938. * @param mesh - BJS mesh.
  112939. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  112940. * @param useInstances - Specifies that instances should be used.
  112941. * @returns - boolean indicating that the submesh is ready or not.
  112942. */
  112943. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  112944. /**
  112945. * Specifies if the material uses metallic roughness workflow.
  112946. * @returns boolean specifiying if the material uses metallic roughness workflow.
  112947. */
  112948. isMetallicWorkflow(): boolean;
  112949. private _prepareEffect;
  112950. private _prepareDefines;
  112951. /**
  112952. * Force shader compilation
  112953. */
  112954. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  112955. clipPlane: boolean;
  112956. }>): void;
  112957. /**
  112958. * Initializes the uniform buffer layout for the shader.
  112959. */
  112960. buildUniformLayout(): void;
  112961. /**
  112962. * Unbinds the material from the mesh
  112963. */
  112964. unbind(): void;
  112965. /**
  112966. * Binds the submesh data.
  112967. * @param world - The world matrix.
  112968. * @param mesh - The BJS mesh.
  112969. * @param subMesh - A submesh of the BJS mesh.
  112970. */
  112971. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  112972. /**
  112973. * Returns the animatable textures.
  112974. * @returns - Array of animatable textures.
  112975. */
  112976. getAnimatables(): IAnimatable[];
  112977. /**
  112978. * Returns the texture used for reflections.
  112979. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  112980. */
  112981. private _getReflectionTexture;
  112982. /**
  112983. * Returns an array of the actively used textures.
  112984. * @returns - Array of BaseTextures
  112985. */
  112986. getActiveTextures(): BaseTexture[];
  112987. /**
  112988. * Checks to see if a texture is used in the material.
  112989. * @param texture - Base texture to use.
  112990. * @returns - Boolean specifying if a texture is used in the material.
  112991. */
  112992. hasTexture(texture: BaseTexture): boolean;
  112993. /**
  112994. * Disposes the resources of the material.
  112995. * @param forceDisposeEffect - Forces the disposal of effects.
  112996. * @param forceDisposeTextures - Forces the disposal of all textures.
  112997. */
  112998. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  112999. }
  113000. }
  113001. declare module BABYLON {
  113002. /**
  113003. * The Physically based material of BJS.
  113004. *
  113005. * This offers the main features of a standard PBR material.
  113006. * For more information, please refer to the documentation :
  113007. * https://doc.babylonjs.com/how_to/physically_based_rendering
  113008. */
  113009. export class PBRMaterial extends PBRBaseMaterial {
  113010. /**
  113011. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  113012. */
  113013. static readonly PBRMATERIAL_OPAQUE: number;
  113014. /**
  113015. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  113016. */
  113017. static readonly PBRMATERIAL_ALPHATEST: number;
  113018. /**
  113019. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  113020. */
  113021. static readonly PBRMATERIAL_ALPHABLEND: number;
  113022. /**
  113023. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  113024. * They are also discarded below the alpha cutoff threshold to improve performances.
  113025. */
  113026. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  113027. /**
  113028. * Defines the default value of how much AO map is occluding the analytical lights
  113029. * (point spot...).
  113030. */
  113031. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  113032. /**
  113033. * Intensity of the direct lights e.g. the four lights available in your scene.
  113034. * This impacts both the direct diffuse and specular highlights.
  113035. */
  113036. directIntensity: number;
  113037. /**
  113038. * Intensity of the emissive part of the material.
  113039. * This helps controlling the emissive effect without modifying the emissive color.
  113040. */
  113041. emissiveIntensity: number;
  113042. /**
  113043. * Intensity of the environment e.g. how much the environment will light the object
  113044. * either through harmonics for rough material or through the refelction for shiny ones.
  113045. */
  113046. environmentIntensity: number;
  113047. /**
  113048. * This is a special control allowing the reduction of the specular highlights coming from the
  113049. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  113050. */
  113051. specularIntensity: number;
  113052. /**
  113053. * Debug Control allowing disabling the bump map on this material.
  113054. */
  113055. disableBumpMap: boolean;
  113056. /**
  113057. * AKA Diffuse Texture in standard nomenclature.
  113058. */
  113059. albedoTexture: BaseTexture;
  113060. /**
  113061. * AKA Occlusion Texture in other nomenclature.
  113062. */
  113063. ambientTexture: BaseTexture;
  113064. /**
  113065. * AKA Occlusion Texture Intensity in other nomenclature.
  113066. */
  113067. ambientTextureStrength: number;
  113068. /**
  113069. * Defines how much the AO map is occluding the analytical lights (point spot...).
  113070. * 1 means it completely occludes it
  113071. * 0 mean it has no impact
  113072. */
  113073. ambientTextureImpactOnAnalyticalLights: number;
  113074. /**
  113075. * Stores the alpha values in a texture.
  113076. */
  113077. opacityTexture: BaseTexture;
  113078. /**
  113079. * Stores the reflection values in a texture.
  113080. */
  113081. reflectionTexture: Nullable<BaseTexture>;
  113082. /**
  113083. * Stores the emissive values in a texture.
  113084. */
  113085. emissiveTexture: BaseTexture;
  113086. /**
  113087. * AKA Specular texture in other nomenclature.
  113088. */
  113089. reflectivityTexture: BaseTexture;
  113090. /**
  113091. * Used to switch from specular/glossiness to metallic/roughness workflow.
  113092. */
  113093. metallicTexture: BaseTexture;
  113094. /**
  113095. * Specifies the metallic scalar of the metallic/roughness workflow.
  113096. * Can also be used to scale the metalness values of the metallic texture.
  113097. */
  113098. metallic: Nullable<number>;
  113099. /**
  113100. * Specifies the roughness scalar of the metallic/roughness workflow.
  113101. * Can also be used to scale the roughness values of the metallic texture.
  113102. */
  113103. roughness: Nullable<number>;
  113104. /**
  113105. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  113106. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  113107. */
  113108. microSurfaceTexture: BaseTexture;
  113109. /**
  113110. * Stores surface normal data used to displace a mesh in a texture.
  113111. */
  113112. bumpTexture: BaseTexture;
  113113. /**
  113114. * Stores the pre-calculated light information of a mesh in a texture.
  113115. */
  113116. lightmapTexture: BaseTexture;
  113117. /**
  113118. * Stores the refracted light information in a texture.
  113119. */
  113120. refractionTexture: Nullable<BaseTexture>;
  113121. /**
  113122. * The color of a material in ambient lighting.
  113123. */
  113124. ambientColor: Color3;
  113125. /**
  113126. * AKA Diffuse Color in other nomenclature.
  113127. */
  113128. albedoColor: Color3;
  113129. /**
  113130. * AKA Specular Color in other nomenclature.
  113131. */
  113132. reflectivityColor: Color3;
  113133. /**
  113134. * The color reflected from the material.
  113135. */
  113136. reflectionColor: Color3;
  113137. /**
  113138. * The color emitted from the material.
  113139. */
  113140. emissiveColor: Color3;
  113141. /**
  113142. * AKA Glossiness in other nomenclature.
  113143. */
  113144. microSurface: number;
  113145. /**
  113146. * source material index of refraction (IOR)' / 'destination material IOR.
  113147. */
  113148. indexOfRefraction: number;
  113149. /**
  113150. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  113151. */
  113152. invertRefractionY: boolean;
  113153. /**
  113154. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  113155. * Materials half opaque for instance using refraction could benefit from this control.
  113156. */
  113157. linkRefractionWithTransparency: boolean;
  113158. /**
  113159. * If true, the light map contains occlusion information instead of lighting info.
  113160. */
  113161. useLightmapAsShadowmap: boolean;
  113162. /**
  113163. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  113164. */
  113165. useAlphaFromAlbedoTexture: boolean;
  113166. /**
  113167. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  113168. */
  113169. forceAlphaTest: boolean;
  113170. /**
  113171. * Defines the alpha limits in alpha test mode.
  113172. */
  113173. alphaCutOff: number;
  113174. /**
  113175. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  113176. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  113177. */
  113178. useSpecularOverAlpha: boolean;
  113179. /**
  113180. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  113181. */
  113182. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  113183. /**
  113184. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  113185. */
  113186. useRoughnessFromMetallicTextureAlpha: boolean;
  113187. /**
  113188. * Specifies if the metallic texture contains the roughness information in its green channel.
  113189. */
  113190. useRoughnessFromMetallicTextureGreen: boolean;
  113191. /**
  113192. * Specifies if the metallic texture contains the metallness information in its blue channel.
  113193. */
  113194. useMetallnessFromMetallicTextureBlue: boolean;
  113195. /**
  113196. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  113197. */
  113198. useAmbientOcclusionFromMetallicTextureRed: boolean;
  113199. /**
  113200. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  113201. */
  113202. useAmbientInGrayScale: boolean;
  113203. /**
  113204. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  113205. * The material will try to infer what glossiness each pixel should be.
  113206. */
  113207. useAutoMicroSurfaceFromReflectivityMap: boolean;
  113208. /**
  113209. * BJS is using an harcoded light falloff based on a manually sets up range.
  113210. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  113211. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  113212. */
  113213. /**
  113214. * BJS is using an harcoded light falloff based on a manually sets up range.
  113215. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  113216. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  113217. */
  113218. usePhysicalLightFalloff: boolean;
  113219. /**
  113220. * In order to support the falloff compatibility with gltf, a special mode has been added
  113221. * to reproduce the gltf light falloff.
  113222. */
  113223. /**
  113224. * In order to support the falloff compatibility with gltf, a special mode has been added
  113225. * to reproduce the gltf light falloff.
  113226. */
  113227. useGLTFLightFalloff: boolean;
  113228. /**
  113229. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  113230. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  113231. */
  113232. useRadianceOverAlpha: boolean;
  113233. /**
  113234. * Allows using an object space normal map (instead of tangent space).
  113235. */
  113236. useObjectSpaceNormalMap: boolean;
  113237. /**
  113238. * Allows using the bump map in parallax mode.
  113239. */
  113240. useParallax: boolean;
  113241. /**
  113242. * Allows using the bump map in parallax occlusion mode.
  113243. */
  113244. useParallaxOcclusion: boolean;
  113245. /**
  113246. * Controls the scale bias of the parallax mode.
  113247. */
  113248. parallaxScaleBias: number;
  113249. /**
  113250. * If sets to true, disables all the lights affecting the material.
  113251. */
  113252. disableLighting: boolean;
  113253. /**
  113254. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  113255. */
  113256. forceIrradianceInFragment: boolean;
  113257. /**
  113258. * Number of Simultaneous lights allowed on the material.
  113259. */
  113260. maxSimultaneousLights: number;
  113261. /**
  113262. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  113263. */
  113264. invertNormalMapX: boolean;
  113265. /**
  113266. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  113267. */
  113268. invertNormalMapY: boolean;
  113269. /**
  113270. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  113271. */
  113272. twoSidedLighting: boolean;
  113273. /**
  113274. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  113275. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  113276. */
  113277. useAlphaFresnel: boolean;
  113278. /**
  113279. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  113280. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  113281. */
  113282. useLinearAlphaFresnel: boolean;
  113283. /**
  113284. * Let user defines the brdf lookup texture used for IBL.
  113285. * A default 8bit version is embedded but you could point at :
  113286. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  113287. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  113288. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  113289. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  113290. */
  113291. environmentBRDFTexture: Nullable<BaseTexture>;
  113292. /**
  113293. * Force normal to face away from face.
  113294. */
  113295. forceNormalForward: boolean;
  113296. /**
  113297. * Enables specular anti aliasing in the PBR shader.
  113298. * It will both interacts on the Geometry for analytical and IBL lighting.
  113299. * It also prefilter the roughness map based on the bump values.
  113300. */
  113301. enableSpecularAntiAliasing: boolean;
  113302. /**
  113303. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  113304. * makes the reflect vector face the model (under horizon).
  113305. */
  113306. useHorizonOcclusion: boolean;
  113307. /**
  113308. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  113309. * too much the area relying on ambient texture to define their ambient occlusion.
  113310. */
  113311. useRadianceOcclusion: boolean;
  113312. /**
  113313. * If set to true, no lighting calculations will be applied.
  113314. */
  113315. unlit: boolean;
  113316. /**
  113317. * Gets the image processing configuration used either in this material.
  113318. */
  113319. /**
  113320. * Sets the Default image processing configuration used either in the this material.
  113321. *
  113322. * If sets to null, the scene one is in use.
  113323. */
  113324. imageProcessingConfiguration: ImageProcessingConfiguration;
  113325. /**
  113326. * Gets wether the color curves effect is enabled.
  113327. */
  113328. /**
  113329. * Sets wether the color curves effect is enabled.
  113330. */
  113331. cameraColorCurvesEnabled: boolean;
  113332. /**
  113333. * Gets wether the color grading effect is enabled.
  113334. */
  113335. /**
  113336. * Gets wether the color grading effect is enabled.
  113337. */
  113338. cameraColorGradingEnabled: boolean;
  113339. /**
  113340. * Gets wether tonemapping is enabled or not.
  113341. */
  113342. /**
  113343. * Sets wether tonemapping is enabled or not
  113344. */
  113345. cameraToneMappingEnabled: boolean;
  113346. /**
  113347. * The camera exposure used on this material.
  113348. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  113349. * This corresponds to a photographic exposure.
  113350. */
  113351. /**
  113352. * The camera exposure used on this material.
  113353. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  113354. * This corresponds to a photographic exposure.
  113355. */
  113356. cameraExposure: number;
  113357. /**
  113358. * Gets The camera contrast used on this material.
  113359. */
  113360. /**
  113361. * Sets The camera contrast used on this material.
  113362. */
  113363. cameraContrast: number;
  113364. /**
  113365. * Gets the Color Grading 2D Lookup Texture.
  113366. */
  113367. /**
  113368. * Sets the Color Grading 2D Lookup Texture.
  113369. */
  113370. cameraColorGradingTexture: Nullable<BaseTexture>;
  113371. /**
  113372. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  113373. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  113374. * 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;
  113375. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  113376. */
  113377. /**
  113378. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  113379. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  113380. * 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;
  113381. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  113382. */
  113383. cameraColorCurves: Nullable<ColorCurves>;
  113384. /**
  113385. * Instantiates a new PBRMaterial instance.
  113386. *
  113387. * @param name The material name
  113388. * @param scene The scene the material will be use in.
  113389. */
  113390. constructor(name: string, scene: Scene);
  113391. /**
  113392. * Returns the name of this material class.
  113393. */
  113394. getClassName(): string;
  113395. /**
  113396. * Makes a duplicate of the current material.
  113397. * @param name - name to use for the new material.
  113398. */
  113399. clone(name: string): PBRMaterial;
  113400. /**
  113401. * Serializes this PBR Material.
  113402. * @returns - An object with the serialized material.
  113403. */
  113404. serialize(): any;
  113405. /**
  113406. * Parses a PBR Material from a serialized object.
  113407. * @param source - Serialized object.
  113408. * @param scene - BJS scene instance.
  113409. * @param rootUrl - url for the scene object
  113410. * @returns - PBRMaterial
  113411. */
  113412. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  113413. }
  113414. }
  113415. declare module BABYLON {
  113416. /**
  113417. * Direct draw surface info
  113418. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  113419. */
  113420. export interface DDSInfo {
  113421. /**
  113422. * Width of the texture
  113423. */
  113424. width: number;
  113425. /**
  113426. * Width of the texture
  113427. */
  113428. height: number;
  113429. /**
  113430. * Number of Mipmaps for the texture
  113431. * @see https://en.wikipedia.org/wiki/Mipmap
  113432. */
  113433. mipmapCount: number;
  113434. /**
  113435. * If the textures format is a known fourCC format
  113436. * @see https://www.fourcc.org/
  113437. */
  113438. isFourCC: boolean;
  113439. /**
  113440. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  113441. */
  113442. isRGB: boolean;
  113443. /**
  113444. * If the texture is a lumincance format
  113445. */
  113446. isLuminance: boolean;
  113447. /**
  113448. * If this is a cube texture
  113449. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  113450. */
  113451. isCube: boolean;
  113452. /**
  113453. * If the texture is a compressed format eg. FOURCC_DXT1
  113454. */
  113455. isCompressed: boolean;
  113456. /**
  113457. * The dxgiFormat of the texture
  113458. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  113459. */
  113460. dxgiFormat: number;
  113461. /**
  113462. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  113463. */
  113464. textureType: number;
  113465. /**
  113466. * Sphericle polynomial created for the dds texture
  113467. */
  113468. sphericalPolynomial?: SphericalPolynomial;
  113469. }
  113470. /**
  113471. * Class used to provide DDS decompression tools
  113472. */
  113473. export class DDSTools {
  113474. /**
  113475. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  113476. */
  113477. static StoreLODInAlphaChannel: boolean;
  113478. /**
  113479. * Gets DDS information from an array buffer
  113480. * @param arrayBuffer defines the array buffer to read data from
  113481. * @returns the DDS information
  113482. */
  113483. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  113484. private static _FloatView;
  113485. private static _Int32View;
  113486. private static _ToHalfFloat;
  113487. private static _FromHalfFloat;
  113488. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  113489. private static _GetHalfFloatRGBAArrayBuffer;
  113490. private static _GetFloatRGBAArrayBuffer;
  113491. private static _GetFloatAsUIntRGBAArrayBuffer;
  113492. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  113493. private static _GetRGBAArrayBuffer;
  113494. private static _ExtractLongWordOrder;
  113495. private static _GetRGBArrayBuffer;
  113496. private static _GetLuminanceArrayBuffer;
  113497. /**
  113498. * Uploads DDS Levels to a Babylon Texture
  113499. * @hidden
  113500. */
  113501. static UploadDDSLevels(engine: Engine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  113502. }
  113503. interface Engine {
  113504. /**
  113505. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  113506. * @param rootUrl defines the url where the file to load is located
  113507. * @param scene defines the current scene
  113508. * @param lodScale defines scale to apply to the mip map selection
  113509. * @param lodOffset defines offset to apply to the mip map selection
  113510. * @param onLoad defines an optional callback raised when the texture is loaded
  113511. * @param onError defines an optional callback raised if there is an issue to load the texture
  113512. * @param format defines the format of the data
  113513. * @param forcedExtension defines the extension to use to pick the right loader
  113514. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  113515. * @returns the cube texture as an InternalTexture
  113516. */
  113517. 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;
  113518. }
  113519. }
  113520. declare module BABYLON {
  113521. /**
  113522. * Implementation of the DDS Texture Loader.
  113523. * @hidden
  113524. */
  113525. export class _DDSTextureLoader implements IInternalTextureLoader {
  113526. /**
  113527. * Defines wether the loader supports cascade loading the different faces.
  113528. */
  113529. readonly supportCascades: boolean;
  113530. /**
  113531. * This returns if the loader support the current file information.
  113532. * @param extension defines the file extension of the file being loaded
  113533. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113534. * @param fallback defines the fallback internal texture if any
  113535. * @param isBase64 defines whether the texture is encoded as a base64
  113536. * @param isBuffer defines whether the texture data are stored as a buffer
  113537. * @returns true if the loader can load the specified file
  113538. */
  113539. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  113540. /**
  113541. * Transform the url before loading if required.
  113542. * @param rootUrl the url of the texture
  113543. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113544. * @returns the transformed texture
  113545. */
  113546. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  113547. /**
  113548. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  113549. * @param rootUrl the url of the texture
  113550. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113551. * @returns the fallback texture
  113552. */
  113553. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  113554. /**
  113555. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  113556. * @param data contains the texture data
  113557. * @param texture defines the BabylonJS internal texture
  113558. * @param createPolynomials will be true if polynomials have been requested
  113559. * @param onLoad defines the callback to trigger once the texture is ready
  113560. * @param onError defines the callback to trigger in case of error
  113561. */
  113562. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  113563. /**
  113564. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  113565. * @param data contains the texture data
  113566. * @param texture defines the BabylonJS internal texture
  113567. * @param callback defines the method to call once ready to upload
  113568. */
  113569. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  113570. }
  113571. }
  113572. declare module BABYLON {
  113573. /**
  113574. * Implementation of the ENV Texture Loader.
  113575. * @hidden
  113576. */
  113577. export class _ENVTextureLoader implements IInternalTextureLoader {
  113578. /**
  113579. * Defines wether the loader supports cascade loading the different faces.
  113580. */
  113581. readonly supportCascades: boolean;
  113582. /**
  113583. * This returns if the loader support the current file information.
  113584. * @param extension defines the file extension of the file being loaded
  113585. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113586. * @param fallback defines the fallback internal texture if any
  113587. * @param isBase64 defines whether the texture is encoded as a base64
  113588. * @param isBuffer defines whether the texture data are stored as a buffer
  113589. * @returns true if the loader can load the specified file
  113590. */
  113591. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  113592. /**
  113593. * Transform the url before loading if required.
  113594. * @param rootUrl the url of the texture
  113595. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113596. * @returns the transformed texture
  113597. */
  113598. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  113599. /**
  113600. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  113601. * @param rootUrl the url of the texture
  113602. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113603. * @returns the fallback texture
  113604. */
  113605. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  113606. /**
  113607. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  113608. * @param data contains the texture data
  113609. * @param texture defines the BabylonJS internal texture
  113610. * @param createPolynomials will be true if polynomials have been requested
  113611. * @param onLoad defines the callback to trigger once the texture is ready
  113612. * @param onError defines the callback to trigger in case of error
  113613. */
  113614. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  113615. /**
  113616. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  113617. * @param data contains the texture data
  113618. * @param texture defines the BabylonJS internal texture
  113619. * @param callback defines the method to call once ready to upload
  113620. */
  113621. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  113622. }
  113623. }
  113624. declare module BABYLON {
  113625. /**
  113626. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  113627. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  113628. */
  113629. export class KhronosTextureContainer {
  113630. /** contents of the KTX container file */
  113631. arrayBuffer: any;
  113632. private static HEADER_LEN;
  113633. private static COMPRESSED_2D;
  113634. private static COMPRESSED_3D;
  113635. private static TEX_2D;
  113636. private static TEX_3D;
  113637. /**
  113638. * Gets the openGL type
  113639. */
  113640. glType: number;
  113641. /**
  113642. * Gets the openGL type size
  113643. */
  113644. glTypeSize: number;
  113645. /**
  113646. * Gets the openGL format
  113647. */
  113648. glFormat: number;
  113649. /**
  113650. * Gets the openGL internal format
  113651. */
  113652. glInternalFormat: number;
  113653. /**
  113654. * Gets the base internal format
  113655. */
  113656. glBaseInternalFormat: number;
  113657. /**
  113658. * Gets image width in pixel
  113659. */
  113660. pixelWidth: number;
  113661. /**
  113662. * Gets image height in pixel
  113663. */
  113664. pixelHeight: number;
  113665. /**
  113666. * Gets image depth in pixels
  113667. */
  113668. pixelDepth: number;
  113669. /**
  113670. * Gets the number of array elements
  113671. */
  113672. numberOfArrayElements: number;
  113673. /**
  113674. * Gets the number of faces
  113675. */
  113676. numberOfFaces: number;
  113677. /**
  113678. * Gets the number of mipmap levels
  113679. */
  113680. numberOfMipmapLevels: number;
  113681. /**
  113682. * Gets the bytes of key value data
  113683. */
  113684. bytesOfKeyValueData: number;
  113685. /**
  113686. * Gets the load type
  113687. */
  113688. loadType: number;
  113689. /**
  113690. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  113691. */
  113692. isInvalid: boolean;
  113693. /**
  113694. * Creates a new KhronosTextureContainer
  113695. * @param arrayBuffer contents of the KTX container file
  113696. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  113697. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  113698. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  113699. */
  113700. constructor(
  113701. /** contents of the KTX container file */
  113702. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  113703. /**
  113704. * Uploads KTX content to a Babylon Texture.
  113705. * It is assumed that the texture has already been created & is currently bound
  113706. * @hidden
  113707. */
  113708. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  113709. private _upload2DCompressedLevels;
  113710. }
  113711. }
  113712. declare module BABYLON {
  113713. /**
  113714. * Implementation of the KTX Texture Loader.
  113715. * @hidden
  113716. */
  113717. export class _KTXTextureLoader implements IInternalTextureLoader {
  113718. /**
  113719. * Defines wether the loader supports cascade loading the different faces.
  113720. */
  113721. readonly supportCascades: boolean;
  113722. /**
  113723. * This returns if the loader support the current file information.
  113724. * @param extension defines the file extension of the file being loaded
  113725. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113726. * @param fallback defines the fallback internal texture if any
  113727. * @param isBase64 defines whether the texture is encoded as a base64
  113728. * @param isBuffer defines whether the texture data are stored as a buffer
  113729. * @returns true if the loader can load the specified file
  113730. */
  113731. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  113732. /**
  113733. * Transform the url before loading if required.
  113734. * @param rootUrl the url of the texture
  113735. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113736. * @returns the transformed texture
  113737. */
  113738. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  113739. /**
  113740. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  113741. * @param rootUrl the url of the texture
  113742. * @param textureFormatInUse defines the current compressed format in use iun the engine
  113743. * @returns the fallback texture
  113744. */
  113745. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  113746. /**
  113747. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  113748. * @param data contains the texture data
  113749. * @param texture defines the BabylonJS internal texture
  113750. * @param createPolynomials will be true if polynomials have been requested
  113751. * @param onLoad defines the callback to trigger once the texture is ready
  113752. * @param onError defines the callback to trigger in case of error
  113753. */
  113754. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  113755. /**
  113756. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  113757. * @param data contains the texture data
  113758. * @param texture defines the BabylonJS internal texture
  113759. * @param callback defines the method to call once ready to upload
  113760. */
  113761. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  113762. }
  113763. }
  113764. declare module BABYLON {
  113765. /**
  113766. * Options for the default xr helper
  113767. */
  113768. export class WebXRDefaultExperienceOptions {
  113769. /**
  113770. * Floor meshes that should be used for teleporting
  113771. */
  113772. floorMeshes: Array<AbstractMesh>;
  113773. }
  113774. /**
  113775. * Default experience which provides a similar setup to the previous webVRExperience
  113776. */
  113777. export class WebXRDefaultExperience {
  113778. /**
  113779. * Base experience
  113780. */
  113781. baseExperience: WebXRExperienceHelper;
  113782. /**
  113783. * Input experience extension
  113784. */
  113785. input: WebXRInput;
  113786. /**
  113787. * Loads the controller models
  113788. */
  113789. controllerModelLoader: WebXRControllerModelLoader;
  113790. /**
  113791. * Enables laser pointer and selection
  113792. */
  113793. pointerSelection: WebXRControllerPointerSelection;
  113794. /**
  113795. * Enables teleportation
  113796. */
  113797. teleportation: WebXRControllerTeleportation;
  113798. /**
  113799. * Enables ui for enetering/exiting xr
  113800. */
  113801. enterExitUI: WebXREnterExitUI;
  113802. /**
  113803. * Default output canvas xr should render to
  113804. */
  113805. outputCanvas: WebXRManagedOutputCanvas;
  113806. /**
  113807. * Creates the default xr experience
  113808. * @param scene scene
  113809. * @param options options for basic configuration
  113810. * @returns resulting WebXRDefaultExperience
  113811. */
  113812. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  113813. private constructor();
  113814. /**
  113815. * DIsposes of the experience helper
  113816. */
  113817. dispose(): void;
  113818. }
  113819. }
  113820. declare module BABYLON {
  113821. /** @hidden */
  113822. export var _forceSceneHelpersToBundle: boolean;
  113823. interface Scene {
  113824. /**
  113825. * Creates a default light for the scene.
  113826. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  113827. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  113828. */
  113829. createDefaultLight(replace?: boolean): void;
  113830. /**
  113831. * Creates a default camera for the scene.
  113832. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  113833. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  113834. * @param replace has default false, when true replaces the active camera in the scene
  113835. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  113836. */
  113837. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  113838. /**
  113839. * Creates a default camera and a default light.
  113840. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  113841. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  113842. * @param replace has the default false, when true replaces the active camera/light in the scene
  113843. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  113844. */
  113845. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  113846. /**
  113847. * Creates a new sky box
  113848. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  113849. * @param environmentTexture defines the texture to use as environment texture
  113850. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  113851. * @param scale defines the overall scale of the skybox
  113852. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  113853. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  113854. * @returns a new mesh holding the sky box
  113855. */
  113856. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  113857. /**
  113858. * Creates a new environment
  113859. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  113860. * @param options defines the options you can use to configure the environment
  113861. * @returns the new EnvironmentHelper
  113862. */
  113863. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  113864. /**
  113865. * Creates a new VREXperienceHelper
  113866. * @see http://doc.babylonjs.com/how_to/webvr_helper
  113867. * @param webVROptions defines the options used to create the new VREXperienceHelper
  113868. * @returns a new VREXperienceHelper
  113869. */
  113870. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  113871. /**
  113872. * Creates a new WebXRDefaultExperience
  113873. * @see http://doc.babylonjs.com/how_to/webxr
  113874. * @param options experience options
  113875. * @returns a promise for a new WebXRDefaultExperience
  113876. */
  113877. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  113878. }
  113879. }
  113880. declare module BABYLON {
  113881. /**
  113882. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  113883. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  113884. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  113885. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  113886. */
  113887. export class VideoDome extends TransformNode {
  113888. /**
  113889. * Define the video source as a Monoscopic panoramic 360 video.
  113890. */
  113891. static readonly MODE_MONOSCOPIC: number;
  113892. /**
  113893. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  113894. */
  113895. static readonly MODE_TOPBOTTOM: number;
  113896. /**
  113897. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  113898. */
  113899. static readonly MODE_SIDEBYSIDE: number;
  113900. private _halfDome;
  113901. private _useDirectMapping;
  113902. /**
  113903. * The video texture being displayed on the sphere
  113904. */
  113905. protected _videoTexture: VideoTexture;
  113906. /**
  113907. * Gets the video texture being displayed on the sphere
  113908. */
  113909. readonly videoTexture: VideoTexture;
  113910. /**
  113911. * The skybox material
  113912. */
  113913. protected _material: BackgroundMaterial;
  113914. /**
  113915. * The surface used for the skybox
  113916. */
  113917. protected _mesh: Mesh;
  113918. /**
  113919. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  113920. */
  113921. private _halfDomeMask;
  113922. /**
  113923. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  113924. * Also see the options.resolution property.
  113925. */
  113926. fovMultiplier: number;
  113927. private _videoMode;
  113928. /**
  113929. * Gets or set the current video mode for the video. It can be:
  113930. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  113931. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  113932. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  113933. */
  113934. videoMode: number;
  113935. /**
  113936. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  113937. *
  113938. */
  113939. /**
  113940. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  113941. */
  113942. halfDome: boolean;
  113943. /**
  113944. * Oberserver used in Stereoscopic VR Mode.
  113945. */
  113946. private _onBeforeCameraRenderObserver;
  113947. /**
  113948. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  113949. * @param name Element's name, child elements will append suffixes for their own names.
  113950. * @param urlsOrVideo defines the url(s) or the video element to use
  113951. * @param options An object containing optional or exposed sub element properties
  113952. */
  113953. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  113954. resolution?: number;
  113955. clickToPlay?: boolean;
  113956. autoPlay?: boolean;
  113957. loop?: boolean;
  113958. size?: number;
  113959. poster?: string;
  113960. faceForward?: boolean;
  113961. useDirectMapping?: boolean;
  113962. halfDomeMode?: boolean;
  113963. }, scene: Scene);
  113964. private _changeVideoMode;
  113965. /**
  113966. * Releases resources associated with this node.
  113967. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  113968. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  113969. */
  113970. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  113971. }
  113972. }
  113973. declare module BABYLON {
  113974. /**
  113975. * This class can be used to get instrumentation data from a Babylon engine
  113976. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  113977. */
  113978. export class EngineInstrumentation implements IDisposable {
  113979. /**
  113980. * Define the instrumented engine.
  113981. */
  113982. engine: Engine;
  113983. private _captureGPUFrameTime;
  113984. private _gpuFrameTimeToken;
  113985. private _gpuFrameTime;
  113986. private _captureShaderCompilationTime;
  113987. private _shaderCompilationTime;
  113988. private _onBeginFrameObserver;
  113989. private _onEndFrameObserver;
  113990. private _onBeforeShaderCompilationObserver;
  113991. private _onAfterShaderCompilationObserver;
  113992. /**
  113993. * Gets the perf counter used for GPU frame time
  113994. */
  113995. readonly gpuFrameTimeCounter: PerfCounter;
  113996. /**
  113997. * Gets the GPU frame time capture status
  113998. */
  113999. /**
  114000. * Enable or disable the GPU frame time capture
  114001. */
  114002. captureGPUFrameTime: boolean;
  114003. /**
  114004. * Gets the perf counter used for shader compilation time
  114005. */
  114006. readonly shaderCompilationTimeCounter: PerfCounter;
  114007. /**
  114008. * Gets the shader compilation time capture status
  114009. */
  114010. /**
  114011. * Enable or disable the shader compilation time capture
  114012. */
  114013. captureShaderCompilationTime: boolean;
  114014. /**
  114015. * Instantiates a new engine instrumentation.
  114016. * This class can be used to get instrumentation data from a Babylon engine
  114017. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  114018. * @param engine Defines the engine to instrument
  114019. */
  114020. constructor(
  114021. /**
  114022. * Define the instrumented engine.
  114023. */
  114024. engine: Engine);
  114025. /**
  114026. * Dispose and release associated resources.
  114027. */
  114028. dispose(): void;
  114029. }
  114030. }
  114031. declare module BABYLON {
  114032. /**
  114033. * This class can be used to get instrumentation data from a Babylon engine
  114034. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  114035. */
  114036. export class SceneInstrumentation implements IDisposable {
  114037. /**
  114038. * Defines the scene to instrument
  114039. */
  114040. scene: Scene;
  114041. private _captureActiveMeshesEvaluationTime;
  114042. private _activeMeshesEvaluationTime;
  114043. private _captureRenderTargetsRenderTime;
  114044. private _renderTargetsRenderTime;
  114045. private _captureFrameTime;
  114046. private _frameTime;
  114047. private _captureRenderTime;
  114048. private _renderTime;
  114049. private _captureInterFrameTime;
  114050. private _interFrameTime;
  114051. private _captureParticlesRenderTime;
  114052. private _particlesRenderTime;
  114053. private _captureSpritesRenderTime;
  114054. private _spritesRenderTime;
  114055. private _capturePhysicsTime;
  114056. private _physicsTime;
  114057. private _captureAnimationsTime;
  114058. private _animationsTime;
  114059. private _captureCameraRenderTime;
  114060. private _cameraRenderTime;
  114061. private _onBeforeActiveMeshesEvaluationObserver;
  114062. private _onAfterActiveMeshesEvaluationObserver;
  114063. private _onBeforeRenderTargetsRenderObserver;
  114064. private _onAfterRenderTargetsRenderObserver;
  114065. private _onAfterRenderObserver;
  114066. private _onBeforeDrawPhaseObserver;
  114067. private _onAfterDrawPhaseObserver;
  114068. private _onBeforeAnimationsObserver;
  114069. private _onBeforeParticlesRenderingObserver;
  114070. private _onAfterParticlesRenderingObserver;
  114071. private _onBeforeSpritesRenderingObserver;
  114072. private _onAfterSpritesRenderingObserver;
  114073. private _onBeforePhysicsObserver;
  114074. private _onAfterPhysicsObserver;
  114075. private _onAfterAnimationsObserver;
  114076. private _onBeforeCameraRenderObserver;
  114077. private _onAfterCameraRenderObserver;
  114078. /**
  114079. * Gets the perf counter used for active meshes evaluation time
  114080. */
  114081. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  114082. /**
  114083. * Gets the active meshes evaluation time capture status
  114084. */
  114085. /**
  114086. * Enable or disable the active meshes evaluation time capture
  114087. */
  114088. captureActiveMeshesEvaluationTime: boolean;
  114089. /**
  114090. * Gets the perf counter used for render targets render time
  114091. */
  114092. readonly renderTargetsRenderTimeCounter: PerfCounter;
  114093. /**
  114094. * Gets the render targets render time capture status
  114095. */
  114096. /**
  114097. * Enable or disable the render targets render time capture
  114098. */
  114099. captureRenderTargetsRenderTime: boolean;
  114100. /**
  114101. * Gets the perf counter used for particles render time
  114102. */
  114103. readonly particlesRenderTimeCounter: PerfCounter;
  114104. /**
  114105. * Gets the particles render time capture status
  114106. */
  114107. /**
  114108. * Enable or disable the particles render time capture
  114109. */
  114110. captureParticlesRenderTime: boolean;
  114111. /**
  114112. * Gets the perf counter used for sprites render time
  114113. */
  114114. readonly spritesRenderTimeCounter: PerfCounter;
  114115. /**
  114116. * Gets the sprites render time capture status
  114117. */
  114118. /**
  114119. * Enable or disable the sprites render time capture
  114120. */
  114121. captureSpritesRenderTime: boolean;
  114122. /**
  114123. * Gets the perf counter used for physics time
  114124. */
  114125. readonly physicsTimeCounter: PerfCounter;
  114126. /**
  114127. * Gets the physics time capture status
  114128. */
  114129. /**
  114130. * Enable or disable the physics time capture
  114131. */
  114132. capturePhysicsTime: boolean;
  114133. /**
  114134. * Gets the perf counter used for animations time
  114135. */
  114136. readonly animationsTimeCounter: PerfCounter;
  114137. /**
  114138. * Gets the animations time capture status
  114139. */
  114140. /**
  114141. * Enable or disable the animations time capture
  114142. */
  114143. captureAnimationsTime: boolean;
  114144. /**
  114145. * Gets the perf counter used for frame time capture
  114146. */
  114147. readonly frameTimeCounter: PerfCounter;
  114148. /**
  114149. * Gets the frame time capture status
  114150. */
  114151. /**
  114152. * Enable or disable the frame time capture
  114153. */
  114154. captureFrameTime: boolean;
  114155. /**
  114156. * Gets the perf counter used for inter-frames time capture
  114157. */
  114158. readonly interFrameTimeCounter: PerfCounter;
  114159. /**
  114160. * Gets the inter-frames time capture status
  114161. */
  114162. /**
  114163. * Enable or disable the inter-frames time capture
  114164. */
  114165. captureInterFrameTime: boolean;
  114166. /**
  114167. * Gets the perf counter used for render time capture
  114168. */
  114169. readonly renderTimeCounter: PerfCounter;
  114170. /**
  114171. * Gets the render time capture status
  114172. */
  114173. /**
  114174. * Enable or disable the render time capture
  114175. */
  114176. captureRenderTime: boolean;
  114177. /**
  114178. * Gets the perf counter used for camera render time capture
  114179. */
  114180. readonly cameraRenderTimeCounter: PerfCounter;
  114181. /**
  114182. * Gets the camera render time capture status
  114183. */
  114184. /**
  114185. * Enable or disable the camera render time capture
  114186. */
  114187. captureCameraRenderTime: boolean;
  114188. /**
  114189. * Gets the perf counter used for draw calls
  114190. */
  114191. readonly drawCallsCounter: PerfCounter;
  114192. /**
  114193. * Instantiates a new scene instrumentation.
  114194. * This class can be used to get instrumentation data from a Babylon engine
  114195. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  114196. * @param scene Defines the scene to instrument
  114197. */
  114198. constructor(
  114199. /**
  114200. * Defines the scene to instrument
  114201. */
  114202. scene: Scene);
  114203. /**
  114204. * Dispose and release associated resources.
  114205. */
  114206. dispose(): void;
  114207. }
  114208. }
  114209. declare module BABYLON {
  114210. /** @hidden */
  114211. export var glowMapGenerationPixelShader: {
  114212. name: string;
  114213. shader: string;
  114214. };
  114215. }
  114216. declare module BABYLON {
  114217. /** @hidden */
  114218. export var glowMapGenerationVertexShader: {
  114219. name: string;
  114220. shader: string;
  114221. };
  114222. }
  114223. declare module BABYLON {
  114224. /**
  114225. * Effect layer options. This helps customizing the behaviour
  114226. * of the effect layer.
  114227. */
  114228. export interface IEffectLayerOptions {
  114229. /**
  114230. * Multiplication factor apply to the canvas size to compute the render target size
  114231. * used to generated the objects (the smaller the faster).
  114232. */
  114233. mainTextureRatio: number;
  114234. /**
  114235. * Enforces a fixed size texture to ensure effect stability across devices.
  114236. */
  114237. mainTextureFixedSize?: number;
  114238. /**
  114239. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  114240. */
  114241. alphaBlendingMode: number;
  114242. /**
  114243. * The camera attached to the layer.
  114244. */
  114245. camera: Nullable<Camera>;
  114246. /**
  114247. * The rendering group to draw the layer in.
  114248. */
  114249. renderingGroupId: number;
  114250. }
  114251. /**
  114252. * The effect layer Helps adding post process effect blended with the main pass.
  114253. *
  114254. * This can be for instance use to generate glow or higlight effects on the scene.
  114255. *
  114256. * The effect layer class can not be used directly and is intented to inherited from to be
  114257. * customized per effects.
  114258. */
  114259. export abstract class EffectLayer {
  114260. private _vertexBuffers;
  114261. private _indexBuffer;
  114262. private _cachedDefines;
  114263. private _effectLayerMapGenerationEffect;
  114264. private _effectLayerOptions;
  114265. private _mergeEffect;
  114266. protected _scene: Scene;
  114267. protected _engine: Engine;
  114268. protected _maxSize: number;
  114269. protected _mainTextureDesiredSize: ISize;
  114270. protected _mainTexture: RenderTargetTexture;
  114271. protected _shouldRender: boolean;
  114272. protected _postProcesses: PostProcess[];
  114273. protected _textures: BaseTexture[];
  114274. protected _emissiveTextureAndColor: {
  114275. texture: Nullable<BaseTexture>;
  114276. color: Color4;
  114277. };
  114278. /**
  114279. * The name of the layer
  114280. */
  114281. name: string;
  114282. /**
  114283. * The clear color of the texture used to generate the glow map.
  114284. */
  114285. neutralColor: Color4;
  114286. /**
  114287. * Specifies wether the highlight layer is enabled or not.
  114288. */
  114289. isEnabled: boolean;
  114290. /**
  114291. * Gets the camera attached to the layer.
  114292. */
  114293. readonly camera: Nullable<Camera>;
  114294. /**
  114295. * Gets the rendering group id the layer should render in.
  114296. */
  114297. renderingGroupId: number;
  114298. /**
  114299. * An event triggered when the effect layer has been disposed.
  114300. */
  114301. onDisposeObservable: Observable<EffectLayer>;
  114302. /**
  114303. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  114304. */
  114305. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  114306. /**
  114307. * An event triggered when the generated texture is being merged in the scene.
  114308. */
  114309. onBeforeComposeObservable: Observable<EffectLayer>;
  114310. /**
  114311. * An event triggered when the generated texture has been merged in the scene.
  114312. */
  114313. onAfterComposeObservable: Observable<EffectLayer>;
  114314. /**
  114315. * An event triggered when the efffect layer changes its size.
  114316. */
  114317. onSizeChangedObservable: Observable<EffectLayer>;
  114318. /** @hidden */
  114319. static _SceneComponentInitialization: (scene: Scene) => void;
  114320. /**
  114321. * Instantiates a new effect Layer and references it in the scene.
  114322. * @param name The name of the layer
  114323. * @param scene The scene to use the layer in
  114324. */
  114325. constructor(
  114326. /** The Friendly of the effect in the scene */
  114327. name: string, scene: Scene);
  114328. /**
  114329. * Get the effect name of the layer.
  114330. * @return The effect name
  114331. */
  114332. abstract getEffectName(): string;
  114333. /**
  114334. * Checks for the readiness of the element composing the layer.
  114335. * @param subMesh the mesh to check for
  114336. * @param useInstances specify wether or not to use instances to render the mesh
  114337. * @return true if ready otherwise, false
  114338. */
  114339. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  114340. /**
  114341. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  114342. * @returns true if the effect requires stencil during the main canvas render pass.
  114343. */
  114344. abstract needStencil(): boolean;
  114345. /**
  114346. * Create the merge effect. This is the shader use to blit the information back
  114347. * to the main canvas at the end of the scene rendering.
  114348. * @returns The effect containing the shader used to merge the effect on the main canvas
  114349. */
  114350. protected abstract _createMergeEffect(): Effect;
  114351. /**
  114352. * Creates the render target textures and post processes used in the effect layer.
  114353. */
  114354. protected abstract _createTextureAndPostProcesses(): void;
  114355. /**
  114356. * Implementation specific of rendering the generating effect on the main canvas.
  114357. * @param effect The effect used to render through
  114358. */
  114359. protected abstract _internalRender(effect: Effect): void;
  114360. /**
  114361. * Sets the required values for both the emissive texture and and the main color.
  114362. */
  114363. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  114364. /**
  114365. * Free any resources and references associated to a mesh.
  114366. * Internal use
  114367. * @param mesh The mesh to free.
  114368. */
  114369. abstract _disposeMesh(mesh: Mesh): void;
  114370. /**
  114371. * Serializes this layer (Glow or Highlight for example)
  114372. * @returns a serialized layer object
  114373. */
  114374. abstract serialize?(): any;
  114375. /**
  114376. * Initializes the effect layer with the required options.
  114377. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  114378. */
  114379. protected _init(options: Partial<IEffectLayerOptions>): void;
  114380. /**
  114381. * Generates the index buffer of the full screen quad blending to the main canvas.
  114382. */
  114383. private _generateIndexBuffer;
  114384. /**
  114385. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  114386. */
  114387. private _generateVertexBuffer;
  114388. /**
  114389. * Sets the main texture desired size which is the closest power of two
  114390. * of the engine canvas size.
  114391. */
  114392. private _setMainTextureSize;
  114393. /**
  114394. * Creates the main texture for the effect layer.
  114395. */
  114396. protected _createMainTexture(): void;
  114397. /**
  114398. * Adds specific effects defines.
  114399. * @param defines The defines to add specifics to.
  114400. */
  114401. protected _addCustomEffectDefines(defines: string[]): void;
  114402. /**
  114403. * Checks for the readiness of the element composing the layer.
  114404. * @param subMesh the mesh to check for
  114405. * @param useInstances specify wether or not to use instances to render the mesh
  114406. * @param emissiveTexture the associated emissive texture used to generate the glow
  114407. * @return true if ready otherwise, false
  114408. */
  114409. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  114410. /**
  114411. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  114412. */
  114413. render(): void;
  114414. /**
  114415. * Determine if a given mesh will be used in the current effect.
  114416. * @param mesh mesh to test
  114417. * @returns true if the mesh will be used
  114418. */
  114419. hasMesh(mesh: AbstractMesh): boolean;
  114420. /**
  114421. * Returns true if the layer contains information to display, otherwise false.
  114422. * @returns true if the glow layer should be rendered
  114423. */
  114424. shouldRender(): boolean;
  114425. /**
  114426. * Returns true if the mesh should render, otherwise false.
  114427. * @param mesh The mesh to render
  114428. * @returns true if it should render otherwise false
  114429. */
  114430. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  114431. /**
  114432. * Returns true if the mesh can be rendered, otherwise false.
  114433. * @param mesh The mesh to render
  114434. * @param material The material used on the mesh
  114435. * @returns true if it can be rendered otherwise false
  114436. */
  114437. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  114438. /**
  114439. * Returns true if the mesh should render, otherwise false.
  114440. * @param mesh The mesh to render
  114441. * @returns true if it should render otherwise false
  114442. */
  114443. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  114444. /**
  114445. * Renders the submesh passed in parameter to the generation map.
  114446. */
  114447. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  114448. /**
  114449. * Rebuild the required buffers.
  114450. * @hidden Internal use only.
  114451. */
  114452. _rebuild(): void;
  114453. /**
  114454. * Dispose only the render target textures and post process.
  114455. */
  114456. private _disposeTextureAndPostProcesses;
  114457. /**
  114458. * Dispose the highlight layer and free resources.
  114459. */
  114460. dispose(): void;
  114461. /**
  114462. * Gets the class name of the effect layer
  114463. * @returns the string with the class name of the effect layer
  114464. */
  114465. getClassName(): string;
  114466. /**
  114467. * Creates an effect layer from parsed effect layer data
  114468. * @param parsedEffectLayer defines effect layer data
  114469. * @param scene defines the current scene
  114470. * @param rootUrl defines the root URL containing the effect layer information
  114471. * @returns a parsed effect Layer
  114472. */
  114473. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  114474. }
  114475. }
  114476. declare module BABYLON {
  114477. interface AbstractScene {
  114478. /**
  114479. * The list of effect layers (highlights/glow) added to the scene
  114480. * @see http://doc.babylonjs.com/how_to/highlight_layer
  114481. * @see http://doc.babylonjs.com/how_to/glow_layer
  114482. */
  114483. effectLayers: Array<EffectLayer>;
  114484. /**
  114485. * Removes the given effect layer from this scene.
  114486. * @param toRemove defines the effect layer to remove
  114487. * @returns the index of the removed effect layer
  114488. */
  114489. removeEffectLayer(toRemove: EffectLayer): number;
  114490. /**
  114491. * Adds the given effect layer to this scene
  114492. * @param newEffectLayer defines the effect layer to add
  114493. */
  114494. addEffectLayer(newEffectLayer: EffectLayer): void;
  114495. }
  114496. /**
  114497. * Defines the layer scene component responsible to manage any effect layers
  114498. * in a given scene.
  114499. */
  114500. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  114501. /**
  114502. * The component name helpfull to identify the component in the list of scene components.
  114503. */
  114504. readonly name: string;
  114505. /**
  114506. * The scene the component belongs to.
  114507. */
  114508. scene: Scene;
  114509. private _engine;
  114510. private _renderEffects;
  114511. private _needStencil;
  114512. private _previousStencilState;
  114513. /**
  114514. * Creates a new instance of the component for the given scene
  114515. * @param scene Defines the scene to register the component in
  114516. */
  114517. constructor(scene: Scene);
  114518. /**
  114519. * Registers the component in a given scene
  114520. */
  114521. register(): void;
  114522. /**
  114523. * Rebuilds the elements related to this component in case of
  114524. * context lost for instance.
  114525. */
  114526. rebuild(): void;
  114527. /**
  114528. * Serializes the component data to the specified json object
  114529. * @param serializationObject The object to serialize to
  114530. */
  114531. serialize(serializationObject: any): void;
  114532. /**
  114533. * Adds all the elements from the container to the scene
  114534. * @param container the container holding the elements
  114535. */
  114536. addFromContainer(container: AbstractScene): void;
  114537. /**
  114538. * Removes all the elements in the container from the scene
  114539. * @param container contains the elements to remove
  114540. * @param dispose if the removed element should be disposed (default: false)
  114541. */
  114542. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  114543. /**
  114544. * Disposes the component and the associated ressources.
  114545. */
  114546. dispose(): void;
  114547. private _isReadyForMesh;
  114548. private _renderMainTexture;
  114549. private _setStencil;
  114550. private _setStencilBack;
  114551. private _draw;
  114552. private _drawCamera;
  114553. private _drawRenderingGroup;
  114554. }
  114555. }
  114556. declare module BABYLON {
  114557. /** @hidden */
  114558. export var glowMapMergePixelShader: {
  114559. name: string;
  114560. shader: string;
  114561. };
  114562. }
  114563. declare module BABYLON {
  114564. /** @hidden */
  114565. export var glowMapMergeVertexShader: {
  114566. name: string;
  114567. shader: string;
  114568. };
  114569. }
  114570. declare module BABYLON {
  114571. interface AbstractScene {
  114572. /**
  114573. * Return a the first highlight layer of the scene with a given name.
  114574. * @param name The name of the highlight layer to look for.
  114575. * @return The highlight layer if found otherwise null.
  114576. */
  114577. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  114578. }
  114579. /**
  114580. * Glow layer options. This helps customizing the behaviour
  114581. * of the glow layer.
  114582. */
  114583. export interface IGlowLayerOptions {
  114584. /**
  114585. * Multiplication factor apply to the canvas size to compute the render target size
  114586. * used to generated the glowing objects (the smaller the faster).
  114587. */
  114588. mainTextureRatio: number;
  114589. /**
  114590. * Enforces a fixed size texture to ensure resize independant blur.
  114591. */
  114592. mainTextureFixedSize?: number;
  114593. /**
  114594. * How big is the kernel of the blur texture.
  114595. */
  114596. blurKernelSize: number;
  114597. /**
  114598. * The camera attached to the layer.
  114599. */
  114600. camera: Nullable<Camera>;
  114601. /**
  114602. * Enable MSAA by chosing the number of samples.
  114603. */
  114604. mainTextureSamples?: number;
  114605. /**
  114606. * The rendering group to draw the layer in.
  114607. */
  114608. renderingGroupId: number;
  114609. }
  114610. /**
  114611. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  114612. *
  114613. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  114614. * glowy meshes to your scene.
  114615. *
  114616. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  114617. */
  114618. export class GlowLayer extends EffectLayer {
  114619. /**
  114620. * Effect Name of the layer.
  114621. */
  114622. static readonly EffectName: string;
  114623. /**
  114624. * The default blur kernel size used for the glow.
  114625. */
  114626. static DefaultBlurKernelSize: number;
  114627. /**
  114628. * The default texture size ratio used for the glow.
  114629. */
  114630. static DefaultTextureRatio: number;
  114631. /**
  114632. * Sets the kernel size of the blur.
  114633. */
  114634. /**
  114635. * Gets the kernel size of the blur.
  114636. */
  114637. blurKernelSize: number;
  114638. /**
  114639. * Sets the glow intensity.
  114640. */
  114641. /**
  114642. * Gets the glow intensity.
  114643. */
  114644. intensity: number;
  114645. private _options;
  114646. private _intensity;
  114647. private _horizontalBlurPostprocess1;
  114648. private _verticalBlurPostprocess1;
  114649. private _horizontalBlurPostprocess2;
  114650. private _verticalBlurPostprocess2;
  114651. private _blurTexture1;
  114652. private _blurTexture2;
  114653. private _postProcesses1;
  114654. private _postProcesses2;
  114655. private _includedOnlyMeshes;
  114656. private _excludedMeshes;
  114657. /**
  114658. * Callback used to let the user override the color selection on a per mesh basis
  114659. */
  114660. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  114661. /**
  114662. * Callback used to let the user override the texture selection on a per mesh basis
  114663. */
  114664. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  114665. /**
  114666. * Instantiates a new glow Layer and references it to the scene.
  114667. * @param name The name of the layer
  114668. * @param scene The scene to use the layer in
  114669. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  114670. */
  114671. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  114672. /**
  114673. * Get the effect name of the layer.
  114674. * @return The effect name
  114675. */
  114676. getEffectName(): string;
  114677. /**
  114678. * Create the merge effect. This is the shader use to blit the information back
  114679. * to the main canvas at the end of the scene rendering.
  114680. */
  114681. protected _createMergeEffect(): Effect;
  114682. /**
  114683. * Creates the render target textures and post processes used in the glow layer.
  114684. */
  114685. protected _createTextureAndPostProcesses(): void;
  114686. /**
  114687. * Checks for the readiness of the element composing the layer.
  114688. * @param subMesh the mesh to check for
  114689. * @param useInstances specify wether or not to use instances to render the mesh
  114690. * @param emissiveTexture the associated emissive texture used to generate the glow
  114691. * @return true if ready otherwise, false
  114692. */
  114693. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  114694. /**
  114695. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  114696. */
  114697. needStencil(): boolean;
  114698. /**
  114699. * Returns true if the mesh can be rendered, otherwise false.
  114700. * @param mesh The mesh to render
  114701. * @param material The material used on the mesh
  114702. * @returns true if it can be rendered otherwise false
  114703. */
  114704. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  114705. /**
  114706. * Implementation specific of rendering the generating effect on the main canvas.
  114707. * @param effect The effect used to render through
  114708. */
  114709. protected _internalRender(effect: Effect): void;
  114710. /**
  114711. * Sets the required values for both the emissive texture and and the main color.
  114712. */
  114713. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  114714. /**
  114715. * Returns true if the mesh should render, otherwise false.
  114716. * @param mesh The mesh to render
  114717. * @returns true if it should render otherwise false
  114718. */
  114719. protected _shouldRenderMesh(mesh: Mesh): boolean;
  114720. /**
  114721. * Adds specific effects defines.
  114722. * @param defines The defines to add specifics to.
  114723. */
  114724. protected _addCustomEffectDefines(defines: string[]): void;
  114725. /**
  114726. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  114727. * @param mesh The mesh to exclude from the glow layer
  114728. */
  114729. addExcludedMesh(mesh: Mesh): void;
  114730. /**
  114731. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  114732. * @param mesh The mesh to remove
  114733. */
  114734. removeExcludedMesh(mesh: Mesh): void;
  114735. /**
  114736. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  114737. * @param mesh The mesh to include in the glow layer
  114738. */
  114739. addIncludedOnlyMesh(mesh: Mesh): void;
  114740. /**
  114741. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  114742. * @param mesh The mesh to remove
  114743. */
  114744. removeIncludedOnlyMesh(mesh: Mesh): void;
  114745. /**
  114746. * Determine if a given mesh will be used in the glow layer
  114747. * @param mesh The mesh to test
  114748. * @returns true if the mesh will be highlighted by the current glow layer
  114749. */
  114750. hasMesh(mesh: AbstractMesh): boolean;
  114751. /**
  114752. * Free any resources and references associated to a mesh.
  114753. * Internal use
  114754. * @param mesh The mesh to free.
  114755. * @hidden
  114756. */
  114757. _disposeMesh(mesh: Mesh): void;
  114758. /**
  114759. * Gets the class name of the effect layer
  114760. * @returns the string with the class name of the effect layer
  114761. */
  114762. getClassName(): string;
  114763. /**
  114764. * Serializes this glow layer
  114765. * @returns a serialized glow layer object
  114766. */
  114767. serialize(): any;
  114768. /**
  114769. * Creates a Glow Layer from parsed glow layer data
  114770. * @param parsedGlowLayer defines glow layer data
  114771. * @param scene defines the current scene
  114772. * @param rootUrl defines the root URL containing the glow layer information
  114773. * @returns a parsed Glow Layer
  114774. */
  114775. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  114776. }
  114777. }
  114778. declare module BABYLON {
  114779. /** @hidden */
  114780. export var glowBlurPostProcessPixelShader: {
  114781. name: string;
  114782. shader: string;
  114783. };
  114784. }
  114785. declare module BABYLON {
  114786. interface AbstractScene {
  114787. /**
  114788. * Return a the first highlight layer of the scene with a given name.
  114789. * @param name The name of the highlight layer to look for.
  114790. * @return The highlight layer if found otherwise null.
  114791. */
  114792. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  114793. }
  114794. /**
  114795. * Highlight layer options. This helps customizing the behaviour
  114796. * of the highlight layer.
  114797. */
  114798. export interface IHighlightLayerOptions {
  114799. /**
  114800. * Multiplication factor apply to the canvas size to compute the render target size
  114801. * used to generated the glowing objects (the smaller the faster).
  114802. */
  114803. mainTextureRatio: number;
  114804. /**
  114805. * Enforces a fixed size texture to ensure resize independant blur.
  114806. */
  114807. mainTextureFixedSize?: number;
  114808. /**
  114809. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  114810. * of the picture to blur (the smaller the faster).
  114811. */
  114812. blurTextureSizeRatio: number;
  114813. /**
  114814. * How big in texel of the blur texture is the vertical blur.
  114815. */
  114816. blurVerticalSize: number;
  114817. /**
  114818. * How big in texel of the blur texture is the horizontal blur.
  114819. */
  114820. blurHorizontalSize: number;
  114821. /**
  114822. * Alpha blending mode used to apply the blur. Default is combine.
  114823. */
  114824. alphaBlendingMode: number;
  114825. /**
  114826. * The camera attached to the layer.
  114827. */
  114828. camera: Nullable<Camera>;
  114829. /**
  114830. * Should we display highlight as a solid stroke?
  114831. */
  114832. isStroke?: boolean;
  114833. /**
  114834. * The rendering group to draw the layer in.
  114835. */
  114836. renderingGroupId: number;
  114837. }
  114838. /**
  114839. * The highlight layer Helps adding a glow effect around a mesh.
  114840. *
  114841. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  114842. * glowy meshes to your scene.
  114843. *
  114844. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  114845. */
  114846. export class HighlightLayer extends EffectLayer {
  114847. name: string;
  114848. /**
  114849. * Effect Name of the highlight layer.
  114850. */
  114851. static readonly EffectName: string;
  114852. /**
  114853. * The neutral color used during the preparation of the glow effect.
  114854. * This is black by default as the blend operation is a blend operation.
  114855. */
  114856. static NeutralColor: Color4;
  114857. /**
  114858. * Stencil value used for glowing meshes.
  114859. */
  114860. static GlowingMeshStencilReference: number;
  114861. /**
  114862. * Stencil value used for the other meshes in the scene.
  114863. */
  114864. static NormalMeshStencilReference: number;
  114865. /**
  114866. * Specifies whether or not the inner glow is ACTIVE in the layer.
  114867. */
  114868. innerGlow: boolean;
  114869. /**
  114870. * Specifies whether or not the outer glow is ACTIVE in the layer.
  114871. */
  114872. outerGlow: boolean;
  114873. /**
  114874. * Specifies the horizontal size of the blur.
  114875. */
  114876. /**
  114877. * Gets the horizontal size of the blur.
  114878. */
  114879. blurHorizontalSize: number;
  114880. /**
  114881. * Specifies the vertical size of the blur.
  114882. */
  114883. /**
  114884. * Gets the vertical size of the blur.
  114885. */
  114886. blurVerticalSize: number;
  114887. /**
  114888. * An event triggered when the highlight layer is being blurred.
  114889. */
  114890. onBeforeBlurObservable: Observable<HighlightLayer>;
  114891. /**
  114892. * An event triggered when the highlight layer has been blurred.
  114893. */
  114894. onAfterBlurObservable: Observable<HighlightLayer>;
  114895. private _instanceGlowingMeshStencilReference;
  114896. private _options;
  114897. private _downSamplePostprocess;
  114898. private _horizontalBlurPostprocess;
  114899. private _verticalBlurPostprocess;
  114900. private _blurTexture;
  114901. private _meshes;
  114902. private _excludedMeshes;
  114903. /**
  114904. * Instantiates a new highlight Layer and references it to the scene..
  114905. * @param name The name of the layer
  114906. * @param scene The scene to use the layer in
  114907. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  114908. */
  114909. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  114910. /**
  114911. * Get the effect name of the layer.
  114912. * @return The effect name
  114913. */
  114914. getEffectName(): string;
  114915. /**
  114916. * Create the merge effect. This is the shader use to blit the information back
  114917. * to the main canvas at the end of the scene rendering.
  114918. */
  114919. protected _createMergeEffect(): Effect;
  114920. /**
  114921. * Creates the render target textures and post processes used in the highlight layer.
  114922. */
  114923. protected _createTextureAndPostProcesses(): void;
  114924. /**
  114925. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  114926. */
  114927. needStencil(): boolean;
  114928. /**
  114929. * Checks for the readiness of the element composing the layer.
  114930. * @param subMesh the mesh to check for
  114931. * @param useInstances specify wether or not to use instances to render the mesh
  114932. * @param emissiveTexture the associated emissive texture used to generate the glow
  114933. * @return true if ready otherwise, false
  114934. */
  114935. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  114936. /**
  114937. * Implementation specific of rendering the generating effect on the main canvas.
  114938. * @param effect The effect used to render through
  114939. */
  114940. protected _internalRender(effect: Effect): void;
  114941. /**
  114942. * Returns true if the layer contains information to display, otherwise false.
  114943. */
  114944. shouldRender(): boolean;
  114945. /**
  114946. * Returns true if the mesh should render, otherwise false.
  114947. * @param mesh The mesh to render
  114948. * @returns true if it should render otherwise false
  114949. */
  114950. protected _shouldRenderMesh(mesh: Mesh): boolean;
  114951. /**
  114952. * Sets the required values for both the emissive texture and and the main color.
  114953. */
  114954. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  114955. /**
  114956. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  114957. * @param mesh The mesh to exclude from the highlight layer
  114958. */
  114959. addExcludedMesh(mesh: Mesh): void;
  114960. /**
  114961. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  114962. * @param mesh The mesh to highlight
  114963. */
  114964. removeExcludedMesh(mesh: Mesh): void;
  114965. /**
  114966. * Determine if a given mesh will be highlighted by the current HighlightLayer
  114967. * @param mesh mesh to test
  114968. * @returns true if the mesh will be highlighted by the current HighlightLayer
  114969. */
  114970. hasMesh(mesh: AbstractMesh): boolean;
  114971. /**
  114972. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  114973. * @param mesh The mesh to highlight
  114974. * @param color The color of the highlight
  114975. * @param glowEmissiveOnly Extract the glow from the emissive texture
  114976. */
  114977. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  114978. /**
  114979. * Remove a mesh from the highlight layer in order to make it stop glowing.
  114980. * @param mesh The mesh to highlight
  114981. */
  114982. removeMesh(mesh: Mesh): void;
  114983. /**
  114984. * Force the stencil to the normal expected value for none glowing parts
  114985. */
  114986. private _defaultStencilReference;
  114987. /**
  114988. * Free any resources and references associated to a mesh.
  114989. * Internal use
  114990. * @param mesh The mesh to free.
  114991. * @hidden
  114992. */
  114993. _disposeMesh(mesh: Mesh): void;
  114994. /**
  114995. * Dispose the highlight layer and free resources.
  114996. */
  114997. dispose(): void;
  114998. /**
  114999. * Gets the class name of the effect layer
  115000. * @returns the string with the class name of the effect layer
  115001. */
  115002. getClassName(): string;
  115003. /**
  115004. * Serializes this Highlight layer
  115005. * @returns a serialized Highlight layer object
  115006. */
  115007. serialize(): any;
  115008. /**
  115009. * Creates a Highlight layer from parsed Highlight layer data
  115010. * @param parsedHightlightLayer defines the Highlight layer data
  115011. * @param scene defines the current scene
  115012. * @param rootUrl defines the root URL containing the Highlight layer information
  115013. * @returns a parsed Highlight layer
  115014. */
  115015. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  115016. }
  115017. }
  115018. declare module BABYLON {
  115019. interface AbstractScene {
  115020. /**
  115021. * The list of layers (background and foreground) of the scene
  115022. */
  115023. layers: Array<Layer>;
  115024. }
  115025. /**
  115026. * Defines the layer scene component responsible to manage any layers
  115027. * in a given scene.
  115028. */
  115029. export class LayerSceneComponent implements ISceneComponent {
  115030. /**
  115031. * The component name helpfull to identify the component in the list of scene components.
  115032. */
  115033. readonly name: string;
  115034. /**
  115035. * The scene the component belongs to.
  115036. */
  115037. scene: Scene;
  115038. private _engine;
  115039. /**
  115040. * Creates a new instance of the component for the given scene
  115041. * @param scene Defines the scene to register the component in
  115042. */
  115043. constructor(scene: Scene);
  115044. /**
  115045. * Registers the component in a given scene
  115046. */
  115047. register(): void;
  115048. /**
  115049. * Rebuilds the elements related to this component in case of
  115050. * context lost for instance.
  115051. */
  115052. rebuild(): void;
  115053. /**
  115054. * Disposes the component and the associated ressources.
  115055. */
  115056. dispose(): void;
  115057. private _draw;
  115058. private _drawCameraPredicate;
  115059. private _drawCameraBackground;
  115060. private _drawCameraForeground;
  115061. private _drawRenderTargetPredicate;
  115062. private _drawRenderTargetBackground;
  115063. private _drawRenderTargetForeground;
  115064. /**
  115065. * Adds all the elements from the container to the scene
  115066. * @param container the container holding the elements
  115067. */
  115068. addFromContainer(container: AbstractScene): void;
  115069. /**
  115070. * Removes all the elements in the container from the scene
  115071. * @param container contains the elements to remove
  115072. * @param dispose if the removed element should be disposed (default: false)
  115073. */
  115074. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  115075. }
  115076. }
  115077. declare module BABYLON {
  115078. /** @hidden */
  115079. export var layerPixelShader: {
  115080. name: string;
  115081. shader: string;
  115082. };
  115083. }
  115084. declare module BABYLON {
  115085. /** @hidden */
  115086. export var layerVertexShader: {
  115087. name: string;
  115088. shader: string;
  115089. };
  115090. }
  115091. declare module BABYLON {
  115092. /**
  115093. * This represents a full screen 2d layer.
  115094. * This can be useful to display a picture in the background of your scene for instance.
  115095. * @see https://www.babylonjs-playground.com/#08A2BS#1
  115096. */
  115097. export class Layer {
  115098. /**
  115099. * Define the name of the layer.
  115100. */
  115101. name: string;
  115102. /**
  115103. * Define the texture the layer should display.
  115104. */
  115105. texture: Nullable<Texture>;
  115106. /**
  115107. * Is the layer in background or foreground.
  115108. */
  115109. isBackground: boolean;
  115110. /**
  115111. * Define the color of the layer (instead of texture).
  115112. */
  115113. color: Color4;
  115114. /**
  115115. * Define the scale of the layer in order to zoom in out of the texture.
  115116. */
  115117. scale: Vector2;
  115118. /**
  115119. * Define an offset for the layer in order to shift the texture.
  115120. */
  115121. offset: Vector2;
  115122. /**
  115123. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  115124. */
  115125. alphaBlendingMode: number;
  115126. /**
  115127. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  115128. * Alpha test will not mix with the background color in case of transparency.
  115129. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  115130. */
  115131. alphaTest: boolean;
  115132. /**
  115133. * Define a mask to restrict the layer to only some of the scene cameras.
  115134. */
  115135. layerMask: number;
  115136. /**
  115137. * Define the list of render target the layer is visible into.
  115138. */
  115139. renderTargetTextures: RenderTargetTexture[];
  115140. /**
  115141. * Define if the layer is only used in renderTarget or if it also
  115142. * renders in the main frame buffer of the canvas.
  115143. */
  115144. renderOnlyInRenderTargetTextures: boolean;
  115145. private _scene;
  115146. private _vertexBuffers;
  115147. private _indexBuffer;
  115148. private _effect;
  115149. private _alphaTestEffect;
  115150. /**
  115151. * An event triggered when the layer is disposed.
  115152. */
  115153. onDisposeObservable: Observable<Layer>;
  115154. private _onDisposeObserver;
  115155. /**
  115156. * Back compatibility with callback before the onDisposeObservable existed.
  115157. * The set callback will be triggered when the layer has been disposed.
  115158. */
  115159. onDispose: () => void;
  115160. /**
  115161. * An event triggered before rendering the scene
  115162. */
  115163. onBeforeRenderObservable: Observable<Layer>;
  115164. private _onBeforeRenderObserver;
  115165. /**
  115166. * Back compatibility with callback before the onBeforeRenderObservable existed.
  115167. * The set callback will be triggered just before rendering the layer.
  115168. */
  115169. onBeforeRender: () => void;
  115170. /**
  115171. * An event triggered after rendering the scene
  115172. */
  115173. onAfterRenderObservable: Observable<Layer>;
  115174. private _onAfterRenderObserver;
  115175. /**
  115176. * Back compatibility with callback before the onAfterRenderObservable existed.
  115177. * The set callback will be triggered just after rendering the layer.
  115178. */
  115179. onAfterRender: () => void;
  115180. /**
  115181. * Instantiates a new layer.
  115182. * This represents a full screen 2d layer.
  115183. * This can be useful to display a picture in the background of your scene for instance.
  115184. * @see https://www.babylonjs-playground.com/#08A2BS#1
  115185. * @param name Define the name of the layer in the scene
  115186. * @param imgUrl Define the url of the texture to display in the layer
  115187. * @param scene Define the scene the layer belongs to
  115188. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  115189. * @param color Defines a color for the layer
  115190. */
  115191. constructor(
  115192. /**
  115193. * Define the name of the layer.
  115194. */
  115195. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  115196. private _createIndexBuffer;
  115197. /** @hidden */
  115198. _rebuild(): void;
  115199. /**
  115200. * Renders the layer in the scene.
  115201. */
  115202. render(): void;
  115203. /**
  115204. * Disposes and releases the associated ressources.
  115205. */
  115206. dispose(): void;
  115207. }
  115208. }
  115209. declare module BABYLON {
  115210. /** @hidden */
  115211. export var lensFlarePixelShader: {
  115212. name: string;
  115213. shader: string;
  115214. };
  115215. }
  115216. declare module BABYLON {
  115217. /** @hidden */
  115218. export var lensFlareVertexShader: {
  115219. name: string;
  115220. shader: string;
  115221. };
  115222. }
  115223. declare module BABYLON {
  115224. /**
  115225. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  115226. * It is usually composed of several `lensFlare`.
  115227. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  115228. */
  115229. export class LensFlareSystem {
  115230. /**
  115231. * Define the name of the lens flare system
  115232. */
  115233. name: string;
  115234. /**
  115235. * List of lens flares used in this system.
  115236. */
  115237. lensFlares: LensFlare[];
  115238. /**
  115239. * Define a limit from the border the lens flare can be visible.
  115240. */
  115241. borderLimit: number;
  115242. /**
  115243. * Define a viewport border we do not want to see the lens flare in.
  115244. */
  115245. viewportBorder: number;
  115246. /**
  115247. * Define a predicate which could limit the list of meshes able to occlude the effect.
  115248. */
  115249. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  115250. /**
  115251. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  115252. */
  115253. layerMask: number;
  115254. /**
  115255. * Define the id of the lens flare system in the scene.
  115256. * (equal to name by default)
  115257. */
  115258. id: string;
  115259. private _scene;
  115260. private _emitter;
  115261. private _vertexBuffers;
  115262. private _indexBuffer;
  115263. private _effect;
  115264. private _positionX;
  115265. private _positionY;
  115266. private _isEnabled;
  115267. /** @hidden */
  115268. static _SceneComponentInitialization: (scene: Scene) => void;
  115269. /**
  115270. * Instantiates a lens flare system.
  115271. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  115272. * It is usually composed of several `lensFlare`.
  115273. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  115274. * @param name Define the name of the lens flare system in the scene
  115275. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  115276. * @param scene Define the scene the lens flare system belongs to
  115277. */
  115278. constructor(
  115279. /**
  115280. * Define the name of the lens flare system
  115281. */
  115282. name: string, emitter: any, scene: Scene);
  115283. /**
  115284. * Define if the lens flare system is enabled.
  115285. */
  115286. isEnabled: boolean;
  115287. /**
  115288. * Get the scene the effects belongs to.
  115289. * @returns the scene holding the lens flare system
  115290. */
  115291. getScene(): Scene;
  115292. /**
  115293. * Get the emitter of the lens flare system.
  115294. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  115295. * @returns the emitter of the lens flare system
  115296. */
  115297. getEmitter(): any;
  115298. /**
  115299. * Set the emitter of the lens flare system.
  115300. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  115301. * @param newEmitter Define the new emitter of the system
  115302. */
  115303. setEmitter(newEmitter: any): void;
  115304. /**
  115305. * Get the lens flare system emitter position.
  115306. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  115307. * @returns the position
  115308. */
  115309. getEmitterPosition(): Vector3;
  115310. /**
  115311. * @hidden
  115312. */
  115313. computeEffectivePosition(globalViewport: Viewport): boolean;
  115314. /** @hidden */
  115315. _isVisible(): boolean;
  115316. /**
  115317. * @hidden
  115318. */
  115319. render(): boolean;
  115320. /**
  115321. * Dispose and release the lens flare with its associated resources.
  115322. */
  115323. dispose(): void;
  115324. /**
  115325. * Parse a lens flare system from a JSON repressentation
  115326. * @param parsedLensFlareSystem Define the JSON to parse
  115327. * @param scene Define the scene the parsed system should be instantiated in
  115328. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  115329. * @returns the parsed system
  115330. */
  115331. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  115332. /**
  115333. * Serialize the current Lens Flare System into a JSON representation.
  115334. * @returns the serialized JSON
  115335. */
  115336. serialize(): any;
  115337. }
  115338. }
  115339. declare module BABYLON {
  115340. /**
  115341. * This represents one of the lens effect in a `lensFlareSystem`.
  115342. * It controls one of the indiviual texture used in the effect.
  115343. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  115344. */
  115345. export class LensFlare {
  115346. /**
  115347. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  115348. */
  115349. size: number;
  115350. /**
  115351. * 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.
  115352. */
  115353. position: number;
  115354. /**
  115355. * Define the lens color.
  115356. */
  115357. color: Color3;
  115358. /**
  115359. * Define the lens texture.
  115360. */
  115361. texture: Nullable<Texture>;
  115362. /**
  115363. * Define the alpha mode to render this particular lens.
  115364. */
  115365. alphaMode: number;
  115366. private _system;
  115367. /**
  115368. * Creates a new Lens Flare.
  115369. * This represents one of the lens effect in a `lensFlareSystem`.
  115370. * It controls one of the indiviual texture used in the effect.
  115371. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  115372. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  115373. * @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.
  115374. * @param color Define the lens color
  115375. * @param imgUrl Define the lens texture url
  115376. * @param system Define the `lensFlareSystem` this flare is part of
  115377. * @returns The newly created Lens Flare
  115378. */
  115379. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  115380. /**
  115381. * Instantiates a new Lens Flare.
  115382. * This represents one of the lens effect in a `lensFlareSystem`.
  115383. * It controls one of the indiviual texture used in the effect.
  115384. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  115385. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  115386. * @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.
  115387. * @param color Define the lens color
  115388. * @param imgUrl Define the lens texture url
  115389. * @param system Define the `lensFlareSystem` this flare is part of
  115390. */
  115391. constructor(
  115392. /**
  115393. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  115394. */
  115395. size: number,
  115396. /**
  115397. * 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.
  115398. */
  115399. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  115400. /**
  115401. * Dispose and release the lens flare with its associated resources.
  115402. */
  115403. dispose(): void;
  115404. }
  115405. }
  115406. declare module BABYLON {
  115407. interface AbstractScene {
  115408. /**
  115409. * The list of lens flare system added to the scene
  115410. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  115411. */
  115412. lensFlareSystems: Array<LensFlareSystem>;
  115413. /**
  115414. * Removes the given lens flare system from this scene.
  115415. * @param toRemove The lens flare system to remove
  115416. * @returns The index of the removed lens flare system
  115417. */
  115418. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  115419. /**
  115420. * Adds the given lens flare system to this scene
  115421. * @param newLensFlareSystem The lens flare system to add
  115422. */
  115423. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  115424. /**
  115425. * Gets a lens flare system using its name
  115426. * @param name defines the name to look for
  115427. * @returns the lens flare system or null if not found
  115428. */
  115429. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  115430. /**
  115431. * Gets a lens flare system using its id
  115432. * @param id defines the id to look for
  115433. * @returns the lens flare system or null if not found
  115434. */
  115435. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  115436. }
  115437. /**
  115438. * Defines the lens flare scene component responsible to manage any lens flares
  115439. * in a given scene.
  115440. */
  115441. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  115442. /**
  115443. * The component name helpfull to identify the component in the list of scene components.
  115444. */
  115445. readonly name: string;
  115446. /**
  115447. * The scene the component belongs to.
  115448. */
  115449. scene: Scene;
  115450. /**
  115451. * Creates a new instance of the component for the given scene
  115452. * @param scene Defines the scene to register the component in
  115453. */
  115454. constructor(scene: Scene);
  115455. /**
  115456. * Registers the component in a given scene
  115457. */
  115458. register(): void;
  115459. /**
  115460. * Rebuilds the elements related to this component in case of
  115461. * context lost for instance.
  115462. */
  115463. rebuild(): void;
  115464. /**
  115465. * Adds all the elements from the container to the scene
  115466. * @param container the container holding the elements
  115467. */
  115468. addFromContainer(container: AbstractScene): void;
  115469. /**
  115470. * Removes all the elements in the container from the scene
  115471. * @param container contains the elements to remove
  115472. * @param dispose if the removed element should be disposed (default: false)
  115473. */
  115474. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  115475. /**
  115476. * Serializes the component data to the specified json object
  115477. * @param serializationObject The object to serialize to
  115478. */
  115479. serialize(serializationObject: any): void;
  115480. /**
  115481. * Disposes the component and the associated ressources.
  115482. */
  115483. dispose(): void;
  115484. private _draw;
  115485. }
  115486. }
  115487. declare module BABYLON {
  115488. /**
  115489. * Defines the shadow generator component responsible to manage any shadow generators
  115490. * in a given scene.
  115491. */
  115492. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  115493. /**
  115494. * The component name helpfull to identify the component in the list of scene components.
  115495. */
  115496. readonly name: string;
  115497. /**
  115498. * The scene the component belongs to.
  115499. */
  115500. scene: Scene;
  115501. /**
  115502. * Creates a new instance of the component for the given scene
  115503. * @param scene Defines the scene to register the component in
  115504. */
  115505. constructor(scene: Scene);
  115506. /**
  115507. * Registers the component in a given scene
  115508. */
  115509. register(): void;
  115510. /**
  115511. * Rebuilds the elements related to this component in case of
  115512. * context lost for instance.
  115513. */
  115514. rebuild(): void;
  115515. /**
  115516. * Serializes the component data to the specified json object
  115517. * @param serializationObject The object to serialize to
  115518. */
  115519. serialize(serializationObject: any): void;
  115520. /**
  115521. * Adds all the elements from the container to the scene
  115522. * @param container the container holding the elements
  115523. */
  115524. addFromContainer(container: AbstractScene): void;
  115525. /**
  115526. * Removes all the elements in the container from the scene
  115527. * @param container contains the elements to remove
  115528. * @param dispose if the removed element should be disposed (default: false)
  115529. */
  115530. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  115531. /**
  115532. * Rebuilds the elements related to this component in case of
  115533. * context lost for instance.
  115534. */
  115535. dispose(): void;
  115536. private _gatherRenderTargets;
  115537. }
  115538. }
  115539. declare module BABYLON {
  115540. /**
  115541. * A point light is a light defined by an unique point in world space.
  115542. * The light is emitted in every direction from this point.
  115543. * A good example of a point light is a standard light bulb.
  115544. * Documentation: https://doc.babylonjs.com/babylon101/lights
  115545. */
  115546. export class PointLight extends ShadowLight {
  115547. private _shadowAngle;
  115548. /**
  115549. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  115550. * This specifies what angle the shadow will use to be created.
  115551. *
  115552. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  115553. */
  115554. /**
  115555. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  115556. * This specifies what angle the shadow will use to be created.
  115557. *
  115558. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  115559. */
  115560. shadowAngle: number;
  115561. /**
  115562. * Gets the direction if it has been set.
  115563. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  115564. */
  115565. /**
  115566. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  115567. */
  115568. direction: Vector3;
  115569. /**
  115570. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  115571. * A PointLight emits the light in every direction.
  115572. * It can cast shadows.
  115573. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  115574. * ```javascript
  115575. * var pointLight = new PointLight("pl", camera.position, scene);
  115576. * ```
  115577. * Documentation : https://doc.babylonjs.com/babylon101/lights
  115578. * @param name The light friendly name
  115579. * @param position The position of the point light in the scene
  115580. * @param scene The scene the lights belongs to
  115581. */
  115582. constructor(name: string, position: Vector3, scene: Scene);
  115583. /**
  115584. * Returns the string "PointLight"
  115585. * @returns the class name
  115586. */
  115587. getClassName(): string;
  115588. /**
  115589. * Returns the integer 0.
  115590. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  115591. */
  115592. getTypeID(): number;
  115593. /**
  115594. * Specifies wether or not the shadowmap should be a cube texture.
  115595. * @returns true if the shadowmap needs to be a cube texture.
  115596. */
  115597. needCube(): boolean;
  115598. /**
  115599. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  115600. * @param faceIndex The index of the face we are computed the direction to generate shadow
  115601. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  115602. */
  115603. getShadowDirection(faceIndex?: number): Vector3;
  115604. /**
  115605. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  115606. * - fov = PI / 2
  115607. * - aspect ratio : 1.0
  115608. * - z-near and far equal to the active camera minZ and maxZ.
  115609. * Returns the PointLight.
  115610. */
  115611. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  115612. protected _buildUniformLayout(): void;
  115613. /**
  115614. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  115615. * @param effect The effect to update
  115616. * @param lightIndex The index of the light in the effect to update
  115617. * @returns The point light
  115618. */
  115619. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  115620. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  115621. /**
  115622. * Prepares the list of defines specific to the light type.
  115623. * @param defines the list of defines
  115624. * @param lightIndex defines the index of the light for the effect
  115625. */
  115626. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  115627. }
  115628. }
  115629. declare module BABYLON {
  115630. /**
  115631. * Header information of HDR texture files.
  115632. */
  115633. export interface HDRInfo {
  115634. /**
  115635. * The height of the texture in pixels.
  115636. */
  115637. height: number;
  115638. /**
  115639. * The width of the texture in pixels.
  115640. */
  115641. width: number;
  115642. /**
  115643. * The index of the beginning of the data in the binary file.
  115644. */
  115645. dataPosition: number;
  115646. }
  115647. /**
  115648. * This groups tools to convert HDR texture to native colors array.
  115649. */
  115650. export class HDRTools {
  115651. private static Ldexp;
  115652. private static Rgbe2float;
  115653. private static readStringLine;
  115654. /**
  115655. * Reads header information from an RGBE texture stored in a native array.
  115656. * More information on this format are available here:
  115657. * https://en.wikipedia.org/wiki/RGBE_image_format
  115658. *
  115659. * @param uint8array The binary file stored in native array.
  115660. * @return The header information.
  115661. */
  115662. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  115663. /**
  115664. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  115665. * This RGBE texture needs to store the information as a panorama.
  115666. *
  115667. * More information on this format are available here:
  115668. * https://en.wikipedia.org/wiki/RGBE_image_format
  115669. *
  115670. * @param buffer The binary file stored in an array buffer.
  115671. * @param size The expected size of the extracted cubemap.
  115672. * @return The Cube Map information.
  115673. */
  115674. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  115675. /**
  115676. * Returns the pixels data extracted from an RGBE texture.
  115677. * This pixels will be stored left to right up to down in the R G B order in one array.
  115678. *
  115679. * More information on this format are available here:
  115680. * https://en.wikipedia.org/wiki/RGBE_image_format
  115681. *
  115682. * @param uint8array The binary file stored in an array buffer.
  115683. * @param hdrInfo The header information of the file.
  115684. * @return The pixels data in RGB right to left up to down order.
  115685. */
  115686. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  115687. private static RGBE_ReadPixels_RLE;
  115688. }
  115689. }
  115690. declare module BABYLON {
  115691. /**
  115692. * This represents a texture coming from an HDR input.
  115693. *
  115694. * The only supported format is currently panorama picture stored in RGBE format.
  115695. * Example of such files can be found on HDRLib: http://hdrlib.com/
  115696. */
  115697. export class HDRCubeTexture extends BaseTexture {
  115698. private static _facesMapping;
  115699. private _generateHarmonics;
  115700. private _noMipmap;
  115701. private _textureMatrix;
  115702. private _size;
  115703. private _onLoad;
  115704. private _onError;
  115705. /**
  115706. * The texture URL.
  115707. */
  115708. url: string;
  115709. /**
  115710. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  115711. */
  115712. coordinatesMode: number;
  115713. protected _isBlocking: boolean;
  115714. /**
  115715. * Sets wether or not the texture is blocking during loading.
  115716. */
  115717. /**
  115718. * Gets wether or not the texture is blocking during loading.
  115719. */
  115720. isBlocking: boolean;
  115721. protected _rotationY: number;
  115722. /**
  115723. * Sets texture matrix rotation angle around Y axis in radians.
  115724. */
  115725. /**
  115726. * Gets texture matrix rotation angle around Y axis radians.
  115727. */
  115728. rotationY: number;
  115729. /**
  115730. * Gets or sets the center of the bounding box associated with the cube texture
  115731. * It must define where the camera used to render the texture was set
  115732. */
  115733. boundingBoxPosition: Vector3;
  115734. private _boundingBoxSize;
  115735. /**
  115736. * Gets or sets the size of the bounding box associated with the cube texture
  115737. * When defined, the cubemap will switch to local mode
  115738. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  115739. * @example https://www.babylonjs-playground.com/#RNASML
  115740. */
  115741. boundingBoxSize: Vector3;
  115742. /**
  115743. * Instantiates an HDRTexture from the following parameters.
  115744. *
  115745. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  115746. * @param scene The scene the texture will be used in
  115747. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  115748. * @param noMipmap Forces to not generate the mipmap if true
  115749. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  115750. * @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)
  115751. * @param reserved Reserved flag for internal use.
  115752. */
  115753. 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>);
  115754. /**
  115755. * Get the current class name of the texture useful for serialization or dynamic coding.
  115756. * @returns "HDRCubeTexture"
  115757. */
  115758. getClassName(): string;
  115759. /**
  115760. * Occurs when the file is raw .hdr file.
  115761. */
  115762. private loadTexture;
  115763. clone(): HDRCubeTexture;
  115764. delayLoad(): void;
  115765. /**
  115766. * Get the texture reflection matrix used to rotate/transform the reflection.
  115767. * @returns the reflection matrix
  115768. */
  115769. getReflectionTextureMatrix(): Matrix;
  115770. /**
  115771. * Set the texture reflection matrix used to rotate/transform the reflection.
  115772. * @param value Define the reflection matrix to set
  115773. */
  115774. setReflectionTextureMatrix(value: Matrix): void;
  115775. /**
  115776. * Parses a JSON representation of an HDR Texture in order to create the texture
  115777. * @param parsedTexture Define the JSON representation
  115778. * @param scene Define the scene the texture should be created in
  115779. * @param rootUrl Define the root url in case we need to load relative dependencies
  115780. * @returns the newly created texture after parsing
  115781. */
  115782. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  115783. serialize(): any;
  115784. }
  115785. }
  115786. declare module BABYLON {
  115787. /**
  115788. * Class used to control physics engine
  115789. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  115790. */
  115791. export class PhysicsEngine implements IPhysicsEngine {
  115792. private _physicsPlugin;
  115793. /**
  115794. * Global value used to control the smallest number supported by the simulation
  115795. */
  115796. static Epsilon: number;
  115797. private _impostors;
  115798. private _joints;
  115799. /**
  115800. * Gets the gravity vector used by the simulation
  115801. */
  115802. gravity: Vector3;
  115803. /**
  115804. * Factory used to create the default physics plugin.
  115805. * @returns The default physics plugin
  115806. */
  115807. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  115808. /**
  115809. * Creates a new Physics Engine
  115810. * @param gravity defines the gravity vector used by the simulation
  115811. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  115812. */
  115813. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  115814. /**
  115815. * Sets the gravity vector used by the simulation
  115816. * @param gravity defines the gravity vector to use
  115817. */
  115818. setGravity(gravity: Vector3): void;
  115819. /**
  115820. * Set the time step of the physics engine.
  115821. * Default is 1/60.
  115822. * To slow it down, enter 1/600 for example.
  115823. * To speed it up, 1/30
  115824. * @param newTimeStep defines the new timestep to apply to this world.
  115825. */
  115826. setTimeStep(newTimeStep?: number): void;
  115827. /**
  115828. * Get the time step of the physics engine.
  115829. * @returns the current time step
  115830. */
  115831. getTimeStep(): number;
  115832. /**
  115833. * Release all resources
  115834. */
  115835. dispose(): void;
  115836. /**
  115837. * Gets the name of the current physics plugin
  115838. * @returns the name of the plugin
  115839. */
  115840. getPhysicsPluginName(): string;
  115841. /**
  115842. * Adding a new impostor for the impostor tracking.
  115843. * This will be done by the impostor itself.
  115844. * @param impostor the impostor to add
  115845. */
  115846. addImpostor(impostor: PhysicsImpostor): void;
  115847. /**
  115848. * Remove an impostor from the engine.
  115849. * This impostor and its mesh will not longer be updated by the physics engine.
  115850. * @param impostor the impostor to remove
  115851. */
  115852. removeImpostor(impostor: PhysicsImpostor): void;
  115853. /**
  115854. * Add a joint to the physics engine
  115855. * @param mainImpostor defines the main impostor to which the joint is added.
  115856. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  115857. * @param joint defines the joint that will connect both impostors.
  115858. */
  115859. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  115860. /**
  115861. * Removes a joint from the simulation
  115862. * @param mainImpostor defines the impostor used with the joint
  115863. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  115864. * @param joint defines the joint to remove
  115865. */
  115866. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  115867. /**
  115868. * Called by the scene. No need to call it.
  115869. * @param delta defines the timespam between frames
  115870. */
  115871. _step(delta: number): void;
  115872. /**
  115873. * Gets the current plugin used to run the simulation
  115874. * @returns current plugin
  115875. */
  115876. getPhysicsPlugin(): IPhysicsEnginePlugin;
  115877. /**
  115878. * Gets the list of physic impostors
  115879. * @returns an array of PhysicsImpostor
  115880. */
  115881. getImpostors(): Array<PhysicsImpostor>;
  115882. /**
  115883. * Gets the impostor for a physics enabled object
  115884. * @param object defines the object impersonated by the impostor
  115885. * @returns the PhysicsImpostor or null if not found
  115886. */
  115887. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  115888. /**
  115889. * Gets the impostor for a physics body object
  115890. * @param body defines physics body used by the impostor
  115891. * @returns the PhysicsImpostor or null if not found
  115892. */
  115893. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  115894. /**
  115895. * Does a raycast in the physics world
  115896. * @param from when should the ray start?
  115897. * @param to when should the ray end?
  115898. * @returns PhysicsRaycastResult
  115899. */
  115900. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  115901. }
  115902. }
  115903. declare module BABYLON {
  115904. /** @hidden */
  115905. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  115906. private _useDeltaForWorldStep;
  115907. world: any;
  115908. name: string;
  115909. private _physicsMaterials;
  115910. private _fixedTimeStep;
  115911. private _cannonRaycastResult;
  115912. private _raycastResult;
  115913. private _physicsBodysToRemoveAfterStep;
  115914. BJSCANNON: any;
  115915. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  115916. setGravity(gravity: Vector3): void;
  115917. setTimeStep(timeStep: number): void;
  115918. getTimeStep(): number;
  115919. executeStep(delta: number): void;
  115920. private _removeMarkedPhysicsBodiesFromWorld;
  115921. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  115922. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  115923. generatePhysicsBody(impostor: PhysicsImpostor): void;
  115924. private _processChildMeshes;
  115925. removePhysicsBody(impostor: PhysicsImpostor): void;
  115926. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  115927. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  115928. private _addMaterial;
  115929. private _checkWithEpsilon;
  115930. private _createShape;
  115931. private _createHeightmap;
  115932. private _minus90X;
  115933. private _plus90X;
  115934. private _tmpPosition;
  115935. private _tmpDeltaPosition;
  115936. private _tmpUnityRotation;
  115937. private _updatePhysicsBodyTransformation;
  115938. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  115939. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  115940. isSupported(): boolean;
  115941. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  115942. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  115943. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  115944. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  115945. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  115946. getBodyMass(impostor: PhysicsImpostor): number;
  115947. getBodyFriction(impostor: PhysicsImpostor): number;
  115948. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  115949. getBodyRestitution(impostor: PhysicsImpostor): number;
  115950. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  115951. sleepBody(impostor: PhysicsImpostor): void;
  115952. wakeUpBody(impostor: PhysicsImpostor): void;
  115953. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  115954. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  115955. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  115956. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  115957. getRadius(impostor: PhysicsImpostor): number;
  115958. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  115959. dispose(): void;
  115960. private _extendNamespace;
  115961. /**
  115962. * Does a raycast in the physics world
  115963. * @param from when should the ray start?
  115964. * @param to when should the ray end?
  115965. * @returns PhysicsRaycastResult
  115966. */
  115967. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  115968. }
  115969. }
  115970. declare module BABYLON {
  115971. /** @hidden */
  115972. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  115973. world: any;
  115974. name: string;
  115975. BJSOIMO: any;
  115976. private _raycastResult;
  115977. constructor(iterations?: number, oimoInjection?: any);
  115978. setGravity(gravity: Vector3): void;
  115979. setTimeStep(timeStep: number): void;
  115980. getTimeStep(): number;
  115981. private _tmpImpostorsArray;
  115982. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  115983. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  115984. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  115985. generatePhysicsBody(impostor: PhysicsImpostor): void;
  115986. private _tmpPositionVector;
  115987. removePhysicsBody(impostor: PhysicsImpostor): void;
  115988. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  115989. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  115990. isSupported(): boolean;
  115991. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  115992. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  115993. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  115994. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  115995. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  115996. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  115997. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  115998. getBodyMass(impostor: PhysicsImpostor): number;
  115999. getBodyFriction(impostor: PhysicsImpostor): number;
  116000. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  116001. getBodyRestitution(impostor: PhysicsImpostor): number;
  116002. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  116003. sleepBody(impostor: PhysicsImpostor): void;
  116004. wakeUpBody(impostor: PhysicsImpostor): void;
  116005. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  116006. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  116007. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  116008. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  116009. getRadius(impostor: PhysicsImpostor): number;
  116010. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  116011. dispose(): void;
  116012. /**
  116013. * Does a raycast in the physics world
  116014. * @param from when should the ray start?
  116015. * @param to when should the ray end?
  116016. * @returns PhysicsRaycastResult
  116017. */
  116018. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  116019. }
  116020. }
  116021. declare module BABYLON {
  116022. /**
  116023. * Class containing static functions to help procedurally build meshes
  116024. */
  116025. export class RibbonBuilder {
  116026. /**
  116027. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  116028. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  116029. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  116030. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  116031. * * 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
  116032. * * 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
  116033. * * 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
  116034. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  116035. * * If you create a double-sided mesh, you can choose what parts of 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
  116036. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  116037. * * 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
  116038. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  116039. * * 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
  116040. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  116041. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  116042. * @param name defines the name of the mesh
  116043. * @param options defines the options used to create the mesh
  116044. * @param scene defines the hosting scene
  116045. * @returns the ribbon mesh
  116046. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  116047. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  116048. */
  116049. static CreateRibbon(name: string, options: {
  116050. pathArray: Vector3[][];
  116051. closeArray?: boolean;
  116052. closePath?: boolean;
  116053. offset?: number;
  116054. updatable?: boolean;
  116055. sideOrientation?: number;
  116056. frontUVs?: Vector4;
  116057. backUVs?: Vector4;
  116058. instance?: Mesh;
  116059. invertUV?: boolean;
  116060. uvs?: Vector2[];
  116061. colors?: Color4[];
  116062. }, scene?: Nullable<Scene>): Mesh;
  116063. }
  116064. }
  116065. declare module BABYLON {
  116066. /**
  116067. * Class containing static functions to help procedurally build meshes
  116068. */
  116069. export class ShapeBuilder {
  116070. /**
  116071. * 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.
  116072. * * 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.
  116073. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  116074. * * 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.
  116075. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  116076. * * 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
  116077. * * 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
  116078. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  116079. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  116080. * * If you create a double-sided mesh, you can choose what parts of 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
  116081. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  116082. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  116083. * @param name defines the name of the mesh
  116084. * @param options defines the options used to create the mesh
  116085. * @param scene defines the hosting scene
  116086. * @returns the extruded shape mesh
  116087. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  116088. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  116089. */
  116090. static ExtrudeShape(name: string, options: {
  116091. shape: Vector3[];
  116092. path: Vector3[];
  116093. scale?: number;
  116094. rotation?: number;
  116095. cap?: number;
  116096. updatable?: boolean;
  116097. sideOrientation?: number;
  116098. frontUVs?: Vector4;
  116099. backUVs?: Vector4;
  116100. instance?: Mesh;
  116101. invertUV?: boolean;
  116102. }, scene?: Nullable<Scene>): Mesh;
  116103. /**
  116104. * Creates an custom extruded shape mesh.
  116105. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  116106. * * 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.
  116107. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  116108. * * 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
  116109. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  116110. * * 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
  116111. * * It must returns a float value that will be the scale value applied to the shape on each path point
  116112. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  116113. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  116114. * * 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
  116115. * * 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
  116116. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  116117. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  116118. * * If you create a double-sided mesh, you can choose what parts of 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
  116119. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  116120. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  116121. * @param name defines the name of the mesh
  116122. * @param options defines the options used to create the mesh
  116123. * @param scene defines the hosting scene
  116124. * @returns the custom extruded shape mesh
  116125. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  116126. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  116127. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  116128. */
  116129. static ExtrudeShapeCustom(name: string, options: {
  116130. shape: Vector3[];
  116131. path: Vector3[];
  116132. scaleFunction?: any;
  116133. rotationFunction?: any;
  116134. ribbonCloseArray?: boolean;
  116135. ribbonClosePath?: boolean;
  116136. cap?: number;
  116137. updatable?: boolean;
  116138. sideOrientation?: number;
  116139. frontUVs?: Vector4;
  116140. backUVs?: Vector4;
  116141. instance?: Mesh;
  116142. invertUV?: boolean;
  116143. }, scene?: Nullable<Scene>): Mesh;
  116144. private static _ExtrudeShapeGeneric;
  116145. }
  116146. }
  116147. declare module BABYLON {
  116148. /**
  116149. * AmmoJS Physics plugin
  116150. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  116151. * @see https://github.com/kripken/ammo.js/
  116152. */
  116153. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  116154. private _useDeltaForWorldStep;
  116155. /**
  116156. * Reference to the Ammo library
  116157. */
  116158. bjsAMMO: any;
  116159. /**
  116160. * Created ammoJS world which physics bodies are added to
  116161. */
  116162. world: any;
  116163. /**
  116164. * Name of the plugin
  116165. */
  116166. name: string;
  116167. private _timeStep;
  116168. private _fixedTimeStep;
  116169. private _maxSteps;
  116170. private _tmpQuaternion;
  116171. private _tmpAmmoTransform;
  116172. private _tmpAmmoQuaternion;
  116173. private _tmpAmmoConcreteContactResultCallback;
  116174. private _collisionConfiguration;
  116175. private _dispatcher;
  116176. private _overlappingPairCache;
  116177. private _solver;
  116178. private _softBodySolver;
  116179. private _tmpAmmoVectorA;
  116180. private _tmpAmmoVectorB;
  116181. private _tmpAmmoVectorC;
  116182. private _tmpAmmoVectorD;
  116183. private _tmpContactCallbackResult;
  116184. private _tmpAmmoVectorRCA;
  116185. private _tmpAmmoVectorRCB;
  116186. private _raycastResult;
  116187. private static readonly DISABLE_COLLISION_FLAG;
  116188. private static readonly KINEMATIC_FLAG;
  116189. private static readonly DISABLE_DEACTIVATION_FLAG;
  116190. /**
  116191. * Initializes the ammoJS plugin
  116192. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  116193. * @param ammoInjection can be used to inject your own ammo reference
  116194. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  116195. */
  116196. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  116197. /**
  116198. * Sets the gravity of the physics world (m/(s^2))
  116199. * @param gravity Gravity to set
  116200. */
  116201. setGravity(gravity: Vector3): void;
  116202. /**
  116203. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  116204. * @param timeStep timestep to use in seconds
  116205. */
  116206. setTimeStep(timeStep: number): void;
  116207. /**
  116208. * 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)
  116209. * @param fixedTimeStep fixedTimeStep to use in seconds
  116210. */
  116211. setFixedTimeStep(fixedTimeStep: number): void;
  116212. /**
  116213. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  116214. * @param maxSteps the maximum number of steps by the physics engine per frame
  116215. */
  116216. setMaxSteps(maxSteps: number): void;
  116217. /**
  116218. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  116219. * @returns the current timestep in seconds
  116220. */
  116221. getTimeStep(): number;
  116222. private _isImpostorInContact;
  116223. private _isImpostorPairInContact;
  116224. private _stepSimulation;
  116225. /**
  116226. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  116227. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  116228. * After the step the babylon meshes are set to the position of the physics imposters
  116229. * @param delta amount of time to step forward
  116230. * @param impostors array of imposters to update before/after the step
  116231. */
  116232. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  116233. /**
  116234. * Update babylon mesh to match physics world object
  116235. * @param impostor imposter to match
  116236. */
  116237. private _afterSoftStep;
  116238. /**
  116239. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  116240. * @param impostor imposter to match
  116241. */
  116242. private _ropeStep;
  116243. /**
  116244. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  116245. * @param impostor imposter to match
  116246. */
  116247. private _softbodyOrClothStep;
  116248. private _tmpVector;
  116249. private _tmpMatrix;
  116250. /**
  116251. * Applies an impulse on the imposter
  116252. * @param impostor imposter to apply impulse to
  116253. * @param force amount of force to be applied to the imposter
  116254. * @param contactPoint the location to apply the impulse on the imposter
  116255. */
  116256. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  116257. /**
  116258. * Applies a force on the imposter
  116259. * @param impostor imposter to apply force
  116260. * @param force amount of force to be applied to the imposter
  116261. * @param contactPoint the location to apply the force on the imposter
  116262. */
  116263. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  116264. /**
  116265. * Creates a physics body using the plugin
  116266. * @param impostor the imposter to create the physics body on
  116267. */
  116268. generatePhysicsBody(impostor: PhysicsImpostor): void;
  116269. /**
  116270. * Removes the physics body from the imposter and disposes of the body's memory
  116271. * @param impostor imposter to remove the physics body from
  116272. */
  116273. removePhysicsBody(impostor: PhysicsImpostor): void;
  116274. /**
  116275. * Generates a joint
  116276. * @param impostorJoint the imposter joint to create the joint with
  116277. */
  116278. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  116279. /**
  116280. * Removes a joint
  116281. * @param impostorJoint the imposter joint to remove the joint from
  116282. */
  116283. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  116284. private _addMeshVerts;
  116285. /**
  116286. * Initialise the soft body vertices to match its object's (mesh) vertices
  116287. * Softbody vertices (nodes) are in world space and to match this
  116288. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  116289. * @param impostor to create the softbody for
  116290. */
  116291. private _softVertexData;
  116292. /**
  116293. * Create an impostor's soft body
  116294. * @param impostor to create the softbody for
  116295. */
  116296. private _createSoftbody;
  116297. /**
  116298. * Create cloth for an impostor
  116299. * @param impostor to create the softbody for
  116300. */
  116301. private _createCloth;
  116302. /**
  116303. * Create rope for an impostor
  116304. * @param impostor to create the softbody for
  116305. */
  116306. private _createRope;
  116307. private _addHullVerts;
  116308. private _createShape;
  116309. /**
  116310. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  116311. * @param impostor imposter containing the physics body and babylon object
  116312. */
  116313. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  116314. /**
  116315. * Sets the babylon object's position/rotation from the physics body's position/rotation
  116316. * @param impostor imposter containing the physics body and babylon object
  116317. * @param newPosition new position
  116318. * @param newRotation new rotation
  116319. */
  116320. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  116321. /**
  116322. * If this plugin is supported
  116323. * @returns true if its supported
  116324. */
  116325. isSupported(): boolean;
  116326. /**
  116327. * Sets the linear velocity of the physics body
  116328. * @param impostor imposter to set the velocity on
  116329. * @param velocity velocity to set
  116330. */
  116331. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  116332. /**
  116333. * Sets the angular velocity of the physics body
  116334. * @param impostor imposter to set the velocity on
  116335. * @param velocity velocity to set
  116336. */
  116337. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  116338. /**
  116339. * gets the linear velocity
  116340. * @param impostor imposter to get linear velocity from
  116341. * @returns linear velocity
  116342. */
  116343. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  116344. /**
  116345. * gets the angular velocity
  116346. * @param impostor imposter to get angular velocity from
  116347. * @returns angular velocity
  116348. */
  116349. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  116350. /**
  116351. * Sets the mass of physics body
  116352. * @param impostor imposter to set the mass on
  116353. * @param mass mass to set
  116354. */
  116355. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  116356. /**
  116357. * Gets the mass of the physics body
  116358. * @param impostor imposter to get the mass from
  116359. * @returns mass
  116360. */
  116361. getBodyMass(impostor: PhysicsImpostor): number;
  116362. /**
  116363. * Gets friction of the impostor
  116364. * @param impostor impostor to get friction from
  116365. * @returns friction value
  116366. */
  116367. getBodyFriction(impostor: PhysicsImpostor): number;
  116368. /**
  116369. * Sets friction of the impostor
  116370. * @param impostor impostor to set friction on
  116371. * @param friction friction value
  116372. */
  116373. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  116374. /**
  116375. * Gets restitution of the impostor
  116376. * @param impostor impostor to get restitution from
  116377. * @returns restitution value
  116378. */
  116379. getBodyRestitution(impostor: PhysicsImpostor): number;
  116380. /**
  116381. * Sets resitution of the impostor
  116382. * @param impostor impostor to set resitution on
  116383. * @param restitution resitution value
  116384. */
  116385. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  116386. /**
  116387. * Gets pressure inside the impostor
  116388. * @param impostor impostor to get pressure from
  116389. * @returns pressure value
  116390. */
  116391. getBodyPressure(impostor: PhysicsImpostor): number;
  116392. /**
  116393. * Sets pressure inside a soft body impostor
  116394. * Cloth and rope must remain 0 pressure
  116395. * @param impostor impostor to set pressure on
  116396. * @param pressure pressure value
  116397. */
  116398. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  116399. /**
  116400. * Gets stiffness of the impostor
  116401. * @param impostor impostor to get stiffness from
  116402. * @returns pressure value
  116403. */
  116404. getBodyStiffness(impostor: PhysicsImpostor): number;
  116405. /**
  116406. * Sets stiffness of the impostor
  116407. * @param impostor impostor to set stiffness on
  116408. * @param stiffness stiffness value from 0 to 1
  116409. */
  116410. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  116411. /**
  116412. * Gets velocityIterations of the impostor
  116413. * @param impostor impostor to get velocity iterations from
  116414. * @returns velocityIterations value
  116415. */
  116416. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  116417. /**
  116418. * Sets velocityIterations of the impostor
  116419. * @param impostor impostor to set velocity iterations on
  116420. * @param velocityIterations velocityIterations value
  116421. */
  116422. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  116423. /**
  116424. * Gets positionIterations of the impostor
  116425. * @param impostor impostor to get position iterations from
  116426. * @returns positionIterations value
  116427. */
  116428. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  116429. /**
  116430. * Sets positionIterations of the impostor
  116431. * @param impostor impostor to set position on
  116432. * @param positionIterations positionIterations value
  116433. */
  116434. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  116435. /**
  116436. * Append an anchor to a cloth object
  116437. * @param impostor is the cloth impostor to add anchor to
  116438. * @param otherImpostor is the rigid impostor to anchor to
  116439. * @param width ratio across width from 0 to 1
  116440. * @param height ratio up height from 0 to 1
  116441. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  116442. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  116443. */
  116444. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  116445. /**
  116446. * Append an hook to a rope object
  116447. * @param impostor is the rope impostor to add hook to
  116448. * @param otherImpostor is the rigid impostor to hook to
  116449. * @param length ratio along the rope from 0 to 1
  116450. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  116451. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  116452. */
  116453. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  116454. /**
  116455. * Sleeps the physics body and stops it from being active
  116456. * @param impostor impostor to sleep
  116457. */
  116458. sleepBody(impostor: PhysicsImpostor): void;
  116459. /**
  116460. * Activates the physics body
  116461. * @param impostor impostor to activate
  116462. */
  116463. wakeUpBody(impostor: PhysicsImpostor): void;
  116464. /**
  116465. * Updates the distance parameters of the joint
  116466. * @param joint joint to update
  116467. * @param maxDistance maximum distance of the joint
  116468. * @param minDistance minimum distance of the joint
  116469. */
  116470. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  116471. /**
  116472. * Sets a motor on the joint
  116473. * @param joint joint to set motor on
  116474. * @param speed speed of the motor
  116475. * @param maxForce maximum force of the motor
  116476. * @param motorIndex index of the motor
  116477. */
  116478. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  116479. /**
  116480. * Sets the motors limit
  116481. * @param joint joint to set limit on
  116482. * @param upperLimit upper limit
  116483. * @param lowerLimit lower limit
  116484. */
  116485. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  116486. /**
  116487. * Syncs the position and rotation of a mesh with the impostor
  116488. * @param mesh mesh to sync
  116489. * @param impostor impostor to update the mesh with
  116490. */
  116491. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  116492. /**
  116493. * Gets the radius of the impostor
  116494. * @param impostor impostor to get radius from
  116495. * @returns the radius
  116496. */
  116497. getRadius(impostor: PhysicsImpostor): number;
  116498. /**
  116499. * Gets the box size of the impostor
  116500. * @param impostor impostor to get box size from
  116501. * @param result the resulting box size
  116502. */
  116503. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  116504. /**
  116505. * Disposes of the impostor
  116506. */
  116507. dispose(): void;
  116508. /**
  116509. * Does a raycast in the physics world
  116510. * @param from when should the ray start?
  116511. * @param to when should the ray end?
  116512. * @returns PhysicsRaycastResult
  116513. */
  116514. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  116515. }
  116516. }
  116517. declare module BABYLON {
  116518. interface AbstractScene {
  116519. /**
  116520. * The list of reflection probes added to the scene
  116521. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  116522. */
  116523. reflectionProbes: Array<ReflectionProbe>;
  116524. /**
  116525. * Removes the given reflection probe from this scene.
  116526. * @param toRemove The reflection probe to remove
  116527. * @returns The index of the removed reflection probe
  116528. */
  116529. removeReflectionProbe(toRemove: ReflectionProbe): number;
  116530. /**
  116531. * Adds the given reflection probe to this scene.
  116532. * @param newReflectionProbe The reflection probe to add
  116533. */
  116534. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  116535. }
  116536. /**
  116537. * Class used to generate realtime reflection / refraction cube textures
  116538. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  116539. */
  116540. export class ReflectionProbe {
  116541. /** defines the name of the probe */
  116542. name: string;
  116543. private _scene;
  116544. private _renderTargetTexture;
  116545. private _projectionMatrix;
  116546. private _viewMatrix;
  116547. private _target;
  116548. private _add;
  116549. private _attachedMesh;
  116550. private _invertYAxis;
  116551. /** Gets or sets probe position (center of the cube map) */
  116552. position: Vector3;
  116553. /**
  116554. * Creates a new reflection probe
  116555. * @param name defines the name of the probe
  116556. * @param size defines the texture resolution (for each face)
  116557. * @param scene defines the hosting scene
  116558. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  116559. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  116560. */
  116561. constructor(
  116562. /** defines the name of the probe */
  116563. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  116564. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  116565. samples: number;
  116566. /** Gets or sets the refresh rate to use (on every frame by default) */
  116567. refreshRate: number;
  116568. /**
  116569. * Gets the hosting scene
  116570. * @returns a Scene
  116571. */
  116572. getScene(): Scene;
  116573. /** Gets the internal CubeTexture used to render to */
  116574. readonly cubeTexture: RenderTargetTexture;
  116575. /** Gets the list of meshes to render */
  116576. readonly renderList: Nullable<AbstractMesh[]>;
  116577. /**
  116578. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  116579. * @param mesh defines the mesh to attach to
  116580. */
  116581. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  116582. /**
  116583. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  116584. * @param renderingGroupId The rendering group id corresponding to its index
  116585. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  116586. */
  116587. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  116588. /**
  116589. * Clean all associated resources
  116590. */
  116591. dispose(): void;
  116592. /**
  116593. * Converts the reflection probe information to a readable string for debug purpose.
  116594. * @param fullDetails Supports for multiple levels of logging within scene loading
  116595. * @returns the human readable reflection probe info
  116596. */
  116597. toString(fullDetails?: boolean): string;
  116598. /**
  116599. * Get the class name of the relfection probe.
  116600. * @returns "ReflectionProbe"
  116601. */
  116602. getClassName(): string;
  116603. /**
  116604. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  116605. * @returns The JSON representation of the texture
  116606. */
  116607. serialize(): any;
  116608. /**
  116609. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  116610. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  116611. * @param scene Define the scene the parsed reflection probe should be instantiated in
  116612. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  116613. * @returns The parsed reflection probe if successful
  116614. */
  116615. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  116616. }
  116617. }
  116618. declare module BABYLON {
  116619. /** @hidden */
  116620. export var _BabylonLoaderRegistered: boolean;
  116621. }
  116622. declare module BABYLON {
  116623. /**
  116624. * The Physically based simple base material of BJS.
  116625. *
  116626. * This enables better naming and convention enforcements on top of the pbrMaterial.
  116627. * It is used as the base class for both the specGloss and metalRough conventions.
  116628. */
  116629. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  116630. /**
  116631. * Number of Simultaneous lights allowed on the material.
  116632. */
  116633. maxSimultaneousLights: number;
  116634. /**
  116635. * If sets to true, disables all the lights affecting the material.
  116636. */
  116637. disableLighting: boolean;
  116638. /**
  116639. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  116640. */
  116641. environmentTexture: BaseTexture;
  116642. /**
  116643. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  116644. */
  116645. invertNormalMapX: boolean;
  116646. /**
  116647. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  116648. */
  116649. invertNormalMapY: boolean;
  116650. /**
  116651. * Normal map used in the model.
  116652. */
  116653. normalTexture: BaseTexture;
  116654. /**
  116655. * Emissivie color used to self-illuminate the model.
  116656. */
  116657. emissiveColor: Color3;
  116658. /**
  116659. * Emissivie texture used to self-illuminate the model.
  116660. */
  116661. emissiveTexture: BaseTexture;
  116662. /**
  116663. * Occlusion Channel Strenght.
  116664. */
  116665. occlusionStrength: number;
  116666. /**
  116667. * Occlusion Texture of the material (adding extra occlusion effects).
  116668. */
  116669. occlusionTexture: BaseTexture;
  116670. /**
  116671. * Defines the alpha limits in alpha test mode.
  116672. */
  116673. alphaCutOff: number;
  116674. /**
  116675. * Gets the current double sided mode.
  116676. */
  116677. /**
  116678. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  116679. */
  116680. doubleSided: boolean;
  116681. /**
  116682. * Stores the pre-calculated light information of a mesh in a texture.
  116683. */
  116684. lightmapTexture: BaseTexture;
  116685. /**
  116686. * If true, the light map contains occlusion information instead of lighting info.
  116687. */
  116688. useLightmapAsShadowmap: boolean;
  116689. /**
  116690. * Instantiates a new PBRMaterial instance.
  116691. *
  116692. * @param name The material name
  116693. * @param scene The scene the material will be use in.
  116694. */
  116695. constructor(name: string, scene: Scene);
  116696. getClassName(): string;
  116697. }
  116698. }
  116699. declare module BABYLON {
  116700. /**
  116701. * The PBR material of BJS following the metal roughness convention.
  116702. *
  116703. * This fits to the PBR convention in the GLTF definition:
  116704. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  116705. */
  116706. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  116707. /**
  116708. * The base color has two different interpretations depending on the value of metalness.
  116709. * When the material is a metal, the base color is the specific measured reflectance value
  116710. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  116711. * of the material.
  116712. */
  116713. baseColor: Color3;
  116714. /**
  116715. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  116716. * well as opacity information in the alpha channel.
  116717. */
  116718. baseTexture: BaseTexture;
  116719. /**
  116720. * Specifies the metallic scalar value of the material.
  116721. * Can also be used to scale the metalness values of the metallic texture.
  116722. */
  116723. metallic: number;
  116724. /**
  116725. * Specifies the roughness scalar value of the material.
  116726. * Can also be used to scale the roughness values of the metallic texture.
  116727. */
  116728. roughness: number;
  116729. /**
  116730. * Texture containing both the metallic value in the B channel and the
  116731. * roughness value in the G channel to keep better precision.
  116732. */
  116733. metallicRoughnessTexture: BaseTexture;
  116734. /**
  116735. * Instantiates a new PBRMetalRoughnessMaterial instance.
  116736. *
  116737. * @param name The material name
  116738. * @param scene The scene the material will be use in.
  116739. */
  116740. constructor(name: string, scene: Scene);
  116741. /**
  116742. * Return the currrent class name of the material.
  116743. */
  116744. getClassName(): string;
  116745. /**
  116746. * Makes a duplicate of the current material.
  116747. * @param name - name to use for the new material.
  116748. */
  116749. clone(name: string): PBRMetallicRoughnessMaterial;
  116750. /**
  116751. * Serialize the material to a parsable JSON object.
  116752. */
  116753. serialize(): any;
  116754. /**
  116755. * Parses a JSON object correponding to the serialize function.
  116756. */
  116757. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  116758. }
  116759. }
  116760. declare module BABYLON {
  116761. /**
  116762. * The PBR material of BJS following the specular glossiness convention.
  116763. *
  116764. * This fits to the PBR convention in the GLTF definition:
  116765. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  116766. */
  116767. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  116768. /**
  116769. * Specifies the diffuse color of the material.
  116770. */
  116771. diffuseColor: Color3;
  116772. /**
  116773. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  116774. * channel.
  116775. */
  116776. diffuseTexture: BaseTexture;
  116777. /**
  116778. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  116779. */
  116780. specularColor: Color3;
  116781. /**
  116782. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  116783. */
  116784. glossiness: number;
  116785. /**
  116786. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  116787. */
  116788. specularGlossinessTexture: BaseTexture;
  116789. /**
  116790. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  116791. *
  116792. * @param name The material name
  116793. * @param scene The scene the material will be use in.
  116794. */
  116795. constructor(name: string, scene: Scene);
  116796. /**
  116797. * Return the currrent class name of the material.
  116798. */
  116799. getClassName(): string;
  116800. /**
  116801. * Makes a duplicate of the current material.
  116802. * @param name - name to use for the new material.
  116803. */
  116804. clone(name: string): PBRSpecularGlossinessMaterial;
  116805. /**
  116806. * Serialize the material to a parsable JSON object.
  116807. */
  116808. serialize(): any;
  116809. /**
  116810. * Parses a JSON object correponding to the serialize function.
  116811. */
  116812. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  116813. }
  116814. }
  116815. declare module BABYLON {
  116816. /**
  116817. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  116818. * It can help converting any input color in a desired output one. This can then be used to create effects
  116819. * from sepia, black and white to sixties or futuristic rendering...
  116820. *
  116821. * The only supported format is currently 3dl.
  116822. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  116823. */
  116824. export class ColorGradingTexture extends BaseTexture {
  116825. /**
  116826. * The current texture matrix. (will always be identity in color grading texture)
  116827. */
  116828. private _textureMatrix;
  116829. /**
  116830. * The texture URL.
  116831. */
  116832. url: string;
  116833. /**
  116834. * Empty line regex stored for GC.
  116835. */
  116836. private static _noneEmptyLineRegex;
  116837. private _engine;
  116838. /**
  116839. * Instantiates a ColorGradingTexture from the following parameters.
  116840. *
  116841. * @param url The location of the color gradind data (currently only supporting 3dl)
  116842. * @param scene The scene the texture will be used in
  116843. */
  116844. constructor(url: string, scene: Scene);
  116845. /**
  116846. * Returns the texture matrix used in most of the material.
  116847. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  116848. */
  116849. getTextureMatrix(): Matrix;
  116850. /**
  116851. * Occurs when the file being loaded is a .3dl LUT file.
  116852. */
  116853. private load3dlTexture;
  116854. /**
  116855. * Starts the loading process of the texture.
  116856. */
  116857. private loadTexture;
  116858. /**
  116859. * Clones the color gradind texture.
  116860. */
  116861. clone(): ColorGradingTexture;
  116862. /**
  116863. * Called during delayed load for textures.
  116864. */
  116865. delayLoad(): void;
  116866. /**
  116867. * Parses a color grading texture serialized by Babylon.
  116868. * @param parsedTexture The texture information being parsedTexture
  116869. * @param scene The scene to load the texture in
  116870. * @param rootUrl The root url of the data assets to load
  116871. * @return A color gradind texture
  116872. */
  116873. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  116874. /**
  116875. * Serializes the LUT texture to json format.
  116876. */
  116877. serialize(): any;
  116878. }
  116879. }
  116880. declare module BABYLON {
  116881. /**
  116882. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  116883. */
  116884. export class EquiRectangularCubeTexture extends BaseTexture {
  116885. /** The six faces of the cube. */
  116886. private static _FacesMapping;
  116887. private _noMipmap;
  116888. private _onLoad;
  116889. private _onError;
  116890. /** The size of the cubemap. */
  116891. private _size;
  116892. /** The buffer of the image. */
  116893. private _buffer;
  116894. /** The width of the input image. */
  116895. private _width;
  116896. /** The height of the input image. */
  116897. private _height;
  116898. /** The URL to the image. */
  116899. url: string;
  116900. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  116901. coordinatesMode: number;
  116902. /**
  116903. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  116904. * @param url The location of the image
  116905. * @param scene The scene the texture will be used in
  116906. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  116907. * @param noMipmap Forces to not generate the mipmap if true
  116908. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  116909. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  116910. * @param onLoad — defines a callback called when texture is loaded
  116911. * @param onError — defines a callback called if there is an error
  116912. */
  116913. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  116914. /**
  116915. * Load the image data, by putting the image on a canvas and extracting its buffer.
  116916. */
  116917. private loadImage;
  116918. /**
  116919. * Convert the image buffer into a cubemap and create a CubeTexture.
  116920. */
  116921. private loadTexture;
  116922. /**
  116923. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  116924. * @param buffer The ArrayBuffer that should be converted.
  116925. * @returns The buffer as Float32Array.
  116926. */
  116927. private getFloat32ArrayFromArrayBuffer;
  116928. /**
  116929. * Get the current class name of the texture useful for serialization or dynamic coding.
  116930. * @returns "EquiRectangularCubeTexture"
  116931. */
  116932. getClassName(): string;
  116933. /**
  116934. * Create a clone of the current EquiRectangularCubeTexture and return it.
  116935. * @returns A clone of the current EquiRectangularCubeTexture.
  116936. */
  116937. clone(): EquiRectangularCubeTexture;
  116938. }
  116939. }
  116940. declare module BABYLON {
  116941. /**
  116942. * Based on jsTGALoader - Javascript loader for TGA file
  116943. * By Vincent Thibault
  116944. * @see http://blog.robrowser.com/javascript-tga-loader.html
  116945. */
  116946. export class TGATools {
  116947. private static _TYPE_INDEXED;
  116948. private static _TYPE_RGB;
  116949. private static _TYPE_GREY;
  116950. private static _TYPE_RLE_INDEXED;
  116951. private static _TYPE_RLE_RGB;
  116952. private static _TYPE_RLE_GREY;
  116953. private static _ORIGIN_MASK;
  116954. private static _ORIGIN_SHIFT;
  116955. private static _ORIGIN_BL;
  116956. private static _ORIGIN_BR;
  116957. private static _ORIGIN_UL;
  116958. private static _ORIGIN_UR;
  116959. /**
  116960. * Gets the header of a TGA file
  116961. * @param data defines the TGA data
  116962. * @returns the header
  116963. */
  116964. static GetTGAHeader(data: Uint8Array): any;
  116965. /**
  116966. * Uploads TGA content to a Babylon Texture
  116967. * @hidden
  116968. */
  116969. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  116970. /** @hidden */
  116971. 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;
  116972. /** @hidden */
  116973. 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;
  116974. /** @hidden */
  116975. 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;
  116976. /** @hidden */
  116977. 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;
  116978. /** @hidden */
  116979. 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;
  116980. /** @hidden */
  116981. 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;
  116982. }
  116983. }
  116984. declare module BABYLON {
  116985. /**
  116986. * Implementation of the TGA Texture Loader.
  116987. * @hidden
  116988. */
  116989. export class _TGATextureLoader implements IInternalTextureLoader {
  116990. /**
  116991. * Defines wether the loader supports cascade loading the different faces.
  116992. */
  116993. readonly supportCascades: boolean;
  116994. /**
  116995. * This returns if the loader support the current file information.
  116996. * @param extension defines the file extension of the file being loaded
  116997. * @param textureFormatInUse defines the current compressed format in use iun the engine
  116998. * @param fallback defines the fallback internal texture if any
  116999. * @param isBase64 defines whether the texture is encoded as a base64
  117000. * @param isBuffer defines whether the texture data are stored as a buffer
  117001. * @returns true if the loader can load the specified file
  117002. */
  117003. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  117004. /**
  117005. * Transform the url before loading if required.
  117006. * @param rootUrl the url of the texture
  117007. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117008. * @returns the transformed texture
  117009. */
  117010. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  117011. /**
  117012. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  117013. * @param rootUrl the url of the texture
  117014. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117015. * @returns the fallback texture
  117016. */
  117017. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  117018. /**
  117019. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  117020. * @param data contains the texture data
  117021. * @param texture defines the BabylonJS internal texture
  117022. * @param createPolynomials will be true if polynomials have been requested
  117023. * @param onLoad defines the callback to trigger once the texture is ready
  117024. * @param onError defines the callback to trigger in case of error
  117025. */
  117026. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  117027. /**
  117028. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  117029. * @param data contains the texture data
  117030. * @param texture defines the BabylonJS internal texture
  117031. * @param callback defines the method to call once ready to upload
  117032. */
  117033. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  117034. }
  117035. }
  117036. declare module BABYLON {
  117037. /**
  117038. * Info about the .basis files
  117039. */
  117040. class BasisFileInfo {
  117041. /**
  117042. * If the file has alpha
  117043. */
  117044. hasAlpha: boolean;
  117045. /**
  117046. * Info about each image of the basis file
  117047. */
  117048. images: Array<{
  117049. levels: Array<{
  117050. width: number;
  117051. height: number;
  117052. transcodedPixels: ArrayBufferView;
  117053. }>;
  117054. }>;
  117055. }
  117056. /**
  117057. * Result of transcoding a basis file
  117058. */
  117059. class TranscodeResult {
  117060. /**
  117061. * Info about the .basis file
  117062. */
  117063. fileInfo: BasisFileInfo;
  117064. /**
  117065. * Format to use when loading the file
  117066. */
  117067. format: number;
  117068. }
  117069. /**
  117070. * Configuration options for the Basis transcoder
  117071. */
  117072. export class BasisTranscodeConfiguration {
  117073. /**
  117074. * Supported compression formats used to determine the supported output format of the transcoder
  117075. */
  117076. supportedCompressionFormats?: {
  117077. /**
  117078. * etc1 compression format
  117079. */
  117080. etc1?: boolean;
  117081. /**
  117082. * s3tc compression format
  117083. */
  117084. s3tc?: boolean;
  117085. /**
  117086. * pvrtc compression format
  117087. */
  117088. pvrtc?: boolean;
  117089. /**
  117090. * etc2 compression format
  117091. */
  117092. etc2?: boolean;
  117093. };
  117094. /**
  117095. * If mipmap levels should be loaded for transcoded images (Default: true)
  117096. */
  117097. loadMipmapLevels?: boolean;
  117098. /**
  117099. * Index of a single image to load (Default: all images)
  117100. */
  117101. loadSingleImage?: number;
  117102. }
  117103. /**
  117104. * Used to load .Basis files
  117105. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  117106. */
  117107. export class BasisTools {
  117108. private static _IgnoreSupportedFormats;
  117109. /**
  117110. * URL to use when loading the basis transcoder
  117111. */
  117112. static JSModuleURL: string;
  117113. /**
  117114. * URL to use when loading the wasm module for the transcoder
  117115. */
  117116. static WasmModuleURL: string;
  117117. /**
  117118. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  117119. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  117120. * @returns internal format corresponding to the Basis format
  117121. */
  117122. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  117123. private static _WorkerPromise;
  117124. private static _Worker;
  117125. private static _actionId;
  117126. private static _CreateWorkerAsync;
  117127. /**
  117128. * Transcodes a loaded image file to compressed pixel data
  117129. * @param imageData image data to transcode
  117130. * @param config configuration options for the transcoding
  117131. * @returns a promise resulting in the transcoded image
  117132. */
  117133. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  117134. /**
  117135. * Loads a texture from the transcode result
  117136. * @param texture texture load to
  117137. * @param transcodeResult the result of transcoding the basis file to load from
  117138. */
  117139. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  117140. }
  117141. }
  117142. declare module BABYLON {
  117143. /**
  117144. * Loader for .basis file format
  117145. */
  117146. export class _BasisTextureLoader implements IInternalTextureLoader {
  117147. /**
  117148. * Defines whether the loader supports cascade loading the different faces.
  117149. */
  117150. readonly supportCascades: boolean;
  117151. /**
  117152. * This returns if the loader support the current file information.
  117153. * @param extension defines the file extension of the file being loaded
  117154. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117155. * @param fallback defines the fallback internal texture if any
  117156. * @param isBase64 defines whether the texture is encoded as a base64
  117157. * @param isBuffer defines whether the texture data are stored as a buffer
  117158. * @returns true if the loader can load the specified file
  117159. */
  117160. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  117161. /**
  117162. * Transform the url before loading if required.
  117163. * @param rootUrl the url of the texture
  117164. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117165. * @returns the transformed texture
  117166. */
  117167. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  117168. /**
  117169. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  117170. * @param rootUrl the url of the texture
  117171. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117172. * @returns the fallback texture
  117173. */
  117174. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  117175. /**
  117176. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  117177. * @param data contains the texture data
  117178. * @param texture defines the BabylonJS internal texture
  117179. * @param createPolynomials will be true if polynomials have been requested
  117180. * @param onLoad defines the callback to trigger once the texture is ready
  117181. * @param onError defines the callback to trigger in case of error
  117182. */
  117183. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  117184. /**
  117185. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  117186. * @param data contains the texture data
  117187. * @param texture defines the BabylonJS internal texture
  117188. * @param callback defines the method to call once ready to upload
  117189. */
  117190. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  117191. }
  117192. }
  117193. declare module BABYLON {
  117194. /**
  117195. * 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.
  117196. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  117197. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  117198. */
  117199. export class CustomProceduralTexture extends ProceduralTexture {
  117200. private _animate;
  117201. private _time;
  117202. private _config;
  117203. private _texturePath;
  117204. /**
  117205. * Instantiates a new Custom Procedural Texture.
  117206. * 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.
  117207. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  117208. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  117209. * @param name Define the name of the texture
  117210. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  117211. * @param size Define the size of the texture to create
  117212. * @param scene Define the scene the texture belongs to
  117213. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  117214. * @param generateMipMaps Define if the texture should creates mip maps or not
  117215. */
  117216. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  117217. private _loadJson;
  117218. /**
  117219. * Is the texture ready to be used ? (rendered at least once)
  117220. * @returns true if ready, otherwise, false.
  117221. */
  117222. isReady(): boolean;
  117223. /**
  117224. * Render the texture to its associated render target.
  117225. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  117226. */
  117227. render(useCameraPostProcess?: boolean): void;
  117228. /**
  117229. * Update the list of dependant textures samplers in the shader.
  117230. */
  117231. updateTextures(): void;
  117232. /**
  117233. * Update the uniform values of the procedural texture in the shader.
  117234. */
  117235. updateShaderUniforms(): void;
  117236. /**
  117237. * Define if the texture animates or not.
  117238. */
  117239. animate: boolean;
  117240. }
  117241. }
  117242. declare module BABYLON {
  117243. /** @hidden */
  117244. export var noisePixelShader: {
  117245. name: string;
  117246. shader: string;
  117247. };
  117248. }
  117249. declare module BABYLON {
  117250. /**
  117251. * Class used to generate noise procedural textures
  117252. */
  117253. export class NoiseProceduralTexture extends ProceduralTexture {
  117254. private _time;
  117255. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  117256. brightness: number;
  117257. /** Defines the number of octaves to process */
  117258. octaves: number;
  117259. /** Defines the level of persistence (0.8 by default) */
  117260. persistence: number;
  117261. /** Gets or sets animation speed factor (default is 1) */
  117262. animationSpeedFactor: number;
  117263. /**
  117264. * Creates a new NoiseProceduralTexture
  117265. * @param name defines the name fo the texture
  117266. * @param size defines the size of the texture (default is 256)
  117267. * @param scene defines the hosting scene
  117268. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  117269. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  117270. */
  117271. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  117272. private _updateShaderUniforms;
  117273. protected _getDefines(): string;
  117274. /** Generate the current state of the procedural texture */
  117275. render(useCameraPostProcess?: boolean): void;
  117276. /**
  117277. * Serializes this noise procedural texture
  117278. * @returns a serialized noise procedural texture object
  117279. */
  117280. serialize(): any;
  117281. /**
  117282. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  117283. * @param parsedTexture defines parsed texture data
  117284. * @param scene defines the current scene
  117285. * @param rootUrl defines the root URL containing noise procedural texture information
  117286. * @returns a parsed NoiseProceduralTexture
  117287. */
  117288. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  117289. }
  117290. }
  117291. declare module BABYLON {
  117292. /**
  117293. * Raw cube texture where the raw buffers are passed in
  117294. */
  117295. export class RawCubeTexture extends CubeTexture {
  117296. /**
  117297. * Creates a cube texture where the raw buffers are passed in.
  117298. * @param scene defines the scene the texture is attached to
  117299. * @param data defines the array of data to use to create each face
  117300. * @param size defines the size of the textures
  117301. * @param format defines the format of the data
  117302. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  117303. * @param generateMipMaps defines if the engine should generate the mip levels
  117304. * @param invertY defines if data must be stored with Y axis inverted
  117305. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  117306. * @param compression defines the compression used (null by default)
  117307. */
  117308. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  117309. /**
  117310. * Updates the raw cube texture.
  117311. * @param data defines the data to store
  117312. * @param format defines the data format
  117313. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  117314. * @param invertY defines if data must be stored with Y axis inverted
  117315. * @param compression defines the compression used (null by default)
  117316. * @param level defines which level of the texture to update
  117317. */
  117318. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  117319. /**
  117320. * Updates a raw cube texture with RGBD encoded data.
  117321. * @param data defines the array of data [mipmap][face] to use to create each face
  117322. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  117323. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  117324. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  117325. * @returns a promsie that resolves when the operation is complete
  117326. */
  117327. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  117328. /**
  117329. * Clones the raw cube texture.
  117330. * @return a new cube texture
  117331. */
  117332. clone(): CubeTexture;
  117333. /** @hidden */
  117334. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  117335. }
  117336. }
  117337. declare module BABYLON {
  117338. /**
  117339. * Class used to store 3D textures containing user data
  117340. */
  117341. export class RawTexture3D extends Texture {
  117342. /** Gets or sets the texture format to use */
  117343. format: number;
  117344. private _engine;
  117345. /**
  117346. * Create a new RawTexture3D
  117347. * @param data defines the data of the texture
  117348. * @param width defines the width of the texture
  117349. * @param height defines the height of the texture
  117350. * @param depth defines the depth of the texture
  117351. * @param format defines the texture format to use
  117352. * @param scene defines the hosting scene
  117353. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  117354. * @param invertY defines if texture must be stored with Y axis inverted
  117355. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  117356. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  117357. */
  117358. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  117359. /** Gets or sets the texture format to use */
  117360. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  117361. /**
  117362. * Update the texture with new data
  117363. * @param data defines the data to store in the texture
  117364. */
  117365. update(data: ArrayBufferView): void;
  117366. }
  117367. }
  117368. declare module BABYLON {
  117369. /**
  117370. * Creates a refraction texture used by refraction channel of the standard material.
  117371. * It is like a mirror but to see through a material.
  117372. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  117373. */
  117374. export class RefractionTexture extends RenderTargetTexture {
  117375. /**
  117376. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  117377. * 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.
  117378. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  117379. */
  117380. refractionPlane: Plane;
  117381. /**
  117382. * Define how deep under the surface we should see.
  117383. */
  117384. depth: number;
  117385. /**
  117386. * Creates a refraction texture used by refraction channel of the standard material.
  117387. * It is like a mirror but to see through a material.
  117388. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  117389. * @param name Define the texture name
  117390. * @param size Define the size of the underlying texture
  117391. * @param scene Define the scene the refraction belongs to
  117392. * @param generateMipMaps Define if we need to generate mips level for the refraction
  117393. */
  117394. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  117395. /**
  117396. * Clone the refraction texture.
  117397. * @returns the cloned texture
  117398. */
  117399. clone(): RefractionTexture;
  117400. /**
  117401. * Serialize the texture to a JSON representation you could use in Parse later on
  117402. * @returns the serialized JSON representation
  117403. */
  117404. serialize(): any;
  117405. }
  117406. }
  117407. declare module BABYLON {
  117408. /**
  117409. * Defines the options related to the creation of an HtmlElementTexture
  117410. */
  117411. export interface IHtmlElementTextureOptions {
  117412. /**
  117413. * Defines wether mip maps should be created or not.
  117414. */
  117415. generateMipMaps?: boolean;
  117416. /**
  117417. * Defines the sampling mode of the texture.
  117418. */
  117419. samplingMode?: number;
  117420. /**
  117421. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  117422. */
  117423. engine: Nullable<Engine>;
  117424. /**
  117425. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  117426. */
  117427. scene: Nullable<Scene>;
  117428. }
  117429. /**
  117430. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  117431. * To be as efficient as possible depending on your constraints nothing aside the first upload
  117432. * is automatically managed.
  117433. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  117434. * in your application.
  117435. *
  117436. * As the update is not automatic, you need to call them manually.
  117437. */
  117438. export class HtmlElementTexture extends BaseTexture {
  117439. /**
  117440. * The texture URL.
  117441. */
  117442. element: HTMLVideoElement | HTMLCanvasElement;
  117443. private static readonly DefaultOptions;
  117444. private _textureMatrix;
  117445. private _engine;
  117446. private _isVideo;
  117447. private _generateMipMaps;
  117448. private _samplingMode;
  117449. /**
  117450. * Instantiates a HtmlElementTexture from the following parameters.
  117451. *
  117452. * @param name Defines the name of the texture
  117453. * @param element Defines the video or canvas the texture is filled with
  117454. * @param options Defines the other none mandatory texture creation options
  117455. */
  117456. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  117457. private _createInternalTexture;
  117458. /**
  117459. * Returns the texture matrix used in most of the material.
  117460. */
  117461. getTextureMatrix(): Matrix;
  117462. /**
  117463. * Updates the content of the texture.
  117464. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  117465. */
  117466. update(invertY?: Nullable<boolean>): void;
  117467. }
  117468. }
  117469. declare module BABYLON {
  117470. /**
  117471. * Enum used to define the target of a block
  117472. */
  117473. export enum NodeMaterialBlockTargets {
  117474. /** Vertex shader */
  117475. Vertex = 1,
  117476. /** Fragment shader */
  117477. Fragment = 2,
  117478. /** Neutral */
  117479. Neutral = 4,
  117480. /** Vertex and Fragment */
  117481. VertexAndFragment = 3
  117482. }
  117483. }
  117484. declare module BABYLON {
  117485. /**
  117486. * Defines the kind of connection point for node based material
  117487. */
  117488. export enum NodeMaterialBlockConnectionPointTypes {
  117489. /** Float */
  117490. Float = 1,
  117491. /** Int */
  117492. Int = 2,
  117493. /** Vector2 */
  117494. Vector2 = 4,
  117495. /** Vector3 */
  117496. Vector3 = 8,
  117497. /** Vector4 */
  117498. Vector4 = 16,
  117499. /** Color3 */
  117500. Color3 = 32,
  117501. /** Color4 */
  117502. Color4 = 64,
  117503. /** Matrix */
  117504. Matrix = 128,
  117505. /** Detect type based on connection */
  117506. AutoDetect = 1024,
  117507. /** Output type that will be defined by input type */
  117508. BasedOnInput = 2048
  117509. }
  117510. }
  117511. declare module BABYLON {
  117512. /**
  117513. * Root class for all node material optimizers
  117514. */
  117515. export class NodeMaterialOptimizer {
  117516. /**
  117517. * Function used to optimize a NodeMaterial graph
  117518. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  117519. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  117520. */
  117521. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  117522. }
  117523. }
  117524. declare module BABYLON {
  117525. /**
  117526. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  117527. */
  117528. export class TransformBlock extends NodeMaterialBlock {
  117529. /**
  117530. * Defines the value to use to complement W value to transform it to a Vector4
  117531. */
  117532. complementW: number;
  117533. /**
  117534. * Defines the value to use to complement z value to transform it to a Vector4
  117535. */
  117536. complementZ: number;
  117537. /**
  117538. * Creates a new TransformBlock
  117539. * @param name defines the block name
  117540. */
  117541. constructor(name: string);
  117542. /**
  117543. * Gets the current class name
  117544. * @returns the class name
  117545. */
  117546. getClassName(): string;
  117547. /**
  117548. * Gets the vector input
  117549. */
  117550. readonly vector: NodeMaterialConnectionPoint;
  117551. /**
  117552. * Gets the output component
  117553. */
  117554. readonly output: NodeMaterialConnectionPoint;
  117555. /**
  117556. * Gets the matrix transform input
  117557. */
  117558. readonly transform: NodeMaterialConnectionPoint;
  117559. protected _buildBlock(state: NodeMaterialBuildState): this;
  117560. serialize(): any;
  117561. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  117562. protected _dumpPropertiesCode(): string;
  117563. }
  117564. }
  117565. declare module BABYLON {
  117566. /**
  117567. * Block used to output the vertex position
  117568. */
  117569. export class VertexOutputBlock extends NodeMaterialBlock {
  117570. /**
  117571. * Creates a new VertexOutputBlock
  117572. * @param name defines the block name
  117573. */
  117574. constructor(name: string);
  117575. /**
  117576. * Gets the current class name
  117577. * @returns the class name
  117578. */
  117579. getClassName(): string;
  117580. /**
  117581. * Gets the vector input component
  117582. */
  117583. readonly vector: NodeMaterialConnectionPoint;
  117584. protected _buildBlock(state: NodeMaterialBuildState): this;
  117585. }
  117586. }
  117587. declare module BABYLON {
  117588. /**
  117589. * Block used to output the final color
  117590. */
  117591. export class FragmentOutputBlock extends NodeMaterialBlock {
  117592. /**
  117593. * Create a new FragmentOutputBlock
  117594. * @param name defines the block name
  117595. */
  117596. constructor(name: string);
  117597. /**
  117598. * Gets the current class name
  117599. * @returns the class name
  117600. */
  117601. getClassName(): string;
  117602. /**
  117603. * Gets the rgba input component
  117604. */
  117605. readonly rgba: NodeMaterialConnectionPoint;
  117606. /**
  117607. * Gets the rgb input component
  117608. */
  117609. readonly rgb: NodeMaterialConnectionPoint;
  117610. /**
  117611. * Gets the a input component
  117612. */
  117613. readonly a: NodeMaterialConnectionPoint;
  117614. protected _buildBlock(state: NodeMaterialBuildState): this;
  117615. }
  117616. }
  117617. declare module BABYLON {
  117618. /**
  117619. * Enum used to define system values e.g. values automatically provided by the system
  117620. */
  117621. export enum NodeMaterialSystemValues {
  117622. /** World */
  117623. World = 1,
  117624. /** View */
  117625. View = 2,
  117626. /** Projection */
  117627. Projection = 3,
  117628. /** ViewProjection */
  117629. ViewProjection = 4,
  117630. /** WorldView */
  117631. WorldView = 5,
  117632. /** WorldViewProjection */
  117633. WorldViewProjection = 6,
  117634. /** CameraPosition */
  117635. CameraPosition = 7,
  117636. /** Fog Color */
  117637. FogColor = 8
  117638. }
  117639. }
  117640. declare module BABYLON {
  117641. /**
  117642. * Block used to read a reflection texture from a sampler
  117643. */
  117644. export class ReflectionTextureBlock extends NodeMaterialBlock {
  117645. private _define3DName;
  117646. private _defineCubicName;
  117647. private _defineExplicitName;
  117648. private _defineProjectionName;
  117649. private _defineLocalCubicName;
  117650. private _defineSphericalName;
  117651. private _definePlanarName;
  117652. private _defineEquirectangularName;
  117653. private _defineMirroredEquirectangularFixedName;
  117654. private _defineEquirectangularFixedName;
  117655. private _defineSkyboxName;
  117656. private _cubeSamplerName;
  117657. private _2DSamplerName;
  117658. private _positionUVWName;
  117659. private _directionWName;
  117660. private _reflectionCoordsName;
  117661. private _reflection2DCoordsName;
  117662. private _reflectionColorName;
  117663. private _reflectionMatrixName;
  117664. /**
  117665. * Gets or sets the texture associated with the node
  117666. */
  117667. texture: Nullable<BaseTexture>;
  117668. /**
  117669. * Create a new TextureBlock
  117670. * @param name defines the block name
  117671. */
  117672. constructor(name: string);
  117673. /**
  117674. * Gets the current class name
  117675. * @returns the class name
  117676. */
  117677. getClassName(): string;
  117678. /**
  117679. * Gets the world position input component
  117680. */
  117681. readonly position: NodeMaterialConnectionPoint;
  117682. /**
  117683. * Gets the world position input component
  117684. */
  117685. readonly worldPosition: NodeMaterialConnectionPoint;
  117686. /**
  117687. * Gets the world normal input component
  117688. */
  117689. readonly worldNormal: NodeMaterialConnectionPoint;
  117690. /**
  117691. * Gets the world input component
  117692. */
  117693. readonly world: NodeMaterialConnectionPoint;
  117694. /**
  117695. * Gets the camera (or eye) position component
  117696. */
  117697. readonly cameraPosition: NodeMaterialConnectionPoint;
  117698. /**
  117699. * Gets the view input component
  117700. */
  117701. readonly view: NodeMaterialConnectionPoint;
  117702. /**
  117703. * Gets the rgb output component
  117704. */
  117705. readonly rgb: NodeMaterialConnectionPoint;
  117706. /**
  117707. * Gets the r output component
  117708. */
  117709. readonly r: NodeMaterialConnectionPoint;
  117710. /**
  117711. * Gets the g output component
  117712. */
  117713. readonly g: NodeMaterialConnectionPoint;
  117714. /**
  117715. * Gets the b output component
  117716. */
  117717. readonly b: NodeMaterialConnectionPoint;
  117718. autoConfigure(material: NodeMaterial): void;
  117719. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  117720. isReady(): boolean;
  117721. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  117722. private _injectVertexCode;
  117723. private _writeOutput;
  117724. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  117725. serialize(): any;
  117726. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  117727. }
  117728. }
  117729. declare module BABYLON {
  117730. /**
  117731. * Interface used to configure the node material editor
  117732. */
  117733. export interface INodeMaterialEditorOptions {
  117734. /** Define the URl to load node editor script */
  117735. editorURL?: string;
  117736. }
  117737. /** @hidden */
  117738. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  117739. /** BONES */
  117740. NUM_BONE_INFLUENCERS: number;
  117741. BonesPerMesh: number;
  117742. BONETEXTURE: boolean;
  117743. /** MORPH TARGETS */
  117744. MORPHTARGETS: boolean;
  117745. MORPHTARGETS_NORMAL: boolean;
  117746. MORPHTARGETS_TANGENT: boolean;
  117747. MORPHTARGETS_UV: boolean;
  117748. NUM_MORPH_INFLUENCERS: number;
  117749. /** IMAGE PROCESSING */
  117750. IMAGEPROCESSING: boolean;
  117751. VIGNETTE: boolean;
  117752. VIGNETTEBLENDMODEMULTIPLY: boolean;
  117753. VIGNETTEBLENDMODEOPAQUE: boolean;
  117754. TONEMAPPING: boolean;
  117755. TONEMAPPING_ACES: boolean;
  117756. CONTRAST: boolean;
  117757. EXPOSURE: boolean;
  117758. COLORCURVES: boolean;
  117759. COLORGRADING: boolean;
  117760. COLORGRADING3D: boolean;
  117761. SAMPLER3DGREENDEPTH: boolean;
  117762. SAMPLER3DBGRMAP: boolean;
  117763. IMAGEPROCESSINGPOSTPROCESS: boolean;
  117764. constructor();
  117765. setValue(name: string, value: boolean): void;
  117766. }
  117767. /**
  117768. * Class used to configure NodeMaterial
  117769. */
  117770. export interface INodeMaterialOptions {
  117771. /**
  117772. * Defines if blocks should emit comments
  117773. */
  117774. emitComments: boolean;
  117775. }
  117776. /**
  117777. * Class used to create a node based material built by assembling shader blocks
  117778. */
  117779. export class NodeMaterial extends PushMaterial {
  117780. private static _BuildIdGenerator;
  117781. private _options;
  117782. private _vertexCompilationState;
  117783. private _fragmentCompilationState;
  117784. private _sharedData;
  117785. private _buildId;
  117786. private _buildWasSuccessful;
  117787. private _cachedWorldViewMatrix;
  117788. private _cachedWorldViewProjectionMatrix;
  117789. private _optimizers;
  117790. private _animationFrame;
  117791. /** Define the URl to load node editor script */
  117792. static EditorURL: string;
  117793. private BJSNODEMATERIALEDITOR;
  117794. /** Get the inspector from bundle or global */
  117795. private _getGlobalNodeMaterialEditor;
  117796. /**
  117797. * 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)
  117798. */
  117799. ignoreAlpha: boolean;
  117800. /**
  117801. * Defines the maximum number of lights that can be used in the material
  117802. */
  117803. maxSimultaneousLights: number;
  117804. /**
  117805. * Observable raised when the material is built
  117806. */
  117807. onBuildObservable: Observable<NodeMaterial>;
  117808. /**
  117809. * Gets or sets the root nodes of the material vertex shader
  117810. */
  117811. _vertexOutputNodes: NodeMaterialBlock[];
  117812. /**
  117813. * Gets or sets the root nodes of the material fragment (pixel) shader
  117814. */
  117815. _fragmentOutputNodes: NodeMaterialBlock[];
  117816. /** Gets or sets options to control the node material overall behavior */
  117817. options: INodeMaterialOptions;
  117818. /**
  117819. * Default configuration related to image processing available in the standard Material.
  117820. */
  117821. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  117822. /**
  117823. * Gets the image processing configuration used either in this material.
  117824. */
  117825. /**
  117826. * Sets the Default image processing configuration used either in the this material.
  117827. *
  117828. * If sets to null, the scene one is in use.
  117829. */
  117830. imageProcessingConfiguration: ImageProcessingConfiguration;
  117831. /**
  117832. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  117833. */
  117834. attachedBlocks: NodeMaterialBlock[];
  117835. /**
  117836. * Create a new node based material
  117837. * @param name defines the material name
  117838. * @param scene defines the hosting scene
  117839. * @param options defines creation option
  117840. */
  117841. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  117842. /**
  117843. * Gets the current class name of the material e.g. "NodeMaterial"
  117844. * @returns the class name
  117845. */
  117846. getClassName(): string;
  117847. /**
  117848. * Keep track of the image processing observer to allow dispose and replace.
  117849. */
  117850. private _imageProcessingObserver;
  117851. /**
  117852. * Attaches a new image processing configuration to the Standard Material.
  117853. * @param configuration
  117854. */
  117855. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  117856. /**
  117857. * Get a block by its name
  117858. * @param name defines the name of the block to retrieve
  117859. * @returns the required block or null if not found
  117860. */
  117861. getBlockByName(name: string): Nullable<NodeMaterialBlock>;
  117862. /**
  117863. * Get a block by its name
  117864. * @param predicate defines the predicate used to find the good candidate
  117865. * @returns the required block or null if not found
  117866. */
  117867. getBlockByPredicate(predicate: (block: NodeMaterialBlock) => boolean): Nullable<NodeMaterialBlock>;
  117868. /**
  117869. * Get an input block by its name
  117870. * @param predicate defines the predicate used to find the good candidate
  117871. * @returns the required input block or null if not found
  117872. */
  117873. getInputBlockByPredicate(predicate: (block: InputBlock) => boolean): Nullable<InputBlock>;
  117874. /**
  117875. * Gets the list of input blocks attached to this material
  117876. * @returns an array of InputBlocks
  117877. */
  117878. getInputBlocks(): InputBlock[];
  117879. /**
  117880. * Adds a new optimizer to the list of optimizers
  117881. * @param optimizer defines the optimizers to add
  117882. * @returns the current material
  117883. */
  117884. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  117885. /**
  117886. * Remove an optimizer from the list of optimizers
  117887. * @param optimizer defines the optimizers to remove
  117888. * @returns the current material
  117889. */
  117890. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  117891. /**
  117892. * Add a new block to the list of output nodes
  117893. * @param node defines the node to add
  117894. * @returns the current material
  117895. */
  117896. addOutputNode(node: NodeMaterialBlock): this;
  117897. /**
  117898. * Remove a block from the list of root nodes
  117899. * @param node defines the node to remove
  117900. * @returns the current material
  117901. */
  117902. removeOutputNode(node: NodeMaterialBlock): this;
  117903. private _addVertexOutputNode;
  117904. private _removeVertexOutputNode;
  117905. private _addFragmentOutputNode;
  117906. private _removeFragmentOutputNode;
  117907. /**
  117908. * Specifies if the material will require alpha blending
  117909. * @returns a boolean specifying if alpha blending is needed
  117910. */
  117911. needAlphaBlending(): boolean;
  117912. /**
  117913. * Specifies if this material should be rendered in alpha test mode
  117914. * @returns a boolean specifying if an alpha test is needed.
  117915. */
  117916. needAlphaTesting(): boolean;
  117917. private _initializeBlock;
  117918. private _resetDualBlocks;
  117919. /**
  117920. * Build the material and generates the inner effect
  117921. * @param verbose defines if the build should log activity
  117922. */
  117923. build(verbose?: boolean): void;
  117924. /**
  117925. * Runs an otpimization phase to try to improve the shader code
  117926. */
  117927. optimize(): void;
  117928. private _prepareDefinesForAttributes;
  117929. /**
  117930. * Get if the submesh is ready to be used and all its information available.
  117931. * Child classes can use it to update shaders
  117932. * @param mesh defines the mesh to check
  117933. * @param subMesh defines which submesh to check
  117934. * @param useInstances specifies that instances should be used
  117935. * @returns a boolean indicating that the submesh is ready or not
  117936. */
  117937. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  117938. /**
  117939. * Get a string representing the shaders built by the current node graph
  117940. */
  117941. readonly compiledShaders: string;
  117942. /**
  117943. * Binds the world matrix to the material
  117944. * @param world defines the world transformation matrix
  117945. */
  117946. bindOnlyWorldMatrix(world: Matrix): void;
  117947. /**
  117948. * Binds the submesh to this material by preparing the effect and shader to draw
  117949. * @param world defines the world transformation matrix
  117950. * @param mesh defines the mesh containing the submesh
  117951. * @param subMesh defines the submesh to bind the material to
  117952. */
  117953. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  117954. /**
  117955. * Gets the active textures from the material
  117956. * @returns an array of textures
  117957. */
  117958. getActiveTextures(): BaseTexture[];
  117959. /**
  117960. * Gets the list of texture blocks
  117961. * @returns an array of texture blocks
  117962. */
  117963. getTextureBlocks(): (TextureBlock | ReflectionTextureBlock)[];
  117964. /**
  117965. * Specifies if the material uses a texture
  117966. * @param texture defines the texture to check against the material
  117967. * @returns a boolean specifying if the material uses the texture
  117968. */
  117969. hasTexture(texture: BaseTexture): boolean;
  117970. /**
  117971. * Disposes the material
  117972. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  117973. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  117974. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  117975. */
  117976. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  117977. /** Creates the node editor window. */
  117978. private _createNodeEditor;
  117979. /**
  117980. * Launch the node material editor
  117981. * @param config Define the configuration of the editor
  117982. * @return a promise fulfilled when the node editor is visible
  117983. */
  117984. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  117985. /**
  117986. * Clear the current material
  117987. */
  117988. clear(): void;
  117989. /**
  117990. * Clear the current material and set it to a default state
  117991. */
  117992. setToDefault(): void;
  117993. /**
  117994. * Loads the current Node Material from a url pointing to a file save by the Node Material Editor
  117995. * @param url defines the url to load from
  117996. * @returns a promise that will fullfil when the material is fully loaded
  117997. */
  117998. loadAsync(url: string): Promise<unknown>;
  117999. private _gatherBlocks;
  118000. /**
  118001. * Generate a string containing the code declaration required to create an equivalent of this material
  118002. * @returns a string
  118003. */
  118004. generateCode(): string;
  118005. /**
  118006. * Serializes this material in a JSON representation
  118007. * @returns the serialized material object
  118008. */
  118009. serialize(): any;
  118010. private _restoreConnections;
  118011. /**
  118012. * Clear the current graph and load a new one from a serialization object
  118013. * @param source defines the JSON representation of the material
  118014. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  118015. */
  118016. loadFromSerialization(source: any, rootUrl?: string): void;
  118017. /**
  118018. * Creates a node material from parsed material data
  118019. * @param source defines the JSON representation of the material
  118020. * @param scene defines the hosting scene
  118021. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  118022. * @returns a new node material
  118023. */
  118024. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  118025. /**
  118026. * Creates a new node material set to default basic configuration
  118027. * @param name defines the name of the material
  118028. * @param scene defines the hosting scene
  118029. * @returns a new NodeMaterial
  118030. */
  118031. static CreateDefault(name: string, scene?: Scene): NodeMaterial;
  118032. }
  118033. }
  118034. declare module BABYLON {
  118035. /**
  118036. * Block used to read a texture from a sampler
  118037. */
  118038. export class TextureBlock extends NodeMaterialBlock {
  118039. private _defineName;
  118040. private _samplerName;
  118041. private _transformedUVName;
  118042. private _textureTransformName;
  118043. private _textureInfoName;
  118044. private _mainUVName;
  118045. private _mainUVDefineName;
  118046. /**
  118047. * Gets or sets the texture associated with the node
  118048. */
  118049. texture: Nullable<BaseTexture>;
  118050. /**
  118051. * Create a new TextureBlock
  118052. * @param name defines the block name
  118053. */
  118054. constructor(name: string);
  118055. /**
  118056. * Gets the current class name
  118057. * @returns the class name
  118058. */
  118059. getClassName(): string;
  118060. /**
  118061. * Gets the uv input component
  118062. */
  118063. readonly uv: NodeMaterialConnectionPoint;
  118064. /**
  118065. * Gets the rgba output component
  118066. */
  118067. readonly rgba: NodeMaterialConnectionPoint;
  118068. /**
  118069. * Gets the rgb output component
  118070. */
  118071. readonly rgb: NodeMaterialConnectionPoint;
  118072. /**
  118073. * Gets the r output component
  118074. */
  118075. readonly r: NodeMaterialConnectionPoint;
  118076. /**
  118077. * Gets the g output component
  118078. */
  118079. readonly g: NodeMaterialConnectionPoint;
  118080. /**
  118081. * Gets the b output component
  118082. */
  118083. readonly b: NodeMaterialConnectionPoint;
  118084. /**
  118085. * Gets the a output component
  118086. */
  118087. readonly a: NodeMaterialConnectionPoint;
  118088. readonly target: NodeMaterialBlockTargets;
  118089. autoConfigure(material: NodeMaterial): void;
  118090. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  118091. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  118092. isReady(): boolean;
  118093. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  118094. private readonly _isMixed;
  118095. private _injectVertexCode;
  118096. private _writeOutput;
  118097. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  118098. protected _dumpPropertiesCode(): string;
  118099. serialize(): any;
  118100. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  118101. }
  118102. }
  118103. declare module BABYLON {
  118104. /**
  118105. * Class used to store shared data between 2 NodeMaterialBuildState
  118106. */
  118107. export class NodeMaterialBuildStateSharedData {
  118108. /**
  118109. * Gets the list of emitted varyings
  118110. */
  118111. temps: string[];
  118112. /**
  118113. * Gets the list of emitted varyings
  118114. */
  118115. varyings: string[];
  118116. /**
  118117. * Gets the varying declaration string
  118118. */
  118119. varyingDeclaration: string;
  118120. /**
  118121. * Input blocks
  118122. */
  118123. inputBlocks: InputBlock[];
  118124. /**
  118125. * Input blocks
  118126. */
  118127. textureBlocks: (ReflectionTextureBlock | TextureBlock)[];
  118128. /**
  118129. * Bindable blocks (Blocks that need to set data to the effect)
  118130. */
  118131. bindableBlocks: NodeMaterialBlock[];
  118132. /**
  118133. * List of blocks that can provide a compilation fallback
  118134. */
  118135. blocksWithFallbacks: NodeMaterialBlock[];
  118136. /**
  118137. * List of blocks that can provide a define update
  118138. */
  118139. blocksWithDefines: NodeMaterialBlock[];
  118140. /**
  118141. * List of blocks that can provide a repeatable content
  118142. */
  118143. repeatableContentBlocks: NodeMaterialBlock[];
  118144. /**
  118145. * List of blocks that can provide a dynamic list of uniforms
  118146. */
  118147. dynamicUniformBlocks: NodeMaterialBlock[];
  118148. /**
  118149. * List of blocks that can block the isReady function for the material
  118150. */
  118151. blockingBlocks: NodeMaterialBlock[];
  118152. /**
  118153. * Gets the list of animated inputs
  118154. */
  118155. animatedInputs: InputBlock[];
  118156. /**
  118157. * Build Id used to avoid multiple recompilations
  118158. */
  118159. buildId: number;
  118160. /** List of emitted variables */
  118161. variableNames: {
  118162. [key: string]: number;
  118163. };
  118164. /** List of emitted defines */
  118165. defineNames: {
  118166. [key: string]: number;
  118167. };
  118168. /** Should emit comments? */
  118169. emitComments: boolean;
  118170. /** Emit build activity */
  118171. verbose: boolean;
  118172. /**
  118173. * Gets the compilation hints emitted at compilation time
  118174. */
  118175. hints: {
  118176. needWorldViewMatrix: boolean;
  118177. needWorldViewProjectionMatrix: boolean;
  118178. needAlphaBlending: boolean;
  118179. needAlphaTesting: boolean;
  118180. };
  118181. /**
  118182. * List of compilation checks
  118183. */
  118184. checks: {
  118185. emitVertex: boolean;
  118186. emitFragment: boolean;
  118187. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  118188. };
  118189. /** Creates a new shared data */
  118190. constructor();
  118191. /**
  118192. * Emits console errors and exceptions if there is a failing check
  118193. */
  118194. emitErrors(): void;
  118195. }
  118196. }
  118197. declare module BABYLON {
  118198. /**
  118199. * Class used to store node based material build state
  118200. */
  118201. export class NodeMaterialBuildState {
  118202. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  118203. supportUniformBuffers: boolean;
  118204. /**
  118205. * Gets the list of emitted attributes
  118206. */
  118207. attributes: string[];
  118208. /**
  118209. * Gets the list of emitted uniforms
  118210. */
  118211. uniforms: string[];
  118212. /**
  118213. * Gets the list of emitted uniform buffers
  118214. */
  118215. uniformBuffers: string[];
  118216. /**
  118217. * Gets the list of emitted samplers
  118218. */
  118219. samplers: string[];
  118220. /**
  118221. * Gets the list of emitted functions
  118222. */
  118223. functions: {
  118224. [key: string]: string;
  118225. };
  118226. /**
  118227. * Gets the target of the compilation state
  118228. */
  118229. target: NodeMaterialBlockTargets;
  118230. /**
  118231. * Gets the list of emitted counters
  118232. */
  118233. counters: {
  118234. [key: string]: number;
  118235. };
  118236. /**
  118237. * Shared data between multiple NodeMaterialBuildState instances
  118238. */
  118239. sharedData: NodeMaterialBuildStateSharedData;
  118240. /** @hidden */
  118241. _vertexState: NodeMaterialBuildState;
  118242. /** @hidden */
  118243. _attributeDeclaration: string;
  118244. /** @hidden */
  118245. _uniformDeclaration: string;
  118246. /** @hidden */
  118247. _samplerDeclaration: string;
  118248. /** @hidden */
  118249. _varyingTransfer: string;
  118250. private _repeatableContentAnchorIndex;
  118251. /** @hidden */
  118252. _builtCompilationString: string;
  118253. /**
  118254. * Gets the emitted compilation strings
  118255. */
  118256. compilationString: string;
  118257. /**
  118258. * Finalize the compilation strings
  118259. * @param state defines the current compilation state
  118260. */
  118261. finalize(state: NodeMaterialBuildState): void;
  118262. /** @hidden */
  118263. readonly _repeatableContentAnchor: string;
  118264. /** @hidden */
  118265. _getFreeVariableName(prefix: string): string;
  118266. /** @hidden */
  118267. _getFreeDefineName(prefix: string): string;
  118268. /** @hidden */
  118269. _excludeVariableName(name: string): void;
  118270. /** @hidden */
  118271. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  118272. /** @hidden */
  118273. _emitFunction(name: string, code: string, comments: string): void;
  118274. /** @hidden */
  118275. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  118276. replaceStrings?: {
  118277. search: RegExp;
  118278. replace: string;
  118279. }[];
  118280. repeatKey?: string;
  118281. }): string;
  118282. /** @hidden */
  118283. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  118284. repeatKey?: string;
  118285. removeAttributes?: boolean;
  118286. removeUniforms?: boolean;
  118287. removeVaryings?: boolean;
  118288. removeIfDef?: boolean;
  118289. replaceStrings?: {
  118290. search: RegExp;
  118291. replace: string;
  118292. }[];
  118293. }, storeKey?: string): void;
  118294. /** @hidden */
  118295. _registerTempVariable(name: string): boolean;
  118296. /** @hidden */
  118297. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  118298. /** @hidden */
  118299. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  118300. }
  118301. }
  118302. declare module BABYLON {
  118303. /**
  118304. * Defines a block that can be used inside a node based material
  118305. */
  118306. export class NodeMaterialBlock {
  118307. private _buildId;
  118308. private _buildTarget;
  118309. private _target;
  118310. private _isFinalMerger;
  118311. private _isInput;
  118312. /** @hidden */
  118313. _codeVariableName: string;
  118314. /** @hidden */
  118315. _inputs: NodeMaterialConnectionPoint[];
  118316. /** @hidden */
  118317. _outputs: NodeMaterialConnectionPoint[];
  118318. /** @hidden */
  118319. _preparationId: number;
  118320. /**
  118321. * Gets or sets the name of the block
  118322. */
  118323. name: string;
  118324. /**
  118325. * Gets or sets the unique id of the node
  118326. */
  118327. uniqueId: number;
  118328. /**
  118329. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  118330. */
  118331. readonly isFinalMerger: boolean;
  118332. /**
  118333. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  118334. */
  118335. readonly isInput: boolean;
  118336. /**
  118337. * Gets or sets the build Id
  118338. */
  118339. buildId: number;
  118340. /**
  118341. * Gets or sets the target of the block
  118342. */
  118343. target: NodeMaterialBlockTargets;
  118344. /**
  118345. * Gets the list of input points
  118346. */
  118347. readonly inputs: NodeMaterialConnectionPoint[];
  118348. /** Gets the list of output points */
  118349. readonly outputs: NodeMaterialConnectionPoint[];
  118350. /**
  118351. * Find an input by its name
  118352. * @param name defines the name of the input to look for
  118353. * @returns the input or null if not found
  118354. */
  118355. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  118356. /**
  118357. * Find an output by its name
  118358. * @param name defines the name of the outputto look for
  118359. * @returns the output or null if not found
  118360. */
  118361. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  118362. /**
  118363. * Creates a new NodeMaterialBlock
  118364. * @param name defines the block name
  118365. * @param target defines the target of that block (Vertex by default)
  118366. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  118367. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  118368. */
  118369. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  118370. /**
  118371. * Initialize the block and prepare the context for build
  118372. * @param state defines the state that will be used for the build
  118373. */
  118374. initialize(state: NodeMaterialBuildState): void;
  118375. /**
  118376. * Bind data to effect. Will only be called for blocks with isBindable === true
  118377. * @param effect defines the effect to bind data to
  118378. * @param nodeMaterial defines the hosting NodeMaterial
  118379. * @param mesh defines the mesh that will be rendered
  118380. */
  118381. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  118382. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  118383. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  118384. protected _writeFloat(value: number): string;
  118385. /**
  118386. * Gets the current class name e.g. "NodeMaterialBlock"
  118387. * @returns the class name
  118388. */
  118389. getClassName(): string;
  118390. /**
  118391. * Register a new input. Must be called inside a block constructor
  118392. * @param name defines the connection point name
  118393. * @param type defines the connection point type
  118394. * @param isOptional defines a boolean indicating that this input can be omitted
  118395. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  118396. * @returns the current block
  118397. */
  118398. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  118399. /**
  118400. * Register a new output. Must be called inside a block constructor
  118401. * @param name defines the connection point name
  118402. * @param type defines the connection point type
  118403. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  118404. * @returns the current block
  118405. */
  118406. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  118407. /**
  118408. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  118409. * @param forOutput defines an optional connection point to check compatibility with
  118410. * @returns the first available input or null
  118411. */
  118412. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  118413. /**
  118414. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  118415. * @param forBlock defines an optional block to check compatibility with
  118416. * @returns the first available input or null
  118417. */
  118418. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  118419. /**
  118420. * Gets the sibling of the given output
  118421. * @param current defines the current output
  118422. * @returns the next output in the list or null
  118423. */
  118424. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  118425. /**
  118426. * Connect current block with another block
  118427. * @param other defines the block to connect with
  118428. * @param options define the various options to help pick the right connections
  118429. * @returns the current block
  118430. */
  118431. connectTo(other: NodeMaterialBlock, options?: {
  118432. input?: string;
  118433. output?: string;
  118434. outputSwizzle?: string;
  118435. }): this | undefined;
  118436. protected _buildBlock(state: NodeMaterialBuildState): void;
  118437. /**
  118438. * Add uniforms, samplers and uniform buffers at compilation time
  118439. * @param state defines the state to update
  118440. * @param nodeMaterial defines the node material requesting the update
  118441. * @param defines defines the material defines to update
  118442. */
  118443. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  118444. /**
  118445. * Add potential fallbacks if shader compilation fails
  118446. * @param mesh defines the mesh to be rendered
  118447. * @param fallbacks defines the current prioritized list of fallbacks
  118448. */
  118449. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  118450. /**
  118451. * Update defines for shader compilation
  118452. * @param mesh defines the mesh to be rendered
  118453. * @param nodeMaterial defines the node material requesting the update
  118454. * @param defines defines the material defines to update
  118455. * @param useInstances specifies that instances should be used
  118456. */
  118457. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  118458. /**
  118459. * Initialize defines for shader compilation
  118460. * @param mesh defines the mesh to be rendered
  118461. * @param nodeMaterial defines the node material requesting the update
  118462. * @param defines defines the material defines to be prepared
  118463. * @param useInstances specifies that instances should be used
  118464. */
  118465. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  118466. /**
  118467. * Lets the block try to connect some inputs automatically
  118468. * @param material defines the hosting NodeMaterial
  118469. */
  118470. autoConfigure(material: NodeMaterial): void;
  118471. /**
  118472. * Function called when a block is declared as repeatable content generator
  118473. * @param vertexShaderState defines the current compilation state for the vertex shader
  118474. * @param fragmentShaderState defines the current compilation state for the fragment shader
  118475. * @param mesh defines the mesh to be rendered
  118476. * @param defines defines the material defines to update
  118477. */
  118478. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  118479. /**
  118480. * Checks if the block is ready
  118481. * @param mesh defines the mesh to be rendered
  118482. * @param nodeMaterial defines the node material requesting the update
  118483. * @param defines defines the material defines to update
  118484. * @param useInstances specifies that instances should be used
  118485. * @returns true if the block is ready
  118486. */
  118487. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  118488. protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number): void;
  118489. private _processBuild;
  118490. /**
  118491. * Compile the current node and generate the shader code
  118492. * @param state defines the current compilation state (uniforms, samplers, current string)
  118493. * @param activeBlocks defines the list of active blocks (i.e. blocks to compile)
  118494. * @returns true if already built
  118495. */
  118496. build(state: NodeMaterialBuildState, activeBlocks: NodeMaterialBlock[]): boolean;
  118497. protected _inputRename(name: string): string;
  118498. protected _outputRename(name: string): string;
  118499. protected _dumpPropertiesCode(): string;
  118500. /** @hidden */
  118501. _dumpCode(uniqueNames: string[], alreadyDumped: NodeMaterialBlock[]): string;
  118502. /**
  118503. * Clone the current block to a new identical block
  118504. * @param scene defines the hosting scene
  118505. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  118506. * @returns a copy of the current block
  118507. */
  118508. clone(scene: Scene, rootUrl?: string): Nullable<NodeMaterialBlock>;
  118509. /**
  118510. * Serializes this block in a JSON representation
  118511. * @returns the serialized block object
  118512. */
  118513. serialize(): any;
  118514. /** @hidden */
  118515. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  118516. }
  118517. }
  118518. declare module BABYLON {
  118519. /**
  118520. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  118521. */
  118522. export enum NodeMaterialBlockConnectionPointMode {
  118523. /** Value is an uniform */
  118524. Uniform = 0,
  118525. /** Value is a mesh attribute */
  118526. Attribute = 1,
  118527. /** Value is a varying between vertex and fragment shaders */
  118528. Varying = 2,
  118529. /** Mode is undefined */
  118530. Undefined = 3
  118531. }
  118532. }
  118533. declare module BABYLON {
  118534. /**
  118535. * Enum defining the type of animations supported by InputBlock
  118536. */
  118537. export enum AnimatedInputBlockTypes {
  118538. /** No animation */
  118539. None = 0,
  118540. /** Time based animation. Will only work for floats */
  118541. Time = 1
  118542. }
  118543. }
  118544. declare module BABYLON {
  118545. /**
  118546. * Block used to expose an input value
  118547. */
  118548. export class InputBlock extends NodeMaterialBlock {
  118549. private _mode;
  118550. private _associatedVariableName;
  118551. private _storedValue;
  118552. private _valueCallback;
  118553. private _type;
  118554. private _animationType;
  118555. /** @hidden */
  118556. _systemValue: Nullable<NodeMaterialSystemValues>;
  118557. /** Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default) */
  118558. visibleInInspector: boolean;
  118559. /**
  118560. * Gets or sets the connection point type (default is float)
  118561. */
  118562. readonly type: NodeMaterialBlockConnectionPointTypes;
  118563. /**
  118564. * Creates a new InputBlock
  118565. * @param name defines the block name
  118566. * @param target defines the target of that block (Vertex by default)
  118567. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  118568. */
  118569. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  118570. /**
  118571. * Gets the output component
  118572. */
  118573. readonly output: NodeMaterialConnectionPoint;
  118574. /**
  118575. * Set the source of this connection point to a vertex attribute
  118576. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  118577. * @returns the current connection point
  118578. */
  118579. setAsAttribute(attributeName?: string): InputBlock;
  118580. /**
  118581. * Set the source of this connection point to a system value
  118582. * @param value define the system value to use (world, view, etc...) or null to switch to manual value
  118583. * @returns the current connection point
  118584. */
  118585. setAsSystemValue(value: Nullable<NodeMaterialSystemValues>): InputBlock;
  118586. /**
  118587. * Gets or sets the value of that point.
  118588. * Please note that this value will be ignored if valueCallback is defined
  118589. */
  118590. value: any;
  118591. /**
  118592. * Gets or sets a callback used to get the value of that point.
  118593. * Please note that setting this value will force the connection point to ignore the value property
  118594. */
  118595. valueCallback: () => any;
  118596. /**
  118597. * Gets or sets the associated variable name in the shader
  118598. */
  118599. associatedVariableName: string;
  118600. /** Gets or sets the type of animation applied to the input */
  118601. animationType: AnimatedInputBlockTypes;
  118602. /**
  118603. * Gets a boolean indicating that this connection point not defined yet
  118604. */
  118605. readonly isUndefined: boolean;
  118606. /**
  118607. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  118608. * In this case the connection point name must be the name of the uniform to use.
  118609. * Can only be set on inputs
  118610. */
  118611. isUniform: boolean;
  118612. /**
  118613. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  118614. * In this case the connection point name must be the name of the attribute to use
  118615. * Can only be set on inputs
  118616. */
  118617. isAttribute: boolean;
  118618. /**
  118619. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  118620. * Can only be set on exit points
  118621. */
  118622. isVarying: boolean;
  118623. /**
  118624. * Gets a boolean indicating that the current connection point is a system value
  118625. */
  118626. readonly isSystemValue: boolean;
  118627. /**
  118628. * Gets or sets the current well known value or null if not defined as a system value
  118629. */
  118630. systemValue: Nullable<NodeMaterialSystemValues>;
  118631. /**
  118632. * Gets the current class name
  118633. * @returns the class name
  118634. */
  118635. getClassName(): string;
  118636. /**
  118637. * Animate the input if animationType !== None
  118638. * @param scene defines the rendering scene
  118639. */
  118640. animate(scene: Scene): void;
  118641. private _emitDefine;
  118642. /**
  118643. * Set the input block to its default value (based on its type)
  118644. */
  118645. setDefaultValue(): void;
  118646. protected _dumpPropertiesCode(): string;
  118647. private _emit;
  118648. /** @hidden */
  118649. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  118650. /** @hidden */
  118651. _transmit(effect: Effect, scene: Scene): void;
  118652. protected _buildBlock(state: NodeMaterialBuildState): void;
  118653. serialize(): any;
  118654. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  118655. }
  118656. }
  118657. declare module BABYLON {
  118658. /**
  118659. * Defines a connection point for a block
  118660. */
  118661. export class NodeMaterialConnectionPoint {
  118662. /** @hidden */
  118663. _ownerBlock: NodeMaterialBlock;
  118664. /** @hidden */
  118665. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  118666. private _endpoints;
  118667. private _associatedVariableName;
  118668. /** @hidden */
  118669. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  118670. /** @hidden */
  118671. _linkedConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  118672. private _type;
  118673. /** @hidden */
  118674. _enforceAssociatedVariableName: boolean;
  118675. /**
  118676. * Gets or sets the additional types supported byt this connection point
  118677. */
  118678. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  118679. /**
  118680. * Gets or sets the associated variable name in the shader
  118681. */
  118682. associatedVariableName: string;
  118683. /**
  118684. * Gets or sets the connection point type (default is float)
  118685. */
  118686. type: NodeMaterialBlockConnectionPointTypes;
  118687. /**
  118688. * Gets or sets the connection point name
  118689. */
  118690. name: string;
  118691. /**
  118692. * Gets or sets a boolean indicating that this connection point can be omitted
  118693. */
  118694. isOptional: boolean;
  118695. /**
  118696. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  118697. */
  118698. define: string;
  118699. /** Gets or sets the target of that connection point */
  118700. target: NodeMaterialBlockTargets;
  118701. /**
  118702. * Gets a boolean indicating that the current point is connected
  118703. */
  118704. readonly isConnected: boolean;
  118705. /**
  118706. * Gets a boolean indicating that the current point is connected to an input block
  118707. */
  118708. readonly isConnectedToInputBlock: boolean;
  118709. /**
  118710. * Gets a the connected input block (if any)
  118711. */
  118712. readonly connectInputBlock: Nullable<InputBlock>;
  118713. /** Get the other side of the connection (if any) */
  118714. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  118715. /** Get the block that owns this connection point */
  118716. readonly ownerBlock: NodeMaterialBlock;
  118717. /** Get the block connected on the other side of this connection (if any) */
  118718. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  118719. /** Get the block connected on the endpoints of this connection (if any) */
  118720. readonly connectedBlocks: Array<NodeMaterialBlock>;
  118721. /** Gets the list of connected endpoints */
  118722. readonly endpoints: NodeMaterialConnectionPoint[];
  118723. /** Gets a boolean indicating if that output point is connected to at least one input */
  118724. readonly hasEndpoints: boolean;
  118725. /**
  118726. * Creates a new connection point
  118727. * @param name defines the connection point name
  118728. * @param ownerBlock defines the block hosting this connection point
  118729. */
  118730. constructor(name: string, ownerBlock: NodeMaterialBlock);
  118731. /**
  118732. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  118733. * @returns the class name
  118734. */
  118735. getClassName(): string;
  118736. /**
  118737. * Gets an boolean indicating if the current point can be connected to another point
  118738. * @param connectionPoint defines the other connection point
  118739. * @returns true if the connection is possible
  118740. */
  118741. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  118742. /**
  118743. * Connect this point to another connection point
  118744. * @param connectionPoint defines the other connection point
  118745. * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)
  118746. * @returns the current connection point
  118747. */
  118748. connectTo(connectionPoint: NodeMaterialConnectionPoint, ignoreConstraints?: boolean): NodeMaterialConnectionPoint;
  118749. /**
  118750. * Disconnect this point from one of his endpoint
  118751. * @param endpoint defines the other connection point
  118752. * @returns the current connection point
  118753. */
  118754. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  118755. /**
  118756. * Serializes this point in a JSON representation
  118757. * @returns the serialized point object
  118758. */
  118759. serialize(): any;
  118760. }
  118761. }
  118762. declare module BABYLON {
  118763. /**
  118764. * Block used to add support for vertex skinning (bones)
  118765. */
  118766. export class BonesBlock extends NodeMaterialBlock {
  118767. /**
  118768. * Creates a new BonesBlock
  118769. * @param name defines the block name
  118770. */
  118771. constructor(name: string);
  118772. /**
  118773. * Initialize the block and prepare the context for build
  118774. * @param state defines the state that will be used for the build
  118775. */
  118776. initialize(state: NodeMaterialBuildState): void;
  118777. /**
  118778. * Gets the current class name
  118779. * @returns the class name
  118780. */
  118781. getClassName(): string;
  118782. /**
  118783. * Gets the matrix indices input component
  118784. */
  118785. readonly matricesIndices: NodeMaterialConnectionPoint;
  118786. /**
  118787. * Gets the matrix weights input component
  118788. */
  118789. readonly matricesWeights: NodeMaterialConnectionPoint;
  118790. /**
  118791. * Gets the extra matrix indices input component
  118792. */
  118793. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  118794. /**
  118795. * Gets the extra matrix weights input component
  118796. */
  118797. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  118798. /**
  118799. * Gets the world input component
  118800. */
  118801. readonly world: NodeMaterialConnectionPoint;
  118802. /**
  118803. * Gets the output component
  118804. */
  118805. readonly output: NodeMaterialConnectionPoint;
  118806. autoConfigure(material: NodeMaterial): void;
  118807. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  118808. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  118809. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  118810. protected _buildBlock(state: NodeMaterialBuildState): this;
  118811. }
  118812. }
  118813. declare module BABYLON {
  118814. /**
  118815. * Block used to add support for instances
  118816. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  118817. */
  118818. export class InstancesBlock extends NodeMaterialBlock {
  118819. /**
  118820. * Creates a new InstancesBlock
  118821. * @param name defines the block name
  118822. */
  118823. constructor(name: string);
  118824. /**
  118825. * Gets the current class name
  118826. * @returns the class name
  118827. */
  118828. getClassName(): string;
  118829. /**
  118830. * Gets the first world row input component
  118831. */
  118832. readonly world0: NodeMaterialConnectionPoint;
  118833. /**
  118834. * Gets the second world row input component
  118835. */
  118836. readonly world1: NodeMaterialConnectionPoint;
  118837. /**
  118838. * Gets the third world row input component
  118839. */
  118840. readonly world2: NodeMaterialConnectionPoint;
  118841. /**
  118842. * Gets the forth world row input component
  118843. */
  118844. readonly world3: NodeMaterialConnectionPoint;
  118845. /**
  118846. * Gets the world input component
  118847. */
  118848. readonly world: NodeMaterialConnectionPoint;
  118849. /**
  118850. * Gets the output component
  118851. */
  118852. readonly output: NodeMaterialConnectionPoint;
  118853. autoConfigure(material: NodeMaterial): void;
  118854. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  118855. protected _buildBlock(state: NodeMaterialBuildState): this;
  118856. }
  118857. }
  118858. declare module BABYLON {
  118859. /**
  118860. * Block used to add morph targets support to vertex shader
  118861. */
  118862. export class MorphTargetsBlock extends NodeMaterialBlock {
  118863. private _repeatableContentAnchor;
  118864. private _repeatebleContentGenerated;
  118865. /**
  118866. * Create a new MorphTargetsBlock
  118867. * @param name defines the block name
  118868. */
  118869. constructor(name: string);
  118870. /**
  118871. * Gets the current class name
  118872. * @returns the class name
  118873. */
  118874. getClassName(): string;
  118875. /**
  118876. * Gets the position input component
  118877. */
  118878. readonly position: NodeMaterialConnectionPoint;
  118879. /**
  118880. * Gets the normal input component
  118881. */
  118882. readonly normal: NodeMaterialConnectionPoint;
  118883. /**
  118884. * Gets the tangent input component
  118885. */
  118886. readonly tangent: NodeMaterialConnectionPoint;
  118887. /**
  118888. * Gets the tangent input component
  118889. */
  118890. readonly uv: NodeMaterialConnectionPoint;
  118891. /**
  118892. * Gets the position output component
  118893. */
  118894. readonly positionOutput: NodeMaterialConnectionPoint;
  118895. /**
  118896. * Gets the normal output component
  118897. */
  118898. readonly normalOutput: NodeMaterialConnectionPoint;
  118899. /**
  118900. * Gets the tangent output component
  118901. */
  118902. readonly tangentOutput: NodeMaterialConnectionPoint;
  118903. /**
  118904. * Gets the tangent output component
  118905. */
  118906. readonly uvOutput: NodeMaterialConnectionPoint;
  118907. initialize(state: NodeMaterialBuildState): void;
  118908. autoConfigure(material: NodeMaterial): void;
  118909. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  118910. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  118911. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  118912. protected _buildBlock(state: NodeMaterialBuildState): this;
  118913. }
  118914. }
  118915. declare module BABYLON {
  118916. /**
  118917. * Block used to get data information from a light
  118918. */
  118919. export class LightInformationBlock extends NodeMaterialBlock {
  118920. private _lightDataDefineName;
  118921. private _lightColorDefineName;
  118922. /**
  118923. * Gets or sets the light associated with this block
  118924. */
  118925. light: Nullable<Light>;
  118926. /**
  118927. * Creates a new LightInformationBlock
  118928. * @param name defines the block name
  118929. */
  118930. constructor(name: string);
  118931. /**
  118932. * Gets the current class name
  118933. * @returns the class name
  118934. */
  118935. getClassName(): string;
  118936. /**
  118937. * Gets the world position input component
  118938. */
  118939. readonly worldPosition: NodeMaterialConnectionPoint;
  118940. /**
  118941. * Gets the direction output component
  118942. */
  118943. readonly direction: NodeMaterialConnectionPoint;
  118944. /**
  118945. * Gets the direction output component
  118946. */
  118947. readonly color: NodeMaterialConnectionPoint;
  118948. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  118949. protected _buildBlock(state: NodeMaterialBuildState): this;
  118950. serialize(): any;
  118951. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  118952. }
  118953. }
  118954. declare module BABYLON {
  118955. /**
  118956. * Block used to add an alpha test in the fragment shader
  118957. */
  118958. export class AlphaTestBlock extends NodeMaterialBlock {
  118959. /**
  118960. * Gets or sets the alpha value where alpha testing happens
  118961. */
  118962. alphaCutOff: number;
  118963. /**
  118964. * Create a new AlphaTestBlock
  118965. * @param name defines the block name
  118966. */
  118967. constructor(name: string);
  118968. /**
  118969. * Gets the current class name
  118970. * @returns the class name
  118971. */
  118972. getClassName(): string;
  118973. /**
  118974. * Gets the color input component
  118975. */
  118976. readonly color: NodeMaterialConnectionPoint;
  118977. /**
  118978. * Gets the alpha input component
  118979. */
  118980. readonly alpha: NodeMaterialConnectionPoint;
  118981. protected _buildBlock(state: NodeMaterialBuildState): this;
  118982. protected _dumpPropertiesCode(): string;
  118983. serialize(): any;
  118984. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  118985. }
  118986. }
  118987. declare module BABYLON {
  118988. /**
  118989. * Block used to add image processing support to fragment shader
  118990. */
  118991. export class ImageProcessingBlock extends NodeMaterialBlock {
  118992. /**
  118993. * Create a new ImageProcessingBlock
  118994. * @param name defines the block name
  118995. */
  118996. constructor(name: string);
  118997. /**
  118998. * Gets the current class name
  118999. * @returns the class name
  119000. */
  119001. getClassName(): string;
  119002. /**
  119003. * Gets the color input component
  119004. */
  119005. readonly color: NodeMaterialConnectionPoint;
  119006. /**
  119007. * Gets the output component
  119008. */
  119009. readonly output: NodeMaterialConnectionPoint;
  119010. /**
  119011. * Initialize the block and prepare the context for build
  119012. * @param state defines the state that will be used for the build
  119013. */
  119014. initialize(state: NodeMaterialBuildState): void;
  119015. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  119016. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  119017. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  119018. protected _buildBlock(state: NodeMaterialBuildState): this;
  119019. }
  119020. }
  119021. declare module BABYLON {
  119022. /**
  119023. * Block used to add support for scene fog
  119024. */
  119025. export class FogBlock extends NodeMaterialBlock {
  119026. private _fogDistanceName;
  119027. private _fogParameters;
  119028. /**
  119029. * Create a new FogBlock
  119030. * @param name defines the block name
  119031. */
  119032. constructor(name: string);
  119033. /**
  119034. * Gets the current class name
  119035. * @returns the class name
  119036. */
  119037. getClassName(): string;
  119038. /**
  119039. * Gets the world position input component
  119040. */
  119041. readonly worldPosition: NodeMaterialConnectionPoint;
  119042. /**
  119043. * Gets the view input component
  119044. */
  119045. readonly view: NodeMaterialConnectionPoint;
  119046. /**
  119047. * Gets the color input component
  119048. */
  119049. readonly input: NodeMaterialConnectionPoint;
  119050. /**
  119051. * Gets the fog color input component
  119052. */
  119053. readonly fogColor: NodeMaterialConnectionPoint;
  119054. /**
  119055. * Gets the output component
  119056. */
  119057. readonly output: NodeMaterialConnectionPoint;
  119058. autoConfigure(material: NodeMaterial): void;
  119059. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  119060. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  119061. protected _buildBlock(state: NodeMaterialBuildState): this;
  119062. }
  119063. }
  119064. declare module BABYLON {
  119065. /**
  119066. * Block used to add light in the fragment shader
  119067. */
  119068. export class LightBlock extends NodeMaterialBlock {
  119069. private _lightId;
  119070. /**
  119071. * Gets or sets the light associated with this block
  119072. */
  119073. light: Nullable<Light>;
  119074. /**
  119075. * Create a new LightBlock
  119076. * @param name defines the block name
  119077. */
  119078. constructor(name: string);
  119079. /**
  119080. * Gets the current class name
  119081. * @returns the class name
  119082. */
  119083. getClassName(): string;
  119084. /**
  119085. * Gets the world position input component
  119086. */
  119087. readonly worldPosition: NodeMaterialConnectionPoint;
  119088. /**
  119089. * Gets the world normal input component
  119090. */
  119091. readonly worldNormal: NodeMaterialConnectionPoint;
  119092. /**
  119093. * Gets the camera (or eye) position component
  119094. */
  119095. readonly cameraPosition: NodeMaterialConnectionPoint;
  119096. /**
  119097. * Gets the diffuse output component
  119098. */
  119099. readonly diffuseOutput: NodeMaterialConnectionPoint;
  119100. /**
  119101. * Gets the specular output component
  119102. */
  119103. readonly specularOutput: NodeMaterialConnectionPoint;
  119104. autoConfigure(material: NodeMaterial): void;
  119105. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  119106. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  119107. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  119108. private _injectVertexCode;
  119109. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  119110. serialize(): any;
  119111. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  119112. }
  119113. }
  119114. declare module BABYLON {
  119115. /**
  119116. * Block used to pertub normals based on a normal map
  119117. */
  119118. export class PertubNormalBlock extends NodeMaterialBlock {
  119119. /**
  119120. * Create a new PertubNormalBlock
  119121. * @param name defines the block name
  119122. */
  119123. constructor(name: string);
  119124. /**
  119125. * Gets the current class name
  119126. * @returns the class name
  119127. */
  119128. getClassName(): string;
  119129. /**
  119130. * Gets the output component
  119131. */
  119132. readonly output: NodeMaterialConnectionPoint;
  119133. protected _buildBlock(state: NodeMaterialBuildState): this;
  119134. }
  119135. }
  119136. declare module BABYLON {
  119137. /**
  119138. * Block used to multiply 2 values
  119139. */
  119140. export class MultiplyBlock extends NodeMaterialBlock {
  119141. /**
  119142. * Creates a new MultiplyBlock
  119143. * @param name defines the block name
  119144. */
  119145. constructor(name: string);
  119146. /**
  119147. * Gets the current class name
  119148. * @returns the class name
  119149. */
  119150. getClassName(): string;
  119151. /**
  119152. * Gets the left operand input component
  119153. */
  119154. readonly left: NodeMaterialConnectionPoint;
  119155. /**
  119156. * Gets the right operand input component
  119157. */
  119158. readonly right: NodeMaterialConnectionPoint;
  119159. /**
  119160. * Gets the output component
  119161. */
  119162. readonly output: NodeMaterialConnectionPoint;
  119163. protected _buildBlock(state: NodeMaterialBuildState): this;
  119164. }
  119165. }
  119166. declare module BABYLON {
  119167. /**
  119168. * Block used to add 2 vectors
  119169. */
  119170. export class AddBlock extends NodeMaterialBlock {
  119171. /**
  119172. * Creates a new AddBlock
  119173. * @param name defines the block name
  119174. */
  119175. constructor(name: string);
  119176. /**
  119177. * Gets the current class name
  119178. * @returns the class name
  119179. */
  119180. getClassName(): string;
  119181. /**
  119182. * Gets the left operand input component
  119183. */
  119184. readonly left: NodeMaterialConnectionPoint;
  119185. /**
  119186. * Gets the right operand input component
  119187. */
  119188. readonly right: NodeMaterialConnectionPoint;
  119189. /**
  119190. * Gets the output component
  119191. */
  119192. readonly output: NodeMaterialConnectionPoint;
  119193. protected _buildBlock(state: NodeMaterialBuildState): this;
  119194. }
  119195. }
  119196. declare module BABYLON {
  119197. /**
  119198. * Block used to scale a vector by a float
  119199. */
  119200. export class ScaleBlock extends NodeMaterialBlock {
  119201. /**
  119202. * Creates a new ScaleBlock
  119203. * @param name defines the block name
  119204. */
  119205. constructor(name: string);
  119206. /**
  119207. * Gets the current class name
  119208. * @returns the class name
  119209. */
  119210. getClassName(): string;
  119211. /**
  119212. * Gets the input component
  119213. */
  119214. readonly input: NodeMaterialConnectionPoint;
  119215. /**
  119216. * Gets the factor input component
  119217. */
  119218. readonly factor: NodeMaterialConnectionPoint;
  119219. /**
  119220. * Gets the output component
  119221. */
  119222. readonly output: NodeMaterialConnectionPoint;
  119223. protected _buildBlock(state: NodeMaterialBuildState): this;
  119224. }
  119225. }
  119226. declare module BABYLON {
  119227. /**
  119228. * Block used to clamp a float
  119229. */
  119230. export class ClampBlock extends NodeMaterialBlock {
  119231. /** Gets or sets the minimum range */
  119232. minimum: number;
  119233. /** Gets or sets the maximum range */
  119234. maximum: number;
  119235. /**
  119236. * Creates a new ClampBlock
  119237. * @param name defines the block name
  119238. */
  119239. constructor(name: string);
  119240. /**
  119241. * Gets the current class name
  119242. * @returns the class name
  119243. */
  119244. getClassName(): string;
  119245. /**
  119246. * Gets the value input component
  119247. */
  119248. readonly value: NodeMaterialConnectionPoint;
  119249. /**
  119250. * Gets the output component
  119251. */
  119252. readonly output: NodeMaterialConnectionPoint;
  119253. protected _buildBlock(state: NodeMaterialBuildState): this;
  119254. protected _dumpPropertiesCode(): string;
  119255. serialize(): any;
  119256. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  119257. }
  119258. }
  119259. declare module BABYLON {
  119260. /**
  119261. * Block used to apply a cross product between 2 vectors
  119262. */
  119263. export class CrossBlock extends NodeMaterialBlock {
  119264. /**
  119265. * Creates a new CrossBlock
  119266. * @param name defines the block name
  119267. */
  119268. constructor(name: string);
  119269. /**
  119270. * Gets the current class name
  119271. * @returns the class name
  119272. */
  119273. getClassName(): string;
  119274. /**
  119275. * Gets the left operand input component
  119276. */
  119277. readonly left: NodeMaterialConnectionPoint;
  119278. /**
  119279. * Gets the right operand input component
  119280. */
  119281. readonly right: NodeMaterialConnectionPoint;
  119282. /**
  119283. * Gets the output component
  119284. */
  119285. readonly output: NodeMaterialConnectionPoint;
  119286. protected _buildBlock(state: NodeMaterialBuildState): this;
  119287. }
  119288. }
  119289. declare module BABYLON {
  119290. /**
  119291. * Block used to apply a dot product between 2 vectors
  119292. */
  119293. export class DotBlock extends NodeMaterialBlock {
  119294. /**
  119295. * Creates a new DotBlock
  119296. * @param name defines the block name
  119297. */
  119298. constructor(name: string);
  119299. /**
  119300. * Gets the current class name
  119301. * @returns the class name
  119302. */
  119303. getClassName(): string;
  119304. /**
  119305. * Gets the left operand input component
  119306. */
  119307. readonly left: NodeMaterialConnectionPoint;
  119308. /**
  119309. * Gets the right operand input component
  119310. */
  119311. readonly right: NodeMaterialConnectionPoint;
  119312. /**
  119313. * Gets the output component
  119314. */
  119315. readonly output: NodeMaterialConnectionPoint;
  119316. protected _buildBlock(state: NodeMaterialBuildState): this;
  119317. }
  119318. }
  119319. declare module BABYLON {
  119320. /**
  119321. * Block used to remap a float from a range to a new one
  119322. */
  119323. export class RemapBlock extends NodeMaterialBlock {
  119324. /**
  119325. * Gets or sets the source range
  119326. */
  119327. sourceRange: Vector2;
  119328. /**
  119329. * Gets or sets the target range
  119330. */
  119331. targetRange: Vector2;
  119332. /**
  119333. * Creates a new RemapBlock
  119334. * @param name defines the block name
  119335. */
  119336. constructor(name: string);
  119337. /**
  119338. * Gets the current class name
  119339. * @returns the class name
  119340. */
  119341. getClassName(): string;
  119342. /**
  119343. * Gets the input component
  119344. */
  119345. readonly input: NodeMaterialConnectionPoint;
  119346. /**
  119347. * Gets the output component
  119348. */
  119349. readonly output: NodeMaterialConnectionPoint;
  119350. protected _buildBlock(state: NodeMaterialBuildState): this;
  119351. protected _dumpPropertiesCode(): string;
  119352. serialize(): any;
  119353. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  119354. }
  119355. }
  119356. declare module BABYLON {
  119357. /**
  119358. * Block used to normalize a vector
  119359. */
  119360. export class NormalizeBlock extends NodeMaterialBlock {
  119361. /**
  119362. * Creates a new NormalizeBlock
  119363. * @param name defines the block name
  119364. */
  119365. constructor(name: string);
  119366. /**
  119367. * Gets the current class name
  119368. * @returns the class name
  119369. */
  119370. getClassName(): string;
  119371. /**
  119372. * Gets the input component
  119373. */
  119374. readonly input: NodeMaterialConnectionPoint;
  119375. /**
  119376. * Gets the output component
  119377. */
  119378. readonly output: NodeMaterialConnectionPoint;
  119379. protected _buildBlock(state: NodeMaterialBuildState): this;
  119380. }
  119381. }
  119382. declare module BABYLON {
  119383. /**
  119384. * Operations supported by the Trigonometry block
  119385. */
  119386. export enum TrigonometryBlockOperations {
  119387. /** Cos */
  119388. Cos = 0,
  119389. /** Sin */
  119390. Sin = 1,
  119391. /** Abs */
  119392. Abs = 2,
  119393. /** Exp */
  119394. Exp = 3,
  119395. /** Exp2 */
  119396. Exp2 = 4,
  119397. /** Round */
  119398. Round = 5,
  119399. /** Floor */
  119400. Floor = 6,
  119401. /** Ceiling */
  119402. Ceiling = 7
  119403. }
  119404. /**
  119405. * Block used to apply trigonometry operation to floats
  119406. */
  119407. export class TrigonometryBlock extends NodeMaterialBlock {
  119408. /**
  119409. * Gets or sets the operation applied by the block
  119410. */
  119411. operation: TrigonometryBlockOperations;
  119412. /**
  119413. * Creates a new TrigonometryBlock
  119414. * @param name defines the block name
  119415. */
  119416. constructor(name: string);
  119417. /**
  119418. * Gets the current class name
  119419. * @returns the class name
  119420. */
  119421. getClassName(): string;
  119422. /**
  119423. * Gets the input component
  119424. */
  119425. readonly input: NodeMaterialConnectionPoint;
  119426. /**
  119427. * Gets the output component
  119428. */
  119429. readonly output: NodeMaterialConnectionPoint;
  119430. protected _buildBlock(state: NodeMaterialBuildState): this;
  119431. serialize(): any;
  119432. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  119433. }
  119434. }
  119435. declare module BABYLON {
  119436. /**
  119437. * Block used to create a Color3/4 out of individual inputs (one for each component)
  119438. */
  119439. export class ColorMergerBlock extends NodeMaterialBlock {
  119440. /**
  119441. * Create a new ColorMergerBlock
  119442. * @param name defines the block name
  119443. */
  119444. constructor(name: string);
  119445. /**
  119446. * Gets the current class name
  119447. * @returns the class name
  119448. */
  119449. getClassName(): string;
  119450. /**
  119451. * Gets the r component (input)
  119452. */
  119453. readonly r: NodeMaterialConnectionPoint;
  119454. /**
  119455. * Gets the g component (input)
  119456. */
  119457. readonly g: NodeMaterialConnectionPoint;
  119458. /**
  119459. * Gets the b component (input)
  119460. */
  119461. readonly b: NodeMaterialConnectionPoint;
  119462. /**
  119463. * Gets the a component (input)
  119464. */
  119465. readonly a: NodeMaterialConnectionPoint;
  119466. /**
  119467. * Gets the rgba component (output)
  119468. */
  119469. readonly rgba: NodeMaterialConnectionPoint;
  119470. /**
  119471. * Gets the rgb component (output)
  119472. */
  119473. readonly rgb: NodeMaterialConnectionPoint;
  119474. protected _buildBlock(state: NodeMaterialBuildState): this;
  119475. }
  119476. }
  119477. declare module BABYLON {
  119478. /**
  119479. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  119480. */
  119481. export class VectorMergerBlock extends NodeMaterialBlock {
  119482. /**
  119483. * Create a new VectorMergerBlock
  119484. * @param name defines the block name
  119485. */
  119486. constructor(name: string);
  119487. /**
  119488. * Gets the current class name
  119489. * @returns the class name
  119490. */
  119491. getClassName(): string;
  119492. /**
  119493. * Gets the x component (input)
  119494. */
  119495. readonly x: NodeMaterialConnectionPoint;
  119496. /**
  119497. * Gets the y component (input)
  119498. */
  119499. readonly y: NodeMaterialConnectionPoint;
  119500. /**
  119501. * Gets the z component (input)
  119502. */
  119503. readonly z: NodeMaterialConnectionPoint;
  119504. /**
  119505. * Gets the w component (input)
  119506. */
  119507. readonly w: NodeMaterialConnectionPoint;
  119508. /**
  119509. * Gets the xyzw component (output)
  119510. */
  119511. readonly xyzw: NodeMaterialConnectionPoint;
  119512. /**
  119513. * Gets the xyz component (output)
  119514. */
  119515. readonly xyz: NodeMaterialConnectionPoint;
  119516. /**
  119517. * Gets the xy component (output)
  119518. */
  119519. readonly xy: NodeMaterialConnectionPoint;
  119520. protected _buildBlock(state: NodeMaterialBuildState): this;
  119521. }
  119522. }
  119523. declare module BABYLON {
  119524. /**
  119525. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  119526. */
  119527. export class ColorSplitterBlock extends NodeMaterialBlock {
  119528. /**
  119529. * Create a new ColorSplitterBlock
  119530. * @param name defines the block name
  119531. */
  119532. constructor(name: string);
  119533. /**
  119534. * Gets the current class name
  119535. * @returns the class name
  119536. */
  119537. getClassName(): string;
  119538. /**
  119539. * Gets the rgba component (input)
  119540. */
  119541. readonly rgba: NodeMaterialConnectionPoint;
  119542. /**
  119543. * Gets the rgb component (input)
  119544. */
  119545. readonly rgbIn: NodeMaterialConnectionPoint;
  119546. /**
  119547. * Gets the rgb component (output)
  119548. */
  119549. readonly rgbOut: NodeMaterialConnectionPoint;
  119550. /**
  119551. * Gets the r component (output)
  119552. */
  119553. readonly r: NodeMaterialConnectionPoint;
  119554. /**
  119555. * Gets the g component (output)
  119556. */
  119557. readonly g: NodeMaterialConnectionPoint;
  119558. /**
  119559. * Gets the b component (output)
  119560. */
  119561. readonly b: NodeMaterialConnectionPoint;
  119562. /**
  119563. * Gets the a component (output)
  119564. */
  119565. readonly a: NodeMaterialConnectionPoint;
  119566. protected _inputRename(name: string): string;
  119567. protected _outputRename(name: string): string;
  119568. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  119569. }
  119570. }
  119571. declare module BABYLON {
  119572. /**
  119573. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  119574. */
  119575. export class VectorSplitterBlock extends NodeMaterialBlock {
  119576. /**
  119577. * Create a new VectorSplitterBlock
  119578. * @param name defines the block name
  119579. */
  119580. constructor(name: string);
  119581. /**
  119582. * Gets the current class name
  119583. * @returns the class name
  119584. */
  119585. getClassName(): string;
  119586. /**
  119587. * Gets the xyzw component (input)
  119588. */
  119589. readonly xyzw: NodeMaterialConnectionPoint;
  119590. /**
  119591. * Gets the xyz component (input)
  119592. */
  119593. readonly xyzIn: NodeMaterialConnectionPoint;
  119594. /**
  119595. * Gets the xy component (input)
  119596. */
  119597. readonly xyIn: NodeMaterialConnectionPoint;
  119598. /**
  119599. * Gets the xyz component (output)
  119600. */
  119601. readonly xyzOut: NodeMaterialConnectionPoint;
  119602. /**
  119603. * Gets the xy component (output)
  119604. */
  119605. readonly xyOut: NodeMaterialConnectionPoint;
  119606. /**
  119607. * Gets the x component (output)
  119608. */
  119609. readonly x: NodeMaterialConnectionPoint;
  119610. /**
  119611. * Gets the y component (output)
  119612. */
  119613. readonly y: NodeMaterialConnectionPoint;
  119614. /**
  119615. * Gets the z component (output)
  119616. */
  119617. readonly z: NodeMaterialConnectionPoint;
  119618. /**
  119619. * Gets the w component (output)
  119620. */
  119621. readonly w: NodeMaterialConnectionPoint;
  119622. protected _inputRename(name: string): string;
  119623. protected _outputRename(name: string): string;
  119624. protected _buildBlock(state: NodeMaterialBuildState): this;
  119625. }
  119626. }
  119627. declare module BABYLON {
  119628. /**
  119629. * Block used to lerp 2 values
  119630. */
  119631. export class LerpBlock extends NodeMaterialBlock {
  119632. /**
  119633. * Creates a new LerpBlock
  119634. * @param name defines the block name
  119635. */
  119636. constructor(name: string);
  119637. /**
  119638. * Gets the current class name
  119639. * @returns the class name
  119640. */
  119641. getClassName(): string;
  119642. /**
  119643. * Gets the left operand input component
  119644. */
  119645. readonly left: NodeMaterialConnectionPoint;
  119646. /**
  119647. * Gets the right operand input component
  119648. */
  119649. readonly right: NodeMaterialConnectionPoint;
  119650. /**
  119651. * Gets the gradient operand input component
  119652. */
  119653. readonly gradient: NodeMaterialConnectionPoint;
  119654. /**
  119655. * Gets the output component
  119656. */
  119657. readonly output: NodeMaterialConnectionPoint;
  119658. protected _buildBlock(state: NodeMaterialBuildState): this;
  119659. }
  119660. }
  119661. declare module BABYLON {
  119662. /**
  119663. * Block used to divide 2 vectors
  119664. */
  119665. export class DivideBlock extends NodeMaterialBlock {
  119666. /**
  119667. * Creates a new DivideBlock
  119668. * @param name defines the block name
  119669. */
  119670. constructor(name: string);
  119671. /**
  119672. * Gets the current class name
  119673. * @returns the class name
  119674. */
  119675. getClassName(): string;
  119676. /**
  119677. * Gets the left operand input component
  119678. */
  119679. readonly left: NodeMaterialConnectionPoint;
  119680. /**
  119681. * Gets the right operand input component
  119682. */
  119683. readonly right: NodeMaterialConnectionPoint;
  119684. /**
  119685. * Gets the output component
  119686. */
  119687. readonly output: NodeMaterialConnectionPoint;
  119688. protected _buildBlock(state: NodeMaterialBuildState): this;
  119689. }
  119690. }
  119691. declare module BABYLON {
  119692. /**
  119693. * Block used to subtract 2 vectors
  119694. */
  119695. export class SubtractBlock extends NodeMaterialBlock {
  119696. /**
  119697. * Creates a new SubtractBlock
  119698. * @param name defines the block name
  119699. */
  119700. constructor(name: string);
  119701. /**
  119702. * Gets the current class name
  119703. * @returns the class name
  119704. */
  119705. getClassName(): string;
  119706. /**
  119707. * Gets the left operand input component
  119708. */
  119709. readonly left: NodeMaterialConnectionPoint;
  119710. /**
  119711. * Gets the right operand input component
  119712. */
  119713. readonly right: NodeMaterialConnectionPoint;
  119714. /**
  119715. * Gets the output component
  119716. */
  119717. readonly output: NodeMaterialConnectionPoint;
  119718. protected _buildBlock(state: NodeMaterialBuildState): this;
  119719. }
  119720. }
  119721. declare module BABYLON {
  119722. /**
  119723. * Block used to step a value
  119724. */
  119725. export class StepBlock extends NodeMaterialBlock {
  119726. /**
  119727. * Creates a new AddBlock
  119728. * @param name defines the block name
  119729. */
  119730. constructor(name: string);
  119731. /**
  119732. * Gets the current class name
  119733. * @returns the class name
  119734. */
  119735. getClassName(): string;
  119736. /**
  119737. * Gets the value operand input component
  119738. */
  119739. readonly value: NodeMaterialConnectionPoint;
  119740. /**
  119741. * Gets the edge operand input component
  119742. */
  119743. readonly edge: NodeMaterialConnectionPoint;
  119744. /**
  119745. * Gets the output component
  119746. */
  119747. readonly output: NodeMaterialConnectionPoint;
  119748. protected _buildBlock(state: NodeMaterialBuildState): this;
  119749. }
  119750. }
  119751. declare module BABYLON {
  119752. /**
  119753. * Block used to get the opposite of a value
  119754. */
  119755. export class OppositeBlock extends NodeMaterialBlock {
  119756. /**
  119757. * Creates a new OppositeBlock
  119758. * @param name defines the block name
  119759. */
  119760. constructor(name: string);
  119761. /**
  119762. * Gets the current class name
  119763. * @returns the class name
  119764. */
  119765. getClassName(): string;
  119766. /**
  119767. * Gets the input component
  119768. */
  119769. readonly input: NodeMaterialConnectionPoint;
  119770. /**
  119771. * Gets the output component
  119772. */
  119773. readonly output: NodeMaterialConnectionPoint;
  119774. protected _buildBlock(state: NodeMaterialBuildState): this;
  119775. }
  119776. }
  119777. declare module BABYLON {
  119778. /**
  119779. * Block used to get the view direction
  119780. */
  119781. export class ViewDirectionBlock extends NodeMaterialBlock {
  119782. /**
  119783. * Creates a new ViewDirectionBlock
  119784. * @param name defines the block name
  119785. */
  119786. constructor(name: string);
  119787. /**
  119788. * Gets the current class name
  119789. * @returns the class name
  119790. */
  119791. getClassName(): string;
  119792. /**
  119793. * Gets the world position component
  119794. */
  119795. readonly worldPosition: NodeMaterialConnectionPoint;
  119796. /**
  119797. * Gets the camera position component
  119798. */
  119799. readonly cameraPosition: NodeMaterialConnectionPoint;
  119800. /**
  119801. * Gets the output component
  119802. */
  119803. readonly output: NodeMaterialConnectionPoint;
  119804. autoConfigure(material: NodeMaterial): void;
  119805. protected _buildBlock(state: NodeMaterialBuildState): this;
  119806. }
  119807. }
  119808. declare module BABYLON {
  119809. /**
  119810. * Block used to compute fresnel value
  119811. */
  119812. export class FresnelBlock extends NodeMaterialBlock {
  119813. /**
  119814. * Create a new FresnelBlock
  119815. * @param name defines the block name
  119816. */
  119817. constructor(name: string);
  119818. /**
  119819. * Gets the current class name
  119820. * @returns the class name
  119821. */
  119822. getClassName(): string;
  119823. /**
  119824. * Gets the world normal input component
  119825. */
  119826. readonly worldNormal: NodeMaterialConnectionPoint;
  119827. /**
  119828. * Gets the view direction input component
  119829. */
  119830. readonly viewDirection: NodeMaterialConnectionPoint;
  119831. /**
  119832. * Gets the bias input component
  119833. */
  119834. readonly bias: NodeMaterialConnectionPoint;
  119835. /**
  119836. * Gets the camera (or eye) position component
  119837. */
  119838. readonly power: NodeMaterialConnectionPoint;
  119839. /**
  119840. * Gets the fresnel output component
  119841. */
  119842. readonly fresnel: NodeMaterialConnectionPoint;
  119843. autoConfigure(material: NodeMaterial): void;
  119844. protected _buildBlock(state: NodeMaterialBuildState): this;
  119845. }
  119846. }
  119847. declare module BABYLON {
  119848. /**
  119849. * Block used to get the max of 2 values
  119850. */
  119851. export class MaxBlock extends NodeMaterialBlock {
  119852. /**
  119853. * Creates a new MaxBlock
  119854. * @param name defines the block name
  119855. */
  119856. constructor(name: string);
  119857. /**
  119858. * Gets the current class name
  119859. * @returns the class name
  119860. */
  119861. getClassName(): string;
  119862. /**
  119863. * Gets the left operand input component
  119864. */
  119865. readonly left: NodeMaterialConnectionPoint;
  119866. /**
  119867. * Gets the right operand input component
  119868. */
  119869. readonly right: NodeMaterialConnectionPoint;
  119870. /**
  119871. * Gets the output component
  119872. */
  119873. readonly output: NodeMaterialConnectionPoint;
  119874. protected _buildBlock(state: NodeMaterialBuildState): this;
  119875. }
  119876. }
  119877. declare module BABYLON {
  119878. /**
  119879. * Block used to get the min of 2 values
  119880. */
  119881. export class MinBlock extends NodeMaterialBlock {
  119882. /**
  119883. * Creates a new MinBlock
  119884. * @param name defines the block name
  119885. */
  119886. constructor(name: string);
  119887. /**
  119888. * Gets the current class name
  119889. * @returns the class name
  119890. */
  119891. getClassName(): string;
  119892. /**
  119893. * Gets the left operand input component
  119894. */
  119895. readonly left: NodeMaterialConnectionPoint;
  119896. /**
  119897. * Gets the right operand input component
  119898. */
  119899. readonly right: NodeMaterialConnectionPoint;
  119900. /**
  119901. * Gets the output component
  119902. */
  119903. readonly output: NodeMaterialConnectionPoint;
  119904. protected _buildBlock(state: NodeMaterialBuildState): this;
  119905. }
  119906. }
  119907. declare module BABYLON {
  119908. /**
  119909. * Effect Render Options
  119910. */
  119911. export interface IEffectRendererOptions {
  119912. /**
  119913. * Defines the vertices positions.
  119914. */
  119915. positions?: number[];
  119916. /**
  119917. * Defines the indices.
  119918. */
  119919. indices?: number[];
  119920. }
  119921. /**
  119922. * Helper class to render one or more effects
  119923. */
  119924. export class EffectRenderer {
  119925. private engine;
  119926. private static _DefaultOptions;
  119927. private _vertexBuffers;
  119928. private _indexBuffer;
  119929. private _ringBufferIndex;
  119930. private _ringScreenBuffer;
  119931. private _fullscreenViewport;
  119932. private _getNextFrameBuffer;
  119933. /**
  119934. * Creates an effect renderer
  119935. * @param engine the engine to use for rendering
  119936. * @param options defines the options of the effect renderer
  119937. */
  119938. constructor(engine: Engine, options?: IEffectRendererOptions);
  119939. /**
  119940. * Sets the current viewport in normalized coordinates 0-1
  119941. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  119942. */
  119943. setViewport(viewport?: Viewport): void;
  119944. /**
  119945. * Binds the embedded attributes buffer to the effect.
  119946. * @param effect Defines the effect to bind the attributes for
  119947. */
  119948. bindBuffers(effect: Effect): void;
  119949. /**
  119950. * Sets the current effect wrapper to use during draw.
  119951. * The effect needs to be ready before calling this api.
  119952. * This also sets the default full screen position attribute.
  119953. * @param effectWrapper Defines the effect to draw with
  119954. */
  119955. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  119956. /**
  119957. * Draws a full screen quad.
  119958. */
  119959. draw(): void;
  119960. /**
  119961. * renders one or more effects to a specified texture
  119962. * @param effectWrappers list of effects to renderer
  119963. * @param outputTexture texture to draw to, if null it will render to the screen
  119964. */
  119965. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  119966. /**
  119967. * Disposes of the effect renderer
  119968. */
  119969. dispose(): void;
  119970. }
  119971. /**
  119972. * Options to create an EffectWrapper
  119973. */
  119974. interface EffectWrapperCreationOptions {
  119975. /**
  119976. * Engine to use to create the effect
  119977. */
  119978. engine: Engine;
  119979. /**
  119980. * Fragment shader for the effect
  119981. */
  119982. fragmentShader: string;
  119983. /**
  119984. * Vertex shader for the effect
  119985. */
  119986. vertexShader?: string;
  119987. /**
  119988. * Attributes to use in the shader
  119989. */
  119990. attributeNames?: Array<string>;
  119991. /**
  119992. * Uniforms to use in the shader
  119993. */
  119994. uniformNames?: Array<string>;
  119995. /**
  119996. * Texture sampler names to use in the shader
  119997. */
  119998. samplerNames?: Array<string>;
  119999. /**
  120000. * The friendly name of the effect displayed in Spector.
  120001. */
  120002. name?: string;
  120003. }
  120004. /**
  120005. * Wraps an effect to be used for rendering
  120006. */
  120007. export class EffectWrapper {
  120008. /**
  120009. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  120010. */
  120011. onApplyObservable: Observable<{}>;
  120012. /**
  120013. * The underlying effect
  120014. */
  120015. effect: Effect;
  120016. /**
  120017. * Creates an effect to be renderer
  120018. * @param creationOptions options to create the effect
  120019. */
  120020. constructor(creationOptions: EffectWrapperCreationOptions);
  120021. /**
  120022. * Disposes of the effect wrapper
  120023. */
  120024. dispose(): void;
  120025. }
  120026. }
  120027. declare module BABYLON {
  120028. /**
  120029. * Helper class to push actions to a pool of workers.
  120030. */
  120031. export class WorkerPool implements IDisposable {
  120032. private _workerInfos;
  120033. private _pendingActions;
  120034. /**
  120035. * Constructor
  120036. * @param workers Array of workers to use for actions
  120037. */
  120038. constructor(workers: Array<Worker>);
  120039. /**
  120040. * Terminates all workers and clears any pending actions.
  120041. */
  120042. dispose(): void;
  120043. /**
  120044. * Pushes an action to the worker pool. If all the workers are active, the action will be
  120045. * pended until a worker has completed its action.
  120046. * @param action The action to perform. Call onComplete when the action is complete.
  120047. */
  120048. push(action: (worker: Worker, onComplete: () => void) => void): void;
  120049. private _execute;
  120050. }
  120051. }
  120052. declare module BABYLON {
  120053. /**
  120054. * Configuration for Draco compression
  120055. */
  120056. export interface IDracoCompressionConfiguration {
  120057. /**
  120058. * Configuration for the decoder.
  120059. */
  120060. decoder: {
  120061. /**
  120062. * The url to the WebAssembly module.
  120063. */
  120064. wasmUrl?: string;
  120065. /**
  120066. * The url to the WebAssembly binary.
  120067. */
  120068. wasmBinaryUrl?: string;
  120069. /**
  120070. * The url to the fallback JavaScript module.
  120071. */
  120072. fallbackUrl?: string;
  120073. };
  120074. }
  120075. /**
  120076. * Draco compression (https://google.github.io/draco/)
  120077. *
  120078. * This class wraps the Draco module.
  120079. *
  120080. * **Encoder**
  120081. *
  120082. * The encoder is not currently implemented.
  120083. *
  120084. * **Decoder**
  120085. *
  120086. * 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.
  120087. *
  120088. * To update the configuration, use the following code:
  120089. * ```javascript
  120090. * DracoCompression.Configuration = {
  120091. * decoder: {
  120092. * wasmUrl: "<url to the WebAssembly library>",
  120093. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  120094. * fallbackUrl: "<url to the fallback JavaScript library>",
  120095. * }
  120096. * };
  120097. * ```
  120098. *
  120099. * 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.
  120100. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  120101. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  120102. *
  120103. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  120104. * ```javascript
  120105. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  120106. * ```
  120107. *
  120108. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  120109. */
  120110. export class DracoCompression implements IDisposable {
  120111. private _workerPoolPromise?;
  120112. private _decoderModulePromise?;
  120113. /**
  120114. * The configuration. Defaults to the following urls:
  120115. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  120116. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  120117. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  120118. */
  120119. static Configuration: IDracoCompressionConfiguration;
  120120. /**
  120121. * Returns true if the decoder configuration is available.
  120122. */
  120123. static readonly DecoderAvailable: boolean;
  120124. /**
  120125. * Default number of workers to create when creating the draco compression object.
  120126. */
  120127. static DefaultNumWorkers: number;
  120128. private static GetDefaultNumWorkers;
  120129. private static _Default;
  120130. /**
  120131. * Default instance for the draco compression object.
  120132. */
  120133. static readonly Default: DracoCompression;
  120134. /**
  120135. * Constructor
  120136. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  120137. */
  120138. constructor(numWorkers?: number);
  120139. /**
  120140. * Stop all async operations and release resources.
  120141. */
  120142. dispose(): void;
  120143. /**
  120144. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  120145. * @returns a promise that resolves when ready
  120146. */
  120147. whenReadyAsync(): Promise<void>;
  120148. /**
  120149. * Decode Draco compressed mesh data to vertex data.
  120150. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  120151. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  120152. * @returns A promise that resolves with the decoded vertex data
  120153. */
  120154. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  120155. [kind: string]: number;
  120156. }): Promise<VertexData>;
  120157. }
  120158. }
  120159. declare module BABYLON {
  120160. /**
  120161. * Class for building Constructive Solid Geometry
  120162. */
  120163. export class CSG {
  120164. private polygons;
  120165. /**
  120166. * The world matrix
  120167. */
  120168. matrix: Matrix;
  120169. /**
  120170. * Stores the position
  120171. */
  120172. position: Vector3;
  120173. /**
  120174. * Stores the rotation
  120175. */
  120176. rotation: Vector3;
  120177. /**
  120178. * Stores the rotation quaternion
  120179. */
  120180. rotationQuaternion: Nullable<Quaternion>;
  120181. /**
  120182. * Stores the scaling vector
  120183. */
  120184. scaling: Vector3;
  120185. /**
  120186. * Convert the Mesh to CSG
  120187. * @param mesh The Mesh to convert to CSG
  120188. * @returns A new CSG from the Mesh
  120189. */
  120190. static FromMesh(mesh: Mesh): CSG;
  120191. /**
  120192. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  120193. * @param polygons Polygons used to construct a CSG solid
  120194. */
  120195. private static FromPolygons;
  120196. /**
  120197. * Clones, or makes a deep copy, of the CSG
  120198. * @returns A new CSG
  120199. */
  120200. clone(): CSG;
  120201. /**
  120202. * Unions this CSG with another CSG
  120203. * @param csg The CSG to union against this CSG
  120204. * @returns The unioned CSG
  120205. */
  120206. union(csg: CSG): CSG;
  120207. /**
  120208. * Unions this CSG with another CSG in place
  120209. * @param csg The CSG to union against this CSG
  120210. */
  120211. unionInPlace(csg: CSG): void;
  120212. /**
  120213. * Subtracts this CSG with another CSG
  120214. * @param csg The CSG to subtract against this CSG
  120215. * @returns A new CSG
  120216. */
  120217. subtract(csg: CSG): CSG;
  120218. /**
  120219. * Subtracts this CSG with another CSG in place
  120220. * @param csg The CSG to subtact against this CSG
  120221. */
  120222. subtractInPlace(csg: CSG): void;
  120223. /**
  120224. * Intersect this CSG with another CSG
  120225. * @param csg The CSG to intersect against this CSG
  120226. * @returns A new CSG
  120227. */
  120228. intersect(csg: CSG): CSG;
  120229. /**
  120230. * Intersects this CSG with another CSG in place
  120231. * @param csg The CSG to intersect against this CSG
  120232. */
  120233. intersectInPlace(csg: CSG): void;
  120234. /**
  120235. * Return a new CSG solid with solid and empty space switched. This solid is
  120236. * not modified.
  120237. * @returns A new CSG solid with solid and empty space switched
  120238. */
  120239. inverse(): CSG;
  120240. /**
  120241. * Inverses the CSG in place
  120242. */
  120243. inverseInPlace(): void;
  120244. /**
  120245. * This is used to keep meshes transformations so they can be restored
  120246. * when we build back a Babylon Mesh
  120247. * NB : All CSG operations are performed in world coordinates
  120248. * @param csg The CSG to copy the transform attributes from
  120249. * @returns This CSG
  120250. */
  120251. copyTransformAttributes(csg: CSG): CSG;
  120252. /**
  120253. * Build Raw mesh from CSG
  120254. * Coordinates here are in world space
  120255. * @param name The name of the mesh geometry
  120256. * @param scene The Scene
  120257. * @param keepSubMeshes Specifies if the submeshes should be kept
  120258. * @returns A new Mesh
  120259. */
  120260. buildMeshGeometry(name: string, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  120261. /**
  120262. * Build Mesh from CSG taking material and transforms into account
  120263. * @param name The name of the Mesh
  120264. * @param material The material of the Mesh
  120265. * @param scene The Scene
  120266. * @param keepSubMeshes Specifies if submeshes should be kept
  120267. * @returns The new Mesh
  120268. */
  120269. toMesh(name: string, material?: Nullable<Material>, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  120270. }
  120271. }
  120272. declare module BABYLON {
  120273. /**
  120274. * Class used to create a trail following a mesh
  120275. */
  120276. export class TrailMesh extends Mesh {
  120277. private _generator;
  120278. private _autoStart;
  120279. private _running;
  120280. private _diameter;
  120281. private _length;
  120282. private _sectionPolygonPointsCount;
  120283. private _sectionVectors;
  120284. private _sectionNormalVectors;
  120285. private _beforeRenderObserver;
  120286. /**
  120287. * @constructor
  120288. * @param name The value used by scene.getMeshByName() to do a lookup.
  120289. * @param generator The mesh to generate a trail.
  120290. * @param scene The scene to add this mesh to.
  120291. * @param diameter Diameter of trailing mesh. Default is 1.
  120292. * @param length Length of trailing mesh. Default is 60.
  120293. * @param autoStart Automatically start trailing mesh. Default true.
  120294. */
  120295. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  120296. /**
  120297. * "TrailMesh"
  120298. * @returns "TrailMesh"
  120299. */
  120300. getClassName(): string;
  120301. private _createMesh;
  120302. /**
  120303. * Start trailing mesh.
  120304. */
  120305. start(): void;
  120306. /**
  120307. * Stop trailing mesh.
  120308. */
  120309. stop(): void;
  120310. /**
  120311. * Update trailing mesh geometry.
  120312. */
  120313. update(): void;
  120314. /**
  120315. * Returns a new TrailMesh object.
  120316. * @param name is a string, the name given to the new mesh
  120317. * @param newGenerator use new generator object for cloned trail mesh
  120318. * @returns a new mesh
  120319. */
  120320. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  120321. /**
  120322. * Serializes this trail mesh
  120323. * @param serializationObject object to write serialization to
  120324. */
  120325. serialize(serializationObject: any): void;
  120326. /**
  120327. * Parses a serialized trail mesh
  120328. * @param parsedMesh the serialized mesh
  120329. * @param scene the scene to create the trail mesh in
  120330. * @returns the created trail mesh
  120331. */
  120332. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  120333. }
  120334. }
  120335. declare module BABYLON {
  120336. /**
  120337. * Class containing static functions to help procedurally build meshes
  120338. */
  120339. export class TiledBoxBuilder {
  120340. /**
  120341. * Creates a box mesh
  120342. * 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)
  120343. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  120344. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120345. * * If you create a double-sided mesh, you can choose what parts of 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
  120346. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120347. * @param name defines the name of the mesh
  120348. * @param options defines the options used to create the mesh
  120349. * @param scene defines the hosting scene
  120350. * @returns the box mesh
  120351. */
  120352. static CreateTiledBox(name: string, options: {
  120353. pattern?: number;
  120354. width?: number;
  120355. height?: number;
  120356. depth?: number;
  120357. tileSize?: number;
  120358. tileWidth?: number;
  120359. tileHeight?: number;
  120360. alignHorizontal?: number;
  120361. alignVertical?: number;
  120362. faceUV?: Vector4[];
  120363. faceColors?: Color4[];
  120364. sideOrientation?: number;
  120365. updatable?: boolean;
  120366. }, scene?: Nullable<Scene>): Mesh;
  120367. }
  120368. }
  120369. declare module BABYLON {
  120370. /**
  120371. * Class containing static functions to help procedurally build meshes
  120372. */
  120373. export class TorusKnotBuilder {
  120374. /**
  120375. * Creates a torus knot mesh
  120376. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  120377. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  120378. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  120379. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  120380. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120381. * * If you create a double-sided mesh, you can choose what parts of 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
  120382. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  120383. * @param name defines the name of the mesh
  120384. * @param options defines the options used to create the mesh
  120385. * @param scene defines the hosting scene
  120386. * @returns the torus knot mesh
  120387. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  120388. */
  120389. static CreateTorusKnot(name: string, options: {
  120390. radius?: number;
  120391. tube?: number;
  120392. radialSegments?: number;
  120393. tubularSegments?: number;
  120394. p?: number;
  120395. q?: number;
  120396. updatable?: boolean;
  120397. sideOrientation?: number;
  120398. frontUVs?: Vector4;
  120399. backUVs?: Vector4;
  120400. }, scene: any): Mesh;
  120401. }
  120402. }
  120403. declare module BABYLON {
  120404. /**
  120405. * Polygon
  120406. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  120407. */
  120408. export class Polygon {
  120409. /**
  120410. * Creates a rectangle
  120411. * @param xmin bottom X coord
  120412. * @param ymin bottom Y coord
  120413. * @param xmax top X coord
  120414. * @param ymax top Y coord
  120415. * @returns points that make the resulting rectation
  120416. */
  120417. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  120418. /**
  120419. * Creates a circle
  120420. * @param radius radius of circle
  120421. * @param cx scale in x
  120422. * @param cy scale in y
  120423. * @param numberOfSides number of sides that make up the circle
  120424. * @returns points that make the resulting circle
  120425. */
  120426. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  120427. /**
  120428. * Creates a polygon from input string
  120429. * @param input Input polygon data
  120430. * @returns the parsed points
  120431. */
  120432. static Parse(input: string): Vector2[];
  120433. /**
  120434. * Starts building a polygon from x and y coordinates
  120435. * @param x x coordinate
  120436. * @param y y coordinate
  120437. * @returns the started path2
  120438. */
  120439. static StartingAt(x: number, y: number): Path2;
  120440. }
  120441. /**
  120442. * Builds a polygon
  120443. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  120444. */
  120445. export class PolygonMeshBuilder {
  120446. private _points;
  120447. private _outlinepoints;
  120448. private _holes;
  120449. private _name;
  120450. private _scene;
  120451. private _epoints;
  120452. private _eholes;
  120453. private _addToepoint;
  120454. /**
  120455. * Babylon reference to the earcut plugin.
  120456. */
  120457. bjsEarcut: any;
  120458. /**
  120459. * Creates a PolygonMeshBuilder
  120460. * @param name name of the builder
  120461. * @param contours Path of the polygon
  120462. * @param scene scene to add to when creating the mesh
  120463. * @param earcutInjection can be used to inject your own earcut reference
  120464. */
  120465. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  120466. /**
  120467. * Adds a whole within the polygon
  120468. * @param hole Array of points defining the hole
  120469. * @returns this
  120470. */
  120471. addHole(hole: Vector2[]): PolygonMeshBuilder;
  120472. /**
  120473. * Creates the polygon
  120474. * @param updatable If the mesh should be updatable
  120475. * @param depth The depth of the mesh created
  120476. * @returns the created mesh
  120477. */
  120478. build(updatable?: boolean, depth?: number): Mesh;
  120479. /**
  120480. * Creates the polygon
  120481. * @param depth The depth of the mesh created
  120482. * @returns the created VertexData
  120483. */
  120484. buildVertexData(depth?: number): VertexData;
  120485. /**
  120486. * Adds a side to the polygon
  120487. * @param positions points that make the polygon
  120488. * @param normals normals of the polygon
  120489. * @param uvs uvs of the polygon
  120490. * @param indices indices of the polygon
  120491. * @param bounds bounds of the polygon
  120492. * @param points points of the polygon
  120493. * @param depth depth of the polygon
  120494. * @param flip flip of the polygon
  120495. */
  120496. private addSide;
  120497. }
  120498. }
  120499. declare module BABYLON {
  120500. /**
  120501. * Class containing static functions to help procedurally build meshes
  120502. */
  120503. export class PolygonBuilder {
  120504. /**
  120505. * Creates a polygon mesh
  120506. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  120507. * * 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
  120508. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  120509. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120510. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  120511. * * Remember you can only change the shape positions, not their number when updating a polygon
  120512. * @param name defines the name of the mesh
  120513. * @param options defines the options used to create the mesh
  120514. * @param scene defines the hosting scene
  120515. * @param earcutInjection can be used to inject your own earcut reference
  120516. * @returns the polygon mesh
  120517. */
  120518. static CreatePolygon(name: string, options: {
  120519. shape: Vector3[];
  120520. holes?: Vector3[][];
  120521. depth?: number;
  120522. faceUV?: Vector4[];
  120523. faceColors?: Color4[];
  120524. updatable?: boolean;
  120525. sideOrientation?: number;
  120526. frontUVs?: Vector4;
  120527. backUVs?: Vector4;
  120528. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  120529. /**
  120530. * Creates an extruded polygon mesh, with depth in the Y direction.
  120531. * * 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)
  120532. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  120533. * @param name defines the name of the mesh
  120534. * @param options defines the options used to create the mesh
  120535. * @param scene defines the hosting scene
  120536. * @param earcutInjection can be used to inject your own earcut reference
  120537. * @returns the polygon mesh
  120538. */
  120539. static ExtrudePolygon(name: string, options: {
  120540. shape: Vector3[];
  120541. holes?: Vector3[][];
  120542. depth?: number;
  120543. faceUV?: Vector4[];
  120544. faceColors?: Color4[];
  120545. updatable?: boolean;
  120546. sideOrientation?: number;
  120547. frontUVs?: Vector4;
  120548. backUVs?: Vector4;
  120549. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  120550. }
  120551. }
  120552. declare module BABYLON {
  120553. /**
  120554. * Class containing static functions to help procedurally build meshes
  120555. */
  120556. export class LatheBuilder {
  120557. /**
  120558. * Creates lathe mesh.
  120559. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  120560. * * 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
  120561. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  120562. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  120563. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  120564. * * 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
  120565. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  120566. * * 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
  120567. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120568. * * If you create a double-sided mesh, you can choose what parts of 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
  120569. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  120570. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120571. * @param name defines the name of the mesh
  120572. * @param options defines the options used to create the mesh
  120573. * @param scene defines the hosting scene
  120574. * @returns the lathe mesh
  120575. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  120576. */
  120577. static CreateLathe(name: string, options: {
  120578. shape: Vector3[];
  120579. radius?: number;
  120580. tessellation?: number;
  120581. clip?: number;
  120582. arc?: number;
  120583. closed?: boolean;
  120584. updatable?: boolean;
  120585. sideOrientation?: number;
  120586. frontUVs?: Vector4;
  120587. backUVs?: Vector4;
  120588. cap?: number;
  120589. invertUV?: boolean;
  120590. }, scene?: Nullable<Scene>): Mesh;
  120591. }
  120592. }
  120593. declare module BABYLON {
  120594. /**
  120595. * Class containing static functions to help procedurally build meshes
  120596. */
  120597. export class TiledPlaneBuilder {
  120598. /**
  120599. * Creates a tiled plane mesh
  120600. * * The parameter `pattern` will, depending on value, do nothing or
  120601. * * * flip (reflect about central vertical) alternate tiles across and up
  120602. * * * flip every tile on alternate rows
  120603. * * * rotate (180 degs) alternate tiles across and up
  120604. * * * rotate every tile on alternate rows
  120605. * * * flip and rotate alternate tiles across and up
  120606. * * * flip and rotate every tile on alternate rows
  120607. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  120608. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  120609. * * If you create a double-sided mesh, you can choose what parts of 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
  120610. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  120611. * * 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)
  120612. * * 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)
  120613. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  120614. * @param name defines the name of the mesh
  120615. * @param options defines the options used to create the mesh
  120616. * @param scene defines the hosting scene
  120617. * @returns the box mesh
  120618. */
  120619. static CreateTiledPlane(name: string, options: {
  120620. pattern?: number;
  120621. tileSize?: number;
  120622. tileWidth?: number;
  120623. tileHeight?: number;
  120624. size?: number;
  120625. width?: number;
  120626. height?: number;
  120627. alignHorizontal?: number;
  120628. alignVertical?: number;
  120629. sideOrientation?: number;
  120630. frontUVs?: Vector4;
  120631. backUVs?: Vector4;
  120632. updatable?: boolean;
  120633. }, scene?: Nullable<Scene>): Mesh;
  120634. }
  120635. }
  120636. declare module BABYLON {
  120637. /**
  120638. * Class containing static functions to help procedurally build meshes
  120639. */
  120640. export class TubeBuilder {
  120641. /**
  120642. * Creates a tube mesh.
  120643. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  120644. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  120645. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  120646. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  120647. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  120648. * * 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)
  120649. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  120650. * * 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
  120651. * * 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
  120652. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120653. * * If you create a double-sided mesh, you can choose what parts of 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
  120654. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  120655. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120656. * @param name defines the name of the mesh
  120657. * @param options defines the options used to create the mesh
  120658. * @param scene defines the hosting scene
  120659. * @returns the tube mesh
  120660. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  120661. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  120662. */
  120663. static CreateTube(name: string, options: {
  120664. path: Vector3[];
  120665. radius?: number;
  120666. tessellation?: number;
  120667. radiusFunction?: {
  120668. (i: number, distance: number): number;
  120669. };
  120670. cap?: number;
  120671. arc?: number;
  120672. updatable?: boolean;
  120673. sideOrientation?: number;
  120674. frontUVs?: Vector4;
  120675. backUVs?: Vector4;
  120676. instance?: Mesh;
  120677. invertUV?: boolean;
  120678. }, scene?: Nullable<Scene>): Mesh;
  120679. }
  120680. }
  120681. declare module BABYLON {
  120682. /**
  120683. * Class containing static functions to help procedurally build meshes
  120684. */
  120685. export class IcoSphereBuilder {
  120686. /**
  120687. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  120688. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  120689. * * 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`)
  120690. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  120691. * * 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
  120692. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120693. * * If you create a double-sided mesh, you can choose what parts of 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
  120694. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120695. * @param name defines the name of the mesh
  120696. * @param options defines the options used to create the mesh
  120697. * @param scene defines the hosting scene
  120698. * @returns the icosahedron mesh
  120699. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  120700. */
  120701. static CreateIcoSphere(name: string, options: {
  120702. radius?: number;
  120703. radiusX?: number;
  120704. radiusY?: number;
  120705. radiusZ?: number;
  120706. flat?: boolean;
  120707. subdivisions?: number;
  120708. sideOrientation?: number;
  120709. frontUVs?: Vector4;
  120710. backUVs?: Vector4;
  120711. updatable?: boolean;
  120712. }, scene?: Nullable<Scene>): Mesh;
  120713. }
  120714. }
  120715. declare module BABYLON {
  120716. /**
  120717. * Class containing static functions to help procedurally build meshes
  120718. */
  120719. export class DecalBuilder {
  120720. /**
  120721. * Creates a decal mesh.
  120722. * 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
  120723. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  120724. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  120725. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  120726. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  120727. * @param name defines the name of the mesh
  120728. * @param sourceMesh defines the mesh where the decal must be applied
  120729. * @param options defines the options used to create the mesh
  120730. * @param scene defines the hosting scene
  120731. * @returns the decal mesh
  120732. * @see https://doc.babylonjs.com/how_to/decals
  120733. */
  120734. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  120735. position?: Vector3;
  120736. normal?: Vector3;
  120737. size?: Vector3;
  120738. angle?: number;
  120739. }): Mesh;
  120740. }
  120741. }
  120742. declare module BABYLON {
  120743. /**
  120744. * Class containing static functions to help procedurally build meshes
  120745. */
  120746. export class MeshBuilder {
  120747. /**
  120748. * Creates a box mesh
  120749. * * The parameter `size` sets the size (float) of each box side (default 1)
  120750. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  120751. * * 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)
  120752. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  120753. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120754. * * If you create a double-sided mesh, you can choose what parts of 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
  120755. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120756. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  120757. * @param name defines the name of the mesh
  120758. * @param options defines the options used to create the mesh
  120759. * @param scene defines the hosting scene
  120760. * @returns the box mesh
  120761. */
  120762. static CreateBox(name: string, options: {
  120763. size?: number;
  120764. width?: number;
  120765. height?: number;
  120766. depth?: number;
  120767. faceUV?: Vector4[];
  120768. faceColors?: Color4[];
  120769. sideOrientation?: number;
  120770. frontUVs?: Vector4;
  120771. backUVs?: Vector4;
  120772. updatable?: boolean;
  120773. }, scene?: Nullable<Scene>): Mesh;
  120774. /**
  120775. * Creates a tiled box mesh
  120776. * * faceTiles sets the pattern, tile size and number of tiles for a face
  120777. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120778. * @param name defines the name of the mesh
  120779. * @param options defines the options used to create the mesh
  120780. * @param scene defines the hosting scene
  120781. * @returns the tiled box mesh
  120782. */
  120783. static CreateTiledBox(name: string, options: {
  120784. pattern?: number;
  120785. size?: number;
  120786. width?: number;
  120787. height?: number;
  120788. depth: number;
  120789. tileSize?: number;
  120790. tileWidth?: number;
  120791. tileHeight?: number;
  120792. faceUV?: Vector4[];
  120793. faceColors?: Color4[];
  120794. alignHorizontal?: number;
  120795. alignVertical?: number;
  120796. sideOrientation?: number;
  120797. updatable?: boolean;
  120798. }, scene?: Nullable<Scene>): Mesh;
  120799. /**
  120800. * Creates a sphere mesh
  120801. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  120802. * * 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`)
  120803. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  120804. * * 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
  120805. * * 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)
  120806. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120807. * * If you create a double-sided mesh, you can choose what parts of 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
  120808. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120809. * @param name defines the name of the mesh
  120810. * @param options defines the options used to create the mesh
  120811. * @param scene defines the hosting scene
  120812. * @returns the sphere mesh
  120813. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  120814. */
  120815. static CreateSphere(name: string, options: {
  120816. segments?: number;
  120817. diameter?: number;
  120818. diameterX?: number;
  120819. diameterY?: number;
  120820. diameterZ?: number;
  120821. arc?: number;
  120822. slice?: number;
  120823. sideOrientation?: number;
  120824. frontUVs?: Vector4;
  120825. backUVs?: Vector4;
  120826. updatable?: boolean;
  120827. }, scene?: Nullable<Scene>): Mesh;
  120828. /**
  120829. * Creates a plane polygonal mesh. By default, this is a disc
  120830. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  120831. * * 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
  120832. * * 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
  120833. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120834. * * If you create a double-sided mesh, you can choose what parts of 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
  120835. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120836. * @param name defines the name of the mesh
  120837. * @param options defines the options used to create the mesh
  120838. * @param scene defines the hosting scene
  120839. * @returns the plane polygonal mesh
  120840. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  120841. */
  120842. static CreateDisc(name: string, options: {
  120843. radius?: number;
  120844. tessellation?: number;
  120845. arc?: number;
  120846. updatable?: boolean;
  120847. sideOrientation?: number;
  120848. frontUVs?: Vector4;
  120849. backUVs?: Vector4;
  120850. }, scene?: Nullable<Scene>): Mesh;
  120851. /**
  120852. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  120853. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  120854. * * 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`)
  120855. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  120856. * * 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
  120857. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120858. * * If you create a double-sided mesh, you can choose what parts of 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
  120859. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120860. * @param name defines the name of the mesh
  120861. * @param options defines the options used to create the mesh
  120862. * @param scene defines the hosting scene
  120863. * @returns the icosahedron mesh
  120864. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  120865. */
  120866. static CreateIcoSphere(name: string, options: {
  120867. radius?: number;
  120868. radiusX?: number;
  120869. radiusY?: number;
  120870. radiusZ?: number;
  120871. flat?: boolean;
  120872. subdivisions?: number;
  120873. sideOrientation?: number;
  120874. frontUVs?: Vector4;
  120875. backUVs?: Vector4;
  120876. updatable?: boolean;
  120877. }, scene?: Nullable<Scene>): Mesh;
  120878. /**
  120879. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  120880. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  120881. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  120882. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  120883. * * 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
  120884. * * 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
  120885. * * 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
  120886. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120887. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  120888. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  120889. * * 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
  120890. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  120891. * * 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
  120892. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  120893. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  120894. * @param name defines the name of the mesh
  120895. * @param options defines the options used to create the mesh
  120896. * @param scene defines the hosting scene
  120897. * @returns the ribbon mesh
  120898. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  120899. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  120900. */
  120901. static CreateRibbon(name: string, options: {
  120902. pathArray: Vector3[][];
  120903. closeArray?: boolean;
  120904. closePath?: boolean;
  120905. offset?: number;
  120906. updatable?: boolean;
  120907. sideOrientation?: number;
  120908. frontUVs?: Vector4;
  120909. backUVs?: Vector4;
  120910. instance?: Mesh;
  120911. invertUV?: boolean;
  120912. uvs?: Vector2[];
  120913. colors?: Color4[];
  120914. }, scene?: Nullable<Scene>): Mesh;
  120915. /**
  120916. * Creates a cylinder or a cone mesh
  120917. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  120918. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  120919. * * 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.
  120920. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  120921. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  120922. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  120923. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  120924. * * 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).
  120925. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  120926. * * 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).
  120927. * * 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
  120928. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  120929. * * 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
  120930. * * 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.
  120931. * * If `enclose` is false, a ring surface is one element.
  120932. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  120933. * * 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
  120934. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120935. * * If you create a double-sided mesh, you can choose what parts of 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
  120936. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  120937. * @param name defines the name of the mesh
  120938. * @param options defines the options used to create the mesh
  120939. * @param scene defines the hosting scene
  120940. * @returns the cylinder mesh
  120941. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  120942. */
  120943. static CreateCylinder(name: string, options: {
  120944. height?: number;
  120945. diameterTop?: number;
  120946. diameterBottom?: number;
  120947. diameter?: number;
  120948. tessellation?: number;
  120949. subdivisions?: number;
  120950. arc?: number;
  120951. faceColors?: Color4[];
  120952. faceUV?: Vector4[];
  120953. updatable?: boolean;
  120954. hasRings?: boolean;
  120955. enclose?: boolean;
  120956. cap?: number;
  120957. sideOrientation?: number;
  120958. frontUVs?: Vector4;
  120959. backUVs?: Vector4;
  120960. }, scene?: Nullable<Scene>): Mesh;
  120961. /**
  120962. * Creates a torus mesh
  120963. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  120964. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  120965. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  120966. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120967. * * If you create a double-sided mesh, you can choose what parts of 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
  120968. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  120969. * @param name defines the name of the mesh
  120970. * @param options defines the options used to create the mesh
  120971. * @param scene defines the hosting scene
  120972. * @returns the torus mesh
  120973. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  120974. */
  120975. static CreateTorus(name: string, options: {
  120976. diameter?: number;
  120977. thickness?: number;
  120978. tessellation?: number;
  120979. updatable?: boolean;
  120980. sideOrientation?: number;
  120981. frontUVs?: Vector4;
  120982. backUVs?: Vector4;
  120983. }, scene?: Nullable<Scene>): Mesh;
  120984. /**
  120985. * Creates a torus knot mesh
  120986. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  120987. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  120988. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  120989. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  120990. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  120991. * * If you create a double-sided mesh, you can choose what parts of 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
  120992. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  120993. * @param name defines the name of the mesh
  120994. * @param options defines the options used to create the mesh
  120995. * @param scene defines the hosting scene
  120996. * @returns the torus knot mesh
  120997. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  120998. */
  120999. static CreateTorusKnot(name: string, options: {
  121000. radius?: number;
  121001. tube?: number;
  121002. radialSegments?: number;
  121003. tubularSegments?: number;
  121004. p?: number;
  121005. q?: number;
  121006. updatable?: boolean;
  121007. sideOrientation?: number;
  121008. frontUVs?: Vector4;
  121009. backUVs?: Vector4;
  121010. }, scene?: Nullable<Scene>): Mesh;
  121011. /**
  121012. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  121013. * * 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
  121014. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  121015. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  121016. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  121017. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  121018. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  121019. * * 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
  121020. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  121021. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121022. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  121023. * @param name defines the name of the new line system
  121024. * @param options defines the options used to create the line system
  121025. * @param scene defines the hosting scene
  121026. * @returns a new line system mesh
  121027. */
  121028. static CreateLineSystem(name: string, options: {
  121029. lines: Vector3[][];
  121030. updatable?: boolean;
  121031. instance?: Nullable<LinesMesh>;
  121032. colors?: Nullable<Color4[][]>;
  121033. useVertexAlpha?: boolean;
  121034. }, scene: Nullable<Scene>): LinesMesh;
  121035. /**
  121036. * Creates a line mesh
  121037. * 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
  121038. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  121039. * * The parameter `points` is an array successive Vector3
  121040. * * 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
  121041. * * The optional parameter `colors` is an array of successive Color4, one per line point
  121042. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  121043. * * When updating an instance, remember that only point positions can change, not the number of points
  121044. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121045. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  121046. * @param name defines the name of the new line system
  121047. * @param options defines the options used to create the line system
  121048. * @param scene defines the hosting scene
  121049. * @returns a new line mesh
  121050. */
  121051. static CreateLines(name: string, options: {
  121052. points: Vector3[];
  121053. updatable?: boolean;
  121054. instance?: Nullable<LinesMesh>;
  121055. colors?: Color4[];
  121056. useVertexAlpha?: boolean;
  121057. }, scene?: Nullable<Scene>): LinesMesh;
  121058. /**
  121059. * Creates a dashed line mesh
  121060. * * 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
  121061. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  121062. * * The parameter `points` is an array successive Vector3
  121063. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  121064. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  121065. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  121066. * * 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
  121067. * * When updating an instance, remember that only point positions can change, not the number of points
  121068. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121069. * @param name defines the name of the mesh
  121070. * @param options defines the options used to create the mesh
  121071. * @param scene defines the hosting scene
  121072. * @returns the dashed line mesh
  121073. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  121074. */
  121075. static CreateDashedLines(name: string, options: {
  121076. points: Vector3[];
  121077. dashSize?: number;
  121078. gapSize?: number;
  121079. dashNb?: number;
  121080. updatable?: boolean;
  121081. instance?: LinesMesh;
  121082. }, scene?: Nullable<Scene>): LinesMesh;
  121083. /**
  121084. * 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.
  121085. * * 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.
  121086. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  121087. * * 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.
  121088. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  121089. * * 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
  121090. * * 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
  121091. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  121092. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121093. * * If you create a double-sided mesh, you can choose what parts of 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
  121094. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  121095. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  121096. * @param name defines the name of the mesh
  121097. * @param options defines the options used to create the mesh
  121098. * @param scene defines the hosting scene
  121099. * @returns the extruded shape mesh
  121100. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  121101. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  121102. */
  121103. static ExtrudeShape(name: string, options: {
  121104. shape: Vector3[];
  121105. path: Vector3[];
  121106. scale?: number;
  121107. rotation?: number;
  121108. cap?: number;
  121109. updatable?: boolean;
  121110. sideOrientation?: number;
  121111. frontUVs?: Vector4;
  121112. backUVs?: Vector4;
  121113. instance?: Mesh;
  121114. invertUV?: boolean;
  121115. }, scene?: Nullable<Scene>): Mesh;
  121116. /**
  121117. * Creates an custom extruded shape mesh.
  121118. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  121119. * * 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.
  121120. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  121121. * * 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
  121122. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  121123. * * 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
  121124. * * It must returns a float value that will be the scale value applied to the shape on each path point
  121125. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  121126. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  121127. * * 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
  121128. * * 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
  121129. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  121130. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121131. * * If you create a double-sided mesh, you can choose what parts of 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
  121132. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  121133. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121134. * @param name defines the name of the mesh
  121135. * @param options defines the options used to create the mesh
  121136. * @param scene defines the hosting scene
  121137. * @returns the custom extruded shape mesh
  121138. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  121139. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  121140. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  121141. */
  121142. static ExtrudeShapeCustom(name: string, options: {
  121143. shape: Vector3[];
  121144. path: Vector3[];
  121145. scaleFunction?: any;
  121146. rotationFunction?: any;
  121147. ribbonCloseArray?: boolean;
  121148. ribbonClosePath?: boolean;
  121149. cap?: number;
  121150. updatable?: boolean;
  121151. sideOrientation?: number;
  121152. frontUVs?: Vector4;
  121153. backUVs?: Vector4;
  121154. instance?: Mesh;
  121155. invertUV?: boolean;
  121156. }, scene?: Nullable<Scene>): Mesh;
  121157. /**
  121158. * Creates lathe mesh.
  121159. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  121160. * * 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
  121161. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  121162. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  121163. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  121164. * * 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
  121165. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  121166. * * 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
  121167. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121168. * * If you create a double-sided mesh, you can choose what parts of 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
  121169. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  121170. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121171. * @param name defines the name of the mesh
  121172. * @param options defines the options used to create the mesh
  121173. * @param scene defines the hosting scene
  121174. * @returns the lathe mesh
  121175. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  121176. */
  121177. static CreateLathe(name: string, options: {
  121178. shape: Vector3[];
  121179. radius?: number;
  121180. tessellation?: number;
  121181. clip?: number;
  121182. arc?: number;
  121183. closed?: boolean;
  121184. updatable?: boolean;
  121185. sideOrientation?: number;
  121186. frontUVs?: Vector4;
  121187. backUVs?: Vector4;
  121188. cap?: number;
  121189. invertUV?: boolean;
  121190. }, scene?: Nullable<Scene>): Mesh;
  121191. /**
  121192. * Creates a tiled plane mesh
  121193. * * You can set a limited pattern arrangement with the tiles
  121194. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121195. * * If you create a double-sided mesh, you can choose what parts of 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
  121196. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121197. * @param name defines the name of the mesh
  121198. * @param options defines the options used to create the mesh
  121199. * @param scene defines the hosting scene
  121200. * @returns the plane mesh
  121201. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  121202. */
  121203. static CreateTiledPlane(name: string, options: {
  121204. pattern?: number;
  121205. tileSize?: number;
  121206. tileWidth?: number;
  121207. tileHeight?: number;
  121208. size?: number;
  121209. width?: number;
  121210. height?: number;
  121211. alignHorizontal?: number;
  121212. alignVertical?: number;
  121213. sideOrientation?: number;
  121214. frontUVs?: Vector4;
  121215. backUVs?: Vector4;
  121216. updatable?: boolean;
  121217. }, scene?: Nullable<Scene>): Mesh;
  121218. /**
  121219. * Creates a plane mesh
  121220. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  121221. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  121222. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  121223. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121224. * * If you create a double-sided mesh, you can choose what parts of 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
  121225. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121226. * @param name defines the name of the mesh
  121227. * @param options defines the options used to create the mesh
  121228. * @param scene defines the hosting scene
  121229. * @returns the plane mesh
  121230. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  121231. */
  121232. static CreatePlane(name: string, options: {
  121233. size?: number;
  121234. width?: number;
  121235. height?: number;
  121236. sideOrientation?: number;
  121237. frontUVs?: Vector4;
  121238. backUVs?: Vector4;
  121239. updatable?: boolean;
  121240. sourcePlane?: Plane;
  121241. }, scene?: Nullable<Scene>): Mesh;
  121242. /**
  121243. * Creates a ground mesh
  121244. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  121245. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  121246. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121247. * @param name defines the name of the mesh
  121248. * @param options defines the options used to create the mesh
  121249. * @param scene defines the hosting scene
  121250. * @returns the ground mesh
  121251. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  121252. */
  121253. static CreateGround(name: string, options: {
  121254. width?: number;
  121255. height?: number;
  121256. subdivisions?: number;
  121257. subdivisionsX?: number;
  121258. subdivisionsY?: number;
  121259. updatable?: boolean;
  121260. }, scene?: Nullable<Scene>): Mesh;
  121261. /**
  121262. * Creates a tiled ground mesh
  121263. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  121264. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  121265. * * 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
  121266. * * 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
  121267. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  121268. * @param name defines the name of the mesh
  121269. * @param options defines the options used to create the mesh
  121270. * @param scene defines the hosting scene
  121271. * @returns the tiled ground mesh
  121272. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  121273. */
  121274. static CreateTiledGround(name: string, options: {
  121275. xmin: number;
  121276. zmin: number;
  121277. xmax: number;
  121278. zmax: number;
  121279. subdivisions?: {
  121280. w: number;
  121281. h: number;
  121282. };
  121283. precision?: {
  121284. w: number;
  121285. h: number;
  121286. };
  121287. updatable?: boolean;
  121288. }, scene?: Nullable<Scene>): Mesh;
  121289. /**
  121290. * Creates a ground mesh from a height map
  121291. * * The parameter `url` sets the URL of the height map image resource.
  121292. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  121293. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  121294. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  121295. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  121296. * * 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.
  121297. * * 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).
  121298. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  121299. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  121300. * @param name defines the name of the mesh
  121301. * @param url defines the url to the height map
  121302. * @param options defines the options used to create the mesh
  121303. * @param scene defines the hosting scene
  121304. * @returns the ground mesh
  121305. * @see https://doc.babylonjs.com/babylon101/height_map
  121306. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  121307. */
  121308. static CreateGroundFromHeightMap(name: string, url: string, options: {
  121309. width?: number;
  121310. height?: number;
  121311. subdivisions?: number;
  121312. minHeight?: number;
  121313. maxHeight?: number;
  121314. colorFilter?: Color3;
  121315. alphaFilter?: number;
  121316. updatable?: boolean;
  121317. onReady?: (mesh: GroundMesh) => void;
  121318. }, scene?: Nullable<Scene>): GroundMesh;
  121319. /**
  121320. * Creates a polygon mesh
  121321. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  121322. * * 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
  121323. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  121324. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121325. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  121326. * * Remember you can only change the shape positions, not their number when updating a polygon
  121327. * @param name defines the name of the mesh
  121328. * @param options defines the options used to create the mesh
  121329. * @param scene defines the hosting scene
  121330. * @param earcutInjection can be used to inject your own earcut reference
  121331. * @returns the polygon mesh
  121332. */
  121333. static CreatePolygon(name: string, options: {
  121334. shape: Vector3[];
  121335. holes?: Vector3[][];
  121336. depth?: number;
  121337. faceUV?: Vector4[];
  121338. faceColors?: Color4[];
  121339. updatable?: boolean;
  121340. sideOrientation?: number;
  121341. frontUVs?: Vector4;
  121342. backUVs?: Vector4;
  121343. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  121344. /**
  121345. * Creates an extruded polygon mesh, with depth in the Y direction.
  121346. * * 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)
  121347. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  121348. * @param name defines the name of the mesh
  121349. * @param options defines the options used to create the mesh
  121350. * @param scene defines the hosting scene
  121351. * @param earcutInjection can be used to inject your own earcut reference
  121352. * @returns the polygon mesh
  121353. */
  121354. static ExtrudePolygon(name: string, options: {
  121355. shape: Vector3[];
  121356. holes?: Vector3[][];
  121357. depth?: number;
  121358. faceUV?: Vector4[];
  121359. faceColors?: Color4[];
  121360. updatable?: boolean;
  121361. sideOrientation?: number;
  121362. frontUVs?: Vector4;
  121363. backUVs?: Vector4;
  121364. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  121365. /**
  121366. * Creates a tube mesh.
  121367. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  121368. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  121369. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  121370. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  121371. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  121372. * * 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)
  121373. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  121374. * * 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
  121375. * * 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
  121376. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121377. * * If you create a double-sided mesh, you can choose what parts of 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
  121378. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  121379. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121380. * @param name defines the name of the mesh
  121381. * @param options defines the options used to create the mesh
  121382. * @param scene defines the hosting scene
  121383. * @returns the tube mesh
  121384. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  121385. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  121386. */
  121387. static CreateTube(name: string, options: {
  121388. path: Vector3[];
  121389. radius?: number;
  121390. tessellation?: number;
  121391. radiusFunction?: {
  121392. (i: number, distance: number): number;
  121393. };
  121394. cap?: number;
  121395. arc?: number;
  121396. updatable?: boolean;
  121397. sideOrientation?: number;
  121398. frontUVs?: Vector4;
  121399. backUVs?: Vector4;
  121400. instance?: Mesh;
  121401. invertUV?: boolean;
  121402. }, scene?: Nullable<Scene>): Mesh;
  121403. /**
  121404. * Creates a polyhedron mesh
  121405. * * 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
  121406. * * The parameter `size` (positive float, default 1) sets the polygon size
  121407. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  121408. * * 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`
  121409. * * 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
  121410. * * 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)`)
  121411. * * 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
  121412. * * 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
  121413. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121414. * * If you create a double-sided mesh, you can choose what parts of 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
  121415. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121416. * @param name defines the name of the mesh
  121417. * @param options defines the options used to create the mesh
  121418. * @param scene defines the hosting scene
  121419. * @returns the polyhedron mesh
  121420. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  121421. */
  121422. static CreatePolyhedron(name: string, options: {
  121423. type?: number;
  121424. size?: number;
  121425. sizeX?: number;
  121426. sizeY?: number;
  121427. sizeZ?: number;
  121428. custom?: any;
  121429. faceUV?: Vector4[];
  121430. faceColors?: Color4[];
  121431. flat?: boolean;
  121432. updatable?: boolean;
  121433. sideOrientation?: number;
  121434. frontUVs?: Vector4;
  121435. backUVs?: Vector4;
  121436. }, scene?: Nullable<Scene>): Mesh;
  121437. /**
  121438. * Creates a decal mesh.
  121439. * 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
  121440. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  121441. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  121442. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  121443. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  121444. * @param name defines the name of the mesh
  121445. * @param sourceMesh defines the mesh where the decal must be applied
  121446. * @param options defines the options used to create the mesh
  121447. * @param scene defines the hosting scene
  121448. * @returns the decal mesh
  121449. * @see https://doc.babylonjs.com/how_to/decals
  121450. */
  121451. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  121452. position?: Vector3;
  121453. normal?: Vector3;
  121454. size?: Vector3;
  121455. angle?: number;
  121456. }): Mesh;
  121457. }
  121458. }
  121459. declare module BABYLON {
  121460. /**
  121461. * A simplifier interface for future simplification implementations
  121462. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  121463. */
  121464. export interface ISimplifier {
  121465. /**
  121466. * Simplification of a given mesh according to the given settings.
  121467. * Since this requires computation, it is assumed that the function runs async.
  121468. * @param settings The settings of the simplification, including quality and distance
  121469. * @param successCallback A callback that will be called after the mesh was simplified.
  121470. * @param errorCallback in case of an error, this callback will be called. optional.
  121471. */
  121472. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  121473. }
  121474. /**
  121475. * Expected simplification settings.
  121476. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  121477. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  121478. */
  121479. export interface ISimplificationSettings {
  121480. /**
  121481. * Gets or sets the expected quality
  121482. */
  121483. quality: number;
  121484. /**
  121485. * Gets or sets the distance when this optimized version should be used
  121486. */
  121487. distance: number;
  121488. /**
  121489. * Gets an already optimized mesh
  121490. */
  121491. optimizeMesh?: boolean;
  121492. }
  121493. /**
  121494. * Class used to specify simplification options
  121495. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  121496. */
  121497. export class SimplificationSettings implements ISimplificationSettings {
  121498. /** expected quality */
  121499. quality: number;
  121500. /** distance when this optimized version should be used */
  121501. distance: number;
  121502. /** already optimized mesh */
  121503. optimizeMesh?: boolean | undefined;
  121504. /**
  121505. * Creates a SimplificationSettings
  121506. * @param quality expected quality
  121507. * @param distance distance when this optimized version should be used
  121508. * @param optimizeMesh already optimized mesh
  121509. */
  121510. constructor(
  121511. /** expected quality */
  121512. quality: number,
  121513. /** distance when this optimized version should be used */
  121514. distance: number,
  121515. /** already optimized mesh */
  121516. optimizeMesh?: boolean | undefined);
  121517. }
  121518. /**
  121519. * Interface used to define a simplification task
  121520. */
  121521. export interface ISimplificationTask {
  121522. /**
  121523. * Array of settings
  121524. */
  121525. settings: Array<ISimplificationSettings>;
  121526. /**
  121527. * Simplification type
  121528. */
  121529. simplificationType: SimplificationType;
  121530. /**
  121531. * Mesh to simplify
  121532. */
  121533. mesh: Mesh;
  121534. /**
  121535. * Callback called on success
  121536. */
  121537. successCallback?: () => void;
  121538. /**
  121539. * Defines if parallel processing can be used
  121540. */
  121541. parallelProcessing: boolean;
  121542. }
  121543. /**
  121544. * Queue used to order the simplification tasks
  121545. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  121546. */
  121547. export class SimplificationQueue {
  121548. private _simplificationArray;
  121549. /**
  121550. * Gets a boolean indicating that the process is still running
  121551. */
  121552. running: boolean;
  121553. /**
  121554. * Creates a new queue
  121555. */
  121556. constructor();
  121557. /**
  121558. * Adds a new simplification task
  121559. * @param task defines a task to add
  121560. */
  121561. addTask(task: ISimplificationTask): void;
  121562. /**
  121563. * Execute next task
  121564. */
  121565. executeNext(): void;
  121566. /**
  121567. * Execute a simplification task
  121568. * @param task defines the task to run
  121569. */
  121570. runSimplification(task: ISimplificationTask): void;
  121571. private getSimplifier;
  121572. }
  121573. /**
  121574. * The implemented types of simplification
  121575. * At the moment only Quadratic Error Decimation is implemented
  121576. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  121577. */
  121578. export enum SimplificationType {
  121579. /** Quadratic error decimation */
  121580. QUADRATIC = 0
  121581. }
  121582. }
  121583. declare module BABYLON {
  121584. interface Scene {
  121585. /** @hidden (Backing field) */
  121586. _simplificationQueue: SimplificationQueue;
  121587. /**
  121588. * Gets or sets the simplification queue attached to the scene
  121589. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  121590. */
  121591. simplificationQueue: SimplificationQueue;
  121592. }
  121593. interface Mesh {
  121594. /**
  121595. * Simplify the mesh according to the given array of settings.
  121596. * Function will return immediately and will simplify async
  121597. * @param settings a collection of simplification settings
  121598. * @param parallelProcessing should all levels calculate parallel or one after the other
  121599. * @param simplificationType the type of simplification to run
  121600. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  121601. * @returns the current mesh
  121602. */
  121603. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  121604. }
  121605. /**
  121606. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  121607. * created in a scene
  121608. */
  121609. export class SimplicationQueueSceneComponent implements ISceneComponent {
  121610. /**
  121611. * The component name helpfull to identify the component in the list of scene components.
  121612. */
  121613. readonly name: string;
  121614. /**
  121615. * The scene the component belongs to.
  121616. */
  121617. scene: Scene;
  121618. /**
  121619. * Creates a new instance of the component for the given scene
  121620. * @param scene Defines the scene to register the component in
  121621. */
  121622. constructor(scene: Scene);
  121623. /**
  121624. * Registers the component in a given scene
  121625. */
  121626. register(): void;
  121627. /**
  121628. * Rebuilds the elements related to this component in case of
  121629. * context lost for instance.
  121630. */
  121631. rebuild(): void;
  121632. /**
  121633. * Disposes the component and the associated ressources
  121634. */
  121635. dispose(): void;
  121636. private _beforeCameraUpdate;
  121637. }
  121638. }
  121639. declare module BABYLON {
  121640. /**
  121641. * Navigation plugin interface to add navigation constrained by a navigation mesh
  121642. */
  121643. export interface INavigationEnginePlugin {
  121644. /**
  121645. * plugin name
  121646. */
  121647. name: string;
  121648. /**
  121649. * Creates a navigation mesh
  121650. * @param meshes array of all the geometry used to compute the navigatio mesh
  121651. * @param parameters bunch of parameters used to filter geometry
  121652. */
  121653. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  121654. /**
  121655. * Create a navigation mesh debug mesh
  121656. * @param scene is where the mesh will be added
  121657. * @returns debug display mesh
  121658. */
  121659. createDebugNavMesh(scene: Scene): Mesh;
  121660. /**
  121661. * Get a navigation mesh constrained position, closest to the parameter position
  121662. * @param position world position
  121663. * @returns the closest point to position constrained by the navigation mesh
  121664. */
  121665. getClosestPoint(position: Vector3): Vector3;
  121666. /**
  121667. * Get a navigation mesh constrained position, within a particular radius
  121668. * @param position world position
  121669. * @param maxRadius the maximum distance to the constrained world position
  121670. * @returns the closest point to position constrained by the navigation mesh
  121671. */
  121672. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  121673. /**
  121674. * Compute the final position from a segment made of destination-position
  121675. * @param position world position
  121676. * @param destination world position
  121677. * @returns the resulting point along the navmesh
  121678. */
  121679. moveAlong(position: Vector3, destination: Vector3): Vector3;
  121680. /**
  121681. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  121682. * @param start world position
  121683. * @param end world position
  121684. * @returns array containing world position composing the path
  121685. */
  121686. computePath(start: Vector3, end: Vector3): Vector3[];
  121687. /**
  121688. * If this plugin is supported
  121689. * @returns true if plugin is supported
  121690. */
  121691. isSupported(): boolean;
  121692. /**
  121693. * Create a new Crowd so you can add agents
  121694. * @param maxAgents the maximum agent count in the crowd
  121695. * @param maxAgentRadius the maximum radius an agent can have
  121696. * @param scene to attach the crowd to
  121697. * @returns the crowd you can add agents to
  121698. */
  121699. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  121700. /**
  121701. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  121702. * The queries will try to find a solution within those bounds
  121703. * default is (1,1,1)
  121704. * @param extent x,y,z value that define the extent around the queries point of reference
  121705. */
  121706. setDefaultQueryExtent(extent: Vector3): void;
  121707. /**
  121708. * Get the Bounding box extent specified by setDefaultQueryExtent
  121709. * @returns the box extent values
  121710. */
  121711. getDefaultQueryExtent(): Vector3;
  121712. /**
  121713. * Release all resources
  121714. */
  121715. dispose(): void;
  121716. }
  121717. /**
  121718. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  121719. */
  121720. export interface ICrowd {
  121721. /**
  121722. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  121723. * You can attach anything to that node. The node position is updated in the scene update tick.
  121724. * @param pos world position that will be constrained by the navigation mesh
  121725. * @param parameters agent parameters
  121726. * @param transform hooked to the agent that will be update by the scene
  121727. * @returns agent index
  121728. */
  121729. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  121730. /**
  121731. * Returns the agent position in world space
  121732. * @param index agent index returned by addAgent
  121733. * @returns world space position
  121734. */
  121735. getAgentPosition(index: number): Vector3;
  121736. /**
  121737. * Gets the agent velocity in world space
  121738. * @param index agent index returned by addAgent
  121739. * @returns world space velocity
  121740. */
  121741. getAgentVelocity(index: number): Vector3;
  121742. /**
  121743. * remove a particular agent previously created
  121744. * @param index agent index returned by addAgent
  121745. */
  121746. removeAgent(index: number): void;
  121747. /**
  121748. * get the list of all agents attached to this crowd
  121749. * @returns list of agent indices
  121750. */
  121751. getAgents(): number[];
  121752. /**
  121753. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  121754. * @param deltaTime in seconds
  121755. */
  121756. update(deltaTime: number): void;
  121757. /**
  121758. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  121759. * @param index agent index returned by addAgent
  121760. * @param destination targeted world position
  121761. */
  121762. agentGoto(index: number, destination: Vector3): void;
  121763. /**
  121764. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  121765. * The queries will try to find a solution within those bounds
  121766. * default is (1,1,1)
  121767. * @param extent x,y,z value that define the extent around the queries point of reference
  121768. */
  121769. setDefaultQueryExtent(extent: Vector3): void;
  121770. /**
  121771. * Get the Bounding box extent specified by setDefaultQueryExtent
  121772. * @returns the box extent values
  121773. */
  121774. getDefaultQueryExtent(): Vector3;
  121775. /**
  121776. * Release all resources
  121777. */
  121778. dispose(): void;
  121779. }
  121780. /**
  121781. * Configures an agent
  121782. */
  121783. export interface IAgentParameters {
  121784. /**
  121785. * Agent radius. [Limit: >= 0]
  121786. */
  121787. radius: number;
  121788. /**
  121789. * Agent height. [Limit: > 0]
  121790. */
  121791. height: number;
  121792. /**
  121793. * Maximum allowed acceleration. [Limit: >= 0]
  121794. */
  121795. maxAcceleration: number;
  121796. /**
  121797. * Maximum allowed speed. [Limit: >= 0]
  121798. */
  121799. maxSpeed: number;
  121800. /**
  121801. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  121802. */
  121803. collisionQueryRange: number;
  121804. /**
  121805. * The path visibility optimization range. [Limit: > 0]
  121806. */
  121807. pathOptimizationRange: number;
  121808. /**
  121809. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  121810. */
  121811. separationWeight: number;
  121812. }
  121813. /**
  121814. * Configures the navigation mesh creation
  121815. */
  121816. export interface INavMeshParameters {
  121817. /**
  121818. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  121819. */
  121820. cs: number;
  121821. /**
  121822. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  121823. */
  121824. ch: number;
  121825. /**
  121826. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  121827. */
  121828. walkableSlopeAngle: number;
  121829. /**
  121830. * Minimum floor to 'ceiling' height that will still allow the floor area to
  121831. * be considered walkable. [Limit: >= 3] [Units: vx]
  121832. */
  121833. walkableHeight: number;
  121834. /**
  121835. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  121836. */
  121837. walkableClimb: number;
  121838. /**
  121839. * The distance to erode/shrink the walkable area of the heightfield away from
  121840. * obstructions. [Limit: >=0] [Units: vx]
  121841. */
  121842. walkableRadius: number;
  121843. /**
  121844. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  121845. */
  121846. maxEdgeLen: number;
  121847. /**
  121848. * The maximum distance a simplfied contour's border edges should deviate
  121849. * the original raw contour. [Limit: >=0] [Units: vx]
  121850. */
  121851. maxSimplificationError: number;
  121852. /**
  121853. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  121854. */
  121855. minRegionArea: number;
  121856. /**
  121857. * Any regions with a span count smaller than this value will, if possible,
  121858. * be merged with larger regions. [Limit: >=0] [Units: vx]
  121859. */
  121860. mergeRegionArea: number;
  121861. /**
  121862. * The maximum number of vertices allowed for polygons generated during the
  121863. * contour to polygon conversion process. [Limit: >= 3]
  121864. */
  121865. maxVertsPerPoly: number;
  121866. /**
  121867. * Sets the sampling distance to use when generating the detail mesh.
  121868. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  121869. */
  121870. detailSampleDist: number;
  121871. /**
  121872. * The maximum distance the detail mesh surface should deviate from heightfield
  121873. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  121874. */
  121875. detailSampleMaxError: number;
  121876. }
  121877. }
  121878. declare module BABYLON {
  121879. /**
  121880. * RecastJS navigation plugin
  121881. */
  121882. export class RecastJSPlugin implements INavigationEnginePlugin {
  121883. /**
  121884. * Reference to the Recast library
  121885. */
  121886. bjsRECAST: any;
  121887. /**
  121888. * plugin name
  121889. */
  121890. name: string;
  121891. /**
  121892. * the first navmesh created. We might extend this to support multiple navmeshes
  121893. */
  121894. navMesh: any;
  121895. /**
  121896. * Initializes the recastJS plugin
  121897. * @param recastInjection can be used to inject your own recast reference
  121898. */
  121899. constructor(recastInjection?: any);
  121900. /**
  121901. * Creates a navigation mesh
  121902. * @param meshes array of all the geometry used to compute the navigatio mesh
  121903. * @param parameters bunch of parameters used to filter geometry
  121904. */
  121905. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  121906. /**
  121907. * Create a navigation mesh debug mesh
  121908. * @param scene is where the mesh will be added
  121909. * @returns debug display mesh
  121910. */
  121911. createDebugNavMesh(scene: Scene): Mesh;
  121912. /**
  121913. * Get a navigation mesh constrained position, closest to the parameter position
  121914. * @param position world position
  121915. * @returns the closest point to position constrained by the navigation mesh
  121916. */
  121917. getClosestPoint(position: Vector3): Vector3;
  121918. /**
  121919. * Get a navigation mesh constrained position, within a particular radius
  121920. * @param position world position
  121921. * @param maxRadius the maximum distance to the constrained world position
  121922. * @returns the closest point to position constrained by the navigation mesh
  121923. */
  121924. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  121925. /**
  121926. * Compute the final position from a segment made of destination-position
  121927. * @param position world position
  121928. * @param destination world position
  121929. * @returns the resulting point along the navmesh
  121930. */
  121931. moveAlong(position: Vector3, destination: Vector3): Vector3;
  121932. /**
  121933. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  121934. * @param start world position
  121935. * @param end world position
  121936. * @returns array containing world position composing the path
  121937. */
  121938. computePath(start: Vector3, end: Vector3): Vector3[];
  121939. /**
  121940. * Create a new Crowd so you can add agents
  121941. * @param maxAgents the maximum agent count in the crowd
  121942. * @param maxAgentRadius the maximum radius an agent can have
  121943. * @param scene to attach the crowd to
  121944. * @returns the crowd you can add agents to
  121945. */
  121946. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  121947. /**
  121948. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  121949. * The queries will try to find a solution within those bounds
  121950. * default is (1,1,1)
  121951. * @param extent x,y,z value that define the extent around the queries point of reference
  121952. */
  121953. setDefaultQueryExtent(extent: Vector3): void;
  121954. /**
  121955. * Get the Bounding box extent specified by setDefaultQueryExtent
  121956. * @returns the box extent values
  121957. */
  121958. getDefaultQueryExtent(): Vector3;
  121959. /**
  121960. * Disposes
  121961. */
  121962. dispose(): void;
  121963. /**
  121964. * If this plugin is supported
  121965. * @returns true if plugin is supported
  121966. */
  121967. isSupported(): boolean;
  121968. }
  121969. /**
  121970. * Recast detour crowd implementation
  121971. */
  121972. export class RecastJSCrowd implements ICrowd {
  121973. /**
  121974. * Recast/detour plugin
  121975. */
  121976. bjsRECASTPlugin: RecastJSPlugin;
  121977. /**
  121978. * Link to the detour crowd
  121979. */
  121980. recastCrowd: any;
  121981. /**
  121982. * One transform per agent
  121983. */
  121984. transforms: TransformNode[];
  121985. /**
  121986. * All agents created
  121987. */
  121988. agents: number[];
  121989. /**
  121990. * Link to the scene is kept to unregister the crowd from the scene
  121991. */
  121992. private _scene;
  121993. /**
  121994. * Observer for crowd updates
  121995. */
  121996. private _onBeforeAnimationsObserver;
  121997. /**
  121998. * Constructor
  121999. * @param plugin recastJS plugin
  122000. * @param maxAgents the maximum agent count in the crowd
  122001. * @param maxAgentRadius the maximum radius an agent can have
  122002. * @param scene to attach the crowd to
  122003. * @returns the crowd you can add agents to
  122004. */
  122005. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  122006. /**
  122007. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  122008. * You can attach anything to that node. The node position is updated in the scene update tick.
  122009. * @param pos world position that will be constrained by the navigation mesh
  122010. * @param parameters agent parameters
  122011. * @param transform hooked to the agent that will be update by the scene
  122012. * @returns agent index
  122013. */
  122014. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  122015. /**
  122016. * Returns the agent position in world space
  122017. * @param index agent index returned by addAgent
  122018. * @returns world space position
  122019. */
  122020. getAgentPosition(index: number): Vector3;
  122021. /**
  122022. * Returns the agent velocity in world space
  122023. * @param index agent index returned by addAgent
  122024. * @returns world space velocity
  122025. */
  122026. getAgentVelocity(index: number): Vector3;
  122027. /**
  122028. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  122029. * @param index agent index returned by addAgent
  122030. * @param destination targeted world position
  122031. */
  122032. agentGoto(index: number, destination: Vector3): void;
  122033. /**
  122034. * remove a particular agent previously created
  122035. * @param index agent index returned by addAgent
  122036. */
  122037. removeAgent(index: number): void;
  122038. /**
  122039. * get the list of all agents attached to this crowd
  122040. * @returns list of agent indices
  122041. */
  122042. getAgents(): number[];
  122043. /**
  122044. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  122045. * @param deltaTime in seconds
  122046. */
  122047. update(deltaTime: number): void;
  122048. /**
  122049. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  122050. * The queries will try to find a solution within those bounds
  122051. * default is (1,1,1)
  122052. * @param extent x,y,z value that define the extent around the queries point of reference
  122053. */
  122054. setDefaultQueryExtent(extent: Vector3): void;
  122055. /**
  122056. * Get the Bounding box extent specified by setDefaultQueryExtent
  122057. * @returns the box extent values
  122058. */
  122059. getDefaultQueryExtent(): Vector3;
  122060. /**
  122061. * Release all resources
  122062. */
  122063. dispose(): void;
  122064. }
  122065. }
  122066. declare module BABYLON {
  122067. /**
  122068. * Class used to enable access to IndexedDB
  122069. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  122070. */
  122071. export class Database implements IOfflineProvider {
  122072. private _callbackManifestChecked;
  122073. private _currentSceneUrl;
  122074. private _db;
  122075. private _enableSceneOffline;
  122076. private _enableTexturesOffline;
  122077. private _manifestVersionFound;
  122078. private _mustUpdateRessources;
  122079. private _hasReachedQuota;
  122080. private _isSupported;
  122081. private _idbFactory;
  122082. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  122083. private static IsUASupportingBlobStorage;
  122084. /**
  122085. * Gets a boolean indicating if Database storate is enabled (off by default)
  122086. */
  122087. static IDBStorageEnabled: boolean;
  122088. /**
  122089. * Gets a boolean indicating if scene must be saved in the database
  122090. */
  122091. readonly enableSceneOffline: boolean;
  122092. /**
  122093. * Gets a boolean indicating if textures must be saved in the database
  122094. */
  122095. readonly enableTexturesOffline: boolean;
  122096. /**
  122097. * Creates a new Database
  122098. * @param urlToScene defines the url to load the scene
  122099. * @param callbackManifestChecked defines the callback to use when manifest is checked
  122100. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  122101. */
  122102. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  122103. private static _ParseURL;
  122104. private static _ReturnFullUrlLocation;
  122105. private _checkManifestFile;
  122106. /**
  122107. * Open the database and make it available
  122108. * @param successCallback defines the callback to call on success
  122109. * @param errorCallback defines the callback to call on error
  122110. */
  122111. open(successCallback: () => void, errorCallback: () => void): void;
  122112. /**
  122113. * Loads an image from the database
  122114. * @param url defines the url to load from
  122115. * @param image defines the target DOM image
  122116. */
  122117. loadImage(url: string, image: HTMLImageElement): void;
  122118. private _loadImageFromDBAsync;
  122119. private _saveImageIntoDBAsync;
  122120. private _checkVersionFromDB;
  122121. private _loadVersionFromDBAsync;
  122122. private _saveVersionIntoDBAsync;
  122123. /**
  122124. * Loads a file from database
  122125. * @param url defines the URL to load from
  122126. * @param sceneLoaded defines a callback to call on success
  122127. * @param progressCallBack defines a callback to call when progress changed
  122128. * @param errorCallback defines a callback to call on error
  122129. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  122130. */
  122131. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  122132. private _loadFileAsync;
  122133. private _saveFileAsync;
  122134. /**
  122135. * Validates if xhr data is correct
  122136. * @param xhr defines the request to validate
  122137. * @param dataType defines the expected data type
  122138. * @returns true if data is correct
  122139. */
  122140. private static _ValidateXHRData;
  122141. }
  122142. }
  122143. declare module BABYLON {
  122144. /** @hidden */
  122145. export var gpuUpdateParticlesPixelShader: {
  122146. name: string;
  122147. shader: string;
  122148. };
  122149. }
  122150. declare module BABYLON {
  122151. /** @hidden */
  122152. export var gpuUpdateParticlesVertexShader: {
  122153. name: string;
  122154. shader: string;
  122155. };
  122156. }
  122157. declare module BABYLON {
  122158. /** @hidden */
  122159. export var clipPlaneFragmentDeclaration2: {
  122160. name: string;
  122161. shader: string;
  122162. };
  122163. }
  122164. declare module BABYLON {
  122165. /** @hidden */
  122166. export var gpuRenderParticlesPixelShader: {
  122167. name: string;
  122168. shader: string;
  122169. };
  122170. }
  122171. declare module BABYLON {
  122172. /** @hidden */
  122173. export var clipPlaneVertexDeclaration2: {
  122174. name: string;
  122175. shader: string;
  122176. };
  122177. }
  122178. declare module BABYLON {
  122179. /** @hidden */
  122180. export var gpuRenderParticlesVertexShader: {
  122181. name: string;
  122182. shader: string;
  122183. };
  122184. }
  122185. declare module BABYLON {
  122186. /**
  122187. * This represents a GPU particle system in Babylon
  122188. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  122189. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  122190. */
  122191. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  122192. /**
  122193. * The layer mask we are rendering the particles through.
  122194. */
  122195. layerMask: number;
  122196. private _capacity;
  122197. private _activeCount;
  122198. private _currentActiveCount;
  122199. private _accumulatedCount;
  122200. private _renderEffect;
  122201. private _updateEffect;
  122202. private _buffer0;
  122203. private _buffer1;
  122204. private _spriteBuffer;
  122205. private _updateVAO;
  122206. private _renderVAO;
  122207. private _targetIndex;
  122208. private _sourceBuffer;
  122209. private _targetBuffer;
  122210. private _engine;
  122211. private _currentRenderId;
  122212. private _started;
  122213. private _stopped;
  122214. private _timeDelta;
  122215. private _randomTexture;
  122216. private _randomTexture2;
  122217. private _attributesStrideSize;
  122218. private _updateEffectOptions;
  122219. private _randomTextureSize;
  122220. private _actualFrame;
  122221. private readonly _rawTextureWidth;
  122222. /**
  122223. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  122224. */
  122225. static readonly IsSupported: boolean;
  122226. /**
  122227. * An event triggered when the system is disposed.
  122228. */
  122229. onDisposeObservable: Observable<GPUParticleSystem>;
  122230. /**
  122231. * Gets the maximum number of particles active at the same time.
  122232. * @returns The max number of active particles.
  122233. */
  122234. getCapacity(): number;
  122235. /**
  122236. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  122237. * to override the particles.
  122238. */
  122239. forceDepthWrite: boolean;
  122240. /**
  122241. * Gets or set the number of active particles
  122242. */
  122243. activeParticleCount: number;
  122244. private _preWarmDone;
  122245. /**
  122246. * Is this system ready to be used/rendered
  122247. * @return true if the system is ready
  122248. */
  122249. isReady(): boolean;
  122250. /**
  122251. * Gets if the system has been started. (Note: this will still be true after stop is called)
  122252. * @returns True if it has been started, otherwise false.
  122253. */
  122254. isStarted(): boolean;
  122255. /**
  122256. * Starts the particle system and begins to emit
  122257. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  122258. */
  122259. start(delay?: number): void;
  122260. /**
  122261. * Stops the particle system.
  122262. */
  122263. stop(): void;
  122264. /**
  122265. * Remove all active particles
  122266. */
  122267. reset(): void;
  122268. /**
  122269. * Returns the string "GPUParticleSystem"
  122270. * @returns a string containing the class name
  122271. */
  122272. getClassName(): string;
  122273. private _colorGradientsTexture;
  122274. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  122275. /**
  122276. * Adds a new color gradient
  122277. * @param gradient defines the gradient to use (between 0 and 1)
  122278. * @param color1 defines the color to affect to the specified gradient
  122279. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  122280. * @returns the current particle system
  122281. */
  122282. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  122283. /**
  122284. * Remove a specific color gradient
  122285. * @param gradient defines the gradient to remove
  122286. * @returns the current particle system
  122287. */
  122288. removeColorGradient(gradient: number): GPUParticleSystem;
  122289. private _angularSpeedGradientsTexture;
  122290. private _sizeGradientsTexture;
  122291. private _velocityGradientsTexture;
  122292. private _limitVelocityGradientsTexture;
  122293. private _dragGradientsTexture;
  122294. private _addFactorGradient;
  122295. /**
  122296. * Adds a new size gradient
  122297. * @param gradient defines the gradient to use (between 0 and 1)
  122298. * @param factor defines the size factor to affect to the specified gradient
  122299. * @returns the current particle system
  122300. */
  122301. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  122302. /**
  122303. * Remove a specific size gradient
  122304. * @param gradient defines the gradient to remove
  122305. * @returns the current particle system
  122306. */
  122307. removeSizeGradient(gradient: number): GPUParticleSystem;
  122308. /**
  122309. * Adds a new angular speed gradient
  122310. * @param gradient defines the gradient to use (between 0 and 1)
  122311. * @param factor defines the angular speed to affect to the specified gradient
  122312. * @returns the current particle system
  122313. */
  122314. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  122315. /**
  122316. * Remove a specific angular speed gradient
  122317. * @param gradient defines the gradient to remove
  122318. * @returns the current particle system
  122319. */
  122320. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  122321. /**
  122322. * Adds a new velocity gradient
  122323. * @param gradient defines the gradient to use (between 0 and 1)
  122324. * @param factor defines the velocity to affect to the specified gradient
  122325. * @returns the current particle system
  122326. */
  122327. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  122328. /**
  122329. * Remove a specific velocity gradient
  122330. * @param gradient defines the gradient to remove
  122331. * @returns the current particle system
  122332. */
  122333. removeVelocityGradient(gradient: number): GPUParticleSystem;
  122334. /**
  122335. * Adds a new limit velocity gradient
  122336. * @param gradient defines the gradient to use (between 0 and 1)
  122337. * @param factor defines the limit velocity value to affect to the specified gradient
  122338. * @returns the current particle system
  122339. */
  122340. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  122341. /**
  122342. * Remove a specific limit velocity gradient
  122343. * @param gradient defines the gradient to remove
  122344. * @returns the current particle system
  122345. */
  122346. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  122347. /**
  122348. * Adds a new drag gradient
  122349. * @param gradient defines the gradient to use (between 0 and 1)
  122350. * @param factor defines the drag value to affect to the specified gradient
  122351. * @returns the current particle system
  122352. */
  122353. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  122354. /**
  122355. * Remove a specific drag gradient
  122356. * @param gradient defines the gradient to remove
  122357. * @returns the current particle system
  122358. */
  122359. removeDragGradient(gradient: number): GPUParticleSystem;
  122360. /**
  122361. * Not supported by GPUParticleSystem
  122362. * @param gradient defines the gradient to use (between 0 and 1)
  122363. * @param factor defines the emit rate value to affect to the specified gradient
  122364. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  122365. * @returns the current particle system
  122366. */
  122367. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  122368. /**
  122369. * Not supported by GPUParticleSystem
  122370. * @param gradient defines the gradient to remove
  122371. * @returns the current particle system
  122372. */
  122373. removeEmitRateGradient(gradient: number): IParticleSystem;
  122374. /**
  122375. * Not supported by GPUParticleSystem
  122376. * @param gradient defines the gradient to use (between 0 and 1)
  122377. * @param factor defines the start size value to affect to the specified gradient
  122378. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  122379. * @returns the current particle system
  122380. */
  122381. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  122382. /**
  122383. * Not supported by GPUParticleSystem
  122384. * @param gradient defines the gradient to remove
  122385. * @returns the current particle system
  122386. */
  122387. removeStartSizeGradient(gradient: number): IParticleSystem;
  122388. /**
  122389. * Not supported by GPUParticleSystem
  122390. * @param gradient defines the gradient to use (between 0 and 1)
  122391. * @param min defines the color remap minimal range
  122392. * @param max defines the color remap maximal range
  122393. * @returns the current particle system
  122394. */
  122395. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  122396. /**
  122397. * Not supported by GPUParticleSystem
  122398. * @param gradient defines the gradient to remove
  122399. * @returns the current particle system
  122400. */
  122401. removeColorRemapGradient(): IParticleSystem;
  122402. /**
  122403. * Not supported by GPUParticleSystem
  122404. * @param gradient defines the gradient to use (between 0 and 1)
  122405. * @param min defines the alpha remap minimal range
  122406. * @param max defines the alpha remap maximal range
  122407. * @returns the current particle system
  122408. */
  122409. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  122410. /**
  122411. * Not supported by GPUParticleSystem
  122412. * @param gradient defines the gradient to remove
  122413. * @returns the current particle system
  122414. */
  122415. removeAlphaRemapGradient(): IParticleSystem;
  122416. /**
  122417. * Not supported by GPUParticleSystem
  122418. * @param gradient defines the gradient to use (between 0 and 1)
  122419. * @param color defines the color to affect to the specified gradient
  122420. * @returns the current particle system
  122421. */
  122422. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  122423. /**
  122424. * Not supported by GPUParticleSystem
  122425. * @param gradient defines the gradient to remove
  122426. * @returns the current particle system
  122427. */
  122428. removeRampGradient(): IParticleSystem;
  122429. /**
  122430. * Not supported by GPUParticleSystem
  122431. * @returns the list of ramp gradients
  122432. */
  122433. getRampGradients(): Nullable<Array<Color3Gradient>>;
  122434. /**
  122435. * Not supported by GPUParticleSystem
  122436. * Gets or sets a boolean indicating that ramp gradients must be used
  122437. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  122438. */
  122439. useRampGradients: boolean;
  122440. /**
  122441. * Not supported by GPUParticleSystem
  122442. * @param gradient defines the gradient to use (between 0 and 1)
  122443. * @param factor defines the life time factor to affect to the specified gradient
  122444. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  122445. * @returns the current particle system
  122446. */
  122447. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  122448. /**
  122449. * Not supported by GPUParticleSystem
  122450. * @param gradient defines the gradient to remove
  122451. * @returns the current particle system
  122452. */
  122453. removeLifeTimeGradient(gradient: number): IParticleSystem;
  122454. /**
  122455. * Instantiates a GPU particle system.
  122456. * 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.
  122457. * @param name The name of the particle system
  122458. * @param options The options used to create the system
  122459. * @param scene The scene the particle system belongs to
  122460. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  122461. */
  122462. constructor(name: string, options: Partial<{
  122463. capacity: number;
  122464. randomTextureSize: number;
  122465. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  122466. protected _reset(): void;
  122467. private _createUpdateVAO;
  122468. private _createRenderVAO;
  122469. private _initialize;
  122470. /** @hidden */
  122471. _recreateUpdateEffect(): void;
  122472. /** @hidden */
  122473. _recreateRenderEffect(): void;
  122474. /**
  122475. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  122476. * @param preWarm defines if we are in the pre-warmimg phase
  122477. */
  122478. animate(preWarm?: boolean): void;
  122479. private _createFactorGradientTexture;
  122480. private _createSizeGradientTexture;
  122481. private _createAngularSpeedGradientTexture;
  122482. private _createVelocityGradientTexture;
  122483. private _createLimitVelocityGradientTexture;
  122484. private _createDragGradientTexture;
  122485. private _createColorGradientTexture;
  122486. /**
  122487. * Renders the particle system in its current state
  122488. * @param preWarm defines if the system should only update the particles but not render them
  122489. * @returns the current number of particles
  122490. */
  122491. render(preWarm?: boolean): number;
  122492. /**
  122493. * Rebuilds the particle system
  122494. */
  122495. rebuild(): void;
  122496. private _releaseBuffers;
  122497. private _releaseVAOs;
  122498. /**
  122499. * Disposes the particle system and free the associated resources
  122500. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  122501. */
  122502. dispose(disposeTexture?: boolean): void;
  122503. /**
  122504. * Clones the particle system.
  122505. * @param name The name of the cloned object
  122506. * @param newEmitter The new emitter to use
  122507. * @returns the cloned particle system
  122508. */
  122509. clone(name: string, newEmitter: any): GPUParticleSystem;
  122510. /**
  122511. * Serializes the particle system to a JSON object.
  122512. * @returns the JSON object
  122513. */
  122514. serialize(): any;
  122515. /**
  122516. * Parses a JSON object to create a GPU particle system.
  122517. * @param parsedParticleSystem The JSON object to parse
  122518. * @param scene The scene to create the particle system in
  122519. * @param rootUrl The root url to use to load external dependencies like texture
  122520. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  122521. * @returns the parsed GPU particle system
  122522. */
  122523. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  122524. }
  122525. }
  122526. declare module BABYLON {
  122527. /**
  122528. * Represents a set of particle systems working together to create a specific effect
  122529. */
  122530. export class ParticleSystemSet implements IDisposable {
  122531. private _emitterCreationOptions;
  122532. private _emitterNode;
  122533. /**
  122534. * Gets the particle system list
  122535. */
  122536. systems: IParticleSystem[];
  122537. /**
  122538. * Gets the emitter node used with this set
  122539. */
  122540. readonly emitterNode: Nullable<TransformNode>;
  122541. /**
  122542. * Creates a new emitter mesh as a sphere
  122543. * @param options defines the options used to create the sphere
  122544. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  122545. * @param scene defines the hosting scene
  122546. */
  122547. setEmitterAsSphere(options: {
  122548. diameter: number;
  122549. segments: number;
  122550. color: Color3;
  122551. }, renderingGroupId: number, scene: Scene): void;
  122552. /**
  122553. * Starts all particle systems of the set
  122554. * @param emitter defines an optional mesh to use as emitter for the particle systems
  122555. */
  122556. start(emitter?: AbstractMesh): void;
  122557. /**
  122558. * Release all associated resources
  122559. */
  122560. dispose(): void;
  122561. /**
  122562. * Serialize the set into a JSON compatible object
  122563. * @returns a JSON compatible representation of the set
  122564. */
  122565. serialize(): any;
  122566. /**
  122567. * Parse a new ParticleSystemSet from a serialized source
  122568. * @param data defines a JSON compatible representation of the set
  122569. * @param scene defines the hosting scene
  122570. * @param gpu defines if we want GPU particles or CPU particles
  122571. * @returns a new ParticleSystemSet
  122572. */
  122573. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  122574. }
  122575. }
  122576. declare module BABYLON {
  122577. /**
  122578. * This class is made for on one-liner static method to help creating particle system set.
  122579. */
  122580. export class ParticleHelper {
  122581. /**
  122582. * Gets or sets base Assets URL
  122583. */
  122584. static BaseAssetsUrl: string;
  122585. /**
  122586. * Create a default particle system that you can tweak
  122587. * @param emitter defines the emitter to use
  122588. * @param capacity defines the system capacity (default is 500 particles)
  122589. * @param scene defines the hosting scene
  122590. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  122591. * @returns the new Particle system
  122592. */
  122593. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  122594. /**
  122595. * This is the main static method (one-liner) of this helper to create different particle systems
  122596. * @param type This string represents the type to the particle system to create
  122597. * @param scene The scene where the particle system should live
  122598. * @param gpu If the system will use gpu
  122599. * @returns the ParticleSystemSet created
  122600. */
  122601. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  122602. /**
  122603. * Static function used to export a particle system to a ParticleSystemSet variable.
  122604. * Please note that the emitter shape is not exported
  122605. * @param systems defines the particle systems to export
  122606. * @returns the created particle system set
  122607. */
  122608. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  122609. }
  122610. }
  122611. declare module BABYLON {
  122612. interface Engine {
  122613. /**
  122614. * Create an effect to use with particle systems.
  122615. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  122616. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  122617. * @param uniformsNames defines a list of attribute names
  122618. * @param samplers defines an array of string used to represent textures
  122619. * @param defines defines the string containing the defines to use to compile the shaders
  122620. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  122621. * @param onCompiled defines a function to call when the effect creation is successful
  122622. * @param onError defines a function to call when the effect creation has failed
  122623. * @returns the new Effect
  122624. */
  122625. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  122626. }
  122627. interface Mesh {
  122628. /**
  122629. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  122630. * @returns an array of IParticleSystem
  122631. */
  122632. getEmittedParticleSystems(): IParticleSystem[];
  122633. /**
  122634. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  122635. * @returns an array of IParticleSystem
  122636. */
  122637. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  122638. }
  122639. /**
  122640. * @hidden
  122641. */
  122642. export var _IDoNeedToBeInTheBuild: number;
  122643. }
  122644. declare module BABYLON {
  122645. interface Scene {
  122646. /** @hidden (Backing field) */
  122647. _physicsEngine: Nullable<IPhysicsEngine>;
  122648. /**
  122649. * Gets the current physics engine
  122650. * @returns a IPhysicsEngine or null if none attached
  122651. */
  122652. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  122653. /**
  122654. * Enables physics to the current scene
  122655. * @param gravity defines the scene's gravity for the physics engine
  122656. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  122657. * @return a boolean indicating if the physics engine was initialized
  122658. */
  122659. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  122660. /**
  122661. * Disables and disposes the physics engine associated with the scene
  122662. */
  122663. disablePhysicsEngine(): void;
  122664. /**
  122665. * Gets a boolean indicating if there is an active physics engine
  122666. * @returns a boolean indicating if there is an active physics engine
  122667. */
  122668. isPhysicsEnabled(): boolean;
  122669. /**
  122670. * Deletes a physics compound impostor
  122671. * @param compound defines the compound to delete
  122672. */
  122673. deleteCompoundImpostor(compound: any): void;
  122674. /**
  122675. * An event triggered when physic simulation is about to be run
  122676. */
  122677. onBeforePhysicsObservable: Observable<Scene>;
  122678. /**
  122679. * An event triggered when physic simulation has been done
  122680. */
  122681. onAfterPhysicsObservable: Observable<Scene>;
  122682. }
  122683. interface AbstractMesh {
  122684. /** @hidden */
  122685. _physicsImpostor: Nullable<PhysicsImpostor>;
  122686. /**
  122687. * Gets or sets impostor used for physic simulation
  122688. * @see http://doc.babylonjs.com/features/physics_engine
  122689. */
  122690. physicsImpostor: Nullable<PhysicsImpostor>;
  122691. /**
  122692. * Gets the current physics impostor
  122693. * @see http://doc.babylonjs.com/features/physics_engine
  122694. * @returns a physics impostor or null
  122695. */
  122696. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  122697. /** Apply a physic impulse to the mesh
  122698. * @param force defines the force to apply
  122699. * @param contactPoint defines where to apply the force
  122700. * @returns the current mesh
  122701. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  122702. */
  122703. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  122704. /**
  122705. * Creates a physic joint between two meshes
  122706. * @param otherMesh defines the other mesh to use
  122707. * @param pivot1 defines the pivot to use on this mesh
  122708. * @param pivot2 defines the pivot to use on the other mesh
  122709. * @param options defines additional options (can be plugin dependent)
  122710. * @returns the current mesh
  122711. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  122712. */
  122713. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  122714. /** @hidden */
  122715. _disposePhysicsObserver: Nullable<Observer<Node>>;
  122716. }
  122717. /**
  122718. * Defines the physics engine scene component responsible to manage a physics engine
  122719. */
  122720. export class PhysicsEngineSceneComponent implements ISceneComponent {
  122721. /**
  122722. * The component name helpful to identify the component in the list of scene components.
  122723. */
  122724. readonly name: string;
  122725. /**
  122726. * The scene the component belongs to.
  122727. */
  122728. scene: Scene;
  122729. /**
  122730. * Creates a new instance of the component for the given scene
  122731. * @param scene Defines the scene to register the component in
  122732. */
  122733. constructor(scene: Scene);
  122734. /**
  122735. * Registers the component in a given scene
  122736. */
  122737. register(): void;
  122738. /**
  122739. * Rebuilds the elements related to this component in case of
  122740. * context lost for instance.
  122741. */
  122742. rebuild(): void;
  122743. /**
  122744. * Disposes the component and the associated ressources
  122745. */
  122746. dispose(): void;
  122747. }
  122748. }
  122749. declare module BABYLON {
  122750. /**
  122751. * A helper for physics simulations
  122752. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  122753. */
  122754. export class PhysicsHelper {
  122755. private _scene;
  122756. private _physicsEngine;
  122757. /**
  122758. * Initializes the Physics helper
  122759. * @param scene Babylon.js scene
  122760. */
  122761. constructor(scene: Scene);
  122762. /**
  122763. * Applies a radial explosion impulse
  122764. * @param origin the origin of the explosion
  122765. * @param radiusOrEventOptions the radius or the options of radial explosion
  122766. * @param strength the explosion strength
  122767. * @param falloff possible options: Constant & Linear. Defaults to Constant
  122768. * @returns A physics radial explosion event, or null
  122769. */
  122770. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  122771. /**
  122772. * Applies a radial explosion force
  122773. * @param origin the origin of the explosion
  122774. * @param radiusOrEventOptions the radius or the options of radial explosion
  122775. * @param strength the explosion strength
  122776. * @param falloff possible options: Constant & Linear. Defaults to Constant
  122777. * @returns A physics radial explosion event, or null
  122778. */
  122779. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  122780. /**
  122781. * Creates a gravitational field
  122782. * @param origin the origin of the explosion
  122783. * @param radiusOrEventOptions the radius or the options of radial explosion
  122784. * @param strength the explosion strength
  122785. * @param falloff possible options: Constant & Linear. Defaults to Constant
  122786. * @returns A physics gravitational field event, or null
  122787. */
  122788. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  122789. /**
  122790. * Creates a physics updraft event
  122791. * @param origin the origin of the updraft
  122792. * @param radiusOrEventOptions the radius or the options of the updraft
  122793. * @param strength the strength of the updraft
  122794. * @param height the height of the updraft
  122795. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  122796. * @returns A physics updraft event, or null
  122797. */
  122798. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  122799. /**
  122800. * Creates a physics vortex event
  122801. * @param origin the of the vortex
  122802. * @param radiusOrEventOptions the radius or the options of the vortex
  122803. * @param strength the strength of the vortex
  122804. * @param height the height of the vortex
  122805. * @returns a Physics vortex event, or null
  122806. * A physics vortex event or null
  122807. */
  122808. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  122809. }
  122810. /**
  122811. * Represents a physics radial explosion event
  122812. */
  122813. class PhysicsRadialExplosionEvent {
  122814. private _scene;
  122815. private _options;
  122816. private _sphere;
  122817. private _dataFetched;
  122818. /**
  122819. * Initializes a radial explosioin event
  122820. * @param _scene BabylonJS scene
  122821. * @param _options The options for the vortex event
  122822. */
  122823. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  122824. /**
  122825. * Returns the data related to the radial explosion event (sphere).
  122826. * @returns The radial explosion event data
  122827. */
  122828. getData(): PhysicsRadialExplosionEventData;
  122829. /**
  122830. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  122831. * @param impostor A physics imposter
  122832. * @param origin the origin of the explosion
  122833. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  122834. */
  122835. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  122836. /**
  122837. * Triggers affecterd impostors callbacks
  122838. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  122839. */
  122840. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  122841. /**
  122842. * Disposes the sphere.
  122843. * @param force Specifies if the sphere should be disposed by force
  122844. */
  122845. dispose(force?: boolean): void;
  122846. /*** Helpers ***/
  122847. private _prepareSphere;
  122848. private _intersectsWithSphere;
  122849. }
  122850. /**
  122851. * Represents a gravitational field event
  122852. */
  122853. class PhysicsGravitationalFieldEvent {
  122854. private _physicsHelper;
  122855. private _scene;
  122856. private _origin;
  122857. private _options;
  122858. private _tickCallback;
  122859. private _sphere;
  122860. private _dataFetched;
  122861. /**
  122862. * Initializes the physics gravitational field event
  122863. * @param _physicsHelper A physics helper
  122864. * @param _scene BabylonJS scene
  122865. * @param _origin The origin position of the gravitational field event
  122866. * @param _options The options for the vortex event
  122867. */
  122868. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  122869. /**
  122870. * Returns the data related to the gravitational field event (sphere).
  122871. * @returns A gravitational field event
  122872. */
  122873. getData(): PhysicsGravitationalFieldEventData;
  122874. /**
  122875. * Enables the gravitational field.
  122876. */
  122877. enable(): void;
  122878. /**
  122879. * Disables the gravitational field.
  122880. */
  122881. disable(): void;
  122882. /**
  122883. * Disposes the sphere.
  122884. * @param force The force to dispose from the gravitational field event
  122885. */
  122886. dispose(force?: boolean): void;
  122887. private _tick;
  122888. }
  122889. /**
  122890. * Represents a physics updraft event
  122891. */
  122892. class PhysicsUpdraftEvent {
  122893. private _scene;
  122894. private _origin;
  122895. private _options;
  122896. private _physicsEngine;
  122897. private _originTop;
  122898. private _originDirection;
  122899. private _tickCallback;
  122900. private _cylinder;
  122901. private _cylinderPosition;
  122902. private _dataFetched;
  122903. /**
  122904. * Initializes the physics updraft event
  122905. * @param _scene BabylonJS scene
  122906. * @param _origin The origin position of the updraft
  122907. * @param _options The options for the updraft event
  122908. */
  122909. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  122910. /**
  122911. * Returns the data related to the updraft event (cylinder).
  122912. * @returns A physics updraft event
  122913. */
  122914. getData(): PhysicsUpdraftEventData;
  122915. /**
  122916. * Enables the updraft.
  122917. */
  122918. enable(): void;
  122919. /**
  122920. * Disables the updraft.
  122921. */
  122922. disable(): void;
  122923. /**
  122924. * Disposes the cylinder.
  122925. * @param force Specifies if the updraft should be disposed by force
  122926. */
  122927. dispose(force?: boolean): void;
  122928. private getImpostorHitData;
  122929. private _tick;
  122930. /*** Helpers ***/
  122931. private _prepareCylinder;
  122932. private _intersectsWithCylinder;
  122933. }
  122934. /**
  122935. * Represents a physics vortex event
  122936. */
  122937. class PhysicsVortexEvent {
  122938. private _scene;
  122939. private _origin;
  122940. private _options;
  122941. private _physicsEngine;
  122942. private _originTop;
  122943. private _tickCallback;
  122944. private _cylinder;
  122945. private _cylinderPosition;
  122946. private _dataFetched;
  122947. /**
  122948. * Initializes the physics vortex event
  122949. * @param _scene The BabylonJS scene
  122950. * @param _origin The origin position of the vortex
  122951. * @param _options The options for the vortex event
  122952. */
  122953. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  122954. /**
  122955. * Returns the data related to the vortex event (cylinder).
  122956. * @returns The physics vortex event data
  122957. */
  122958. getData(): PhysicsVortexEventData;
  122959. /**
  122960. * Enables the vortex.
  122961. */
  122962. enable(): void;
  122963. /**
  122964. * Disables the cortex.
  122965. */
  122966. disable(): void;
  122967. /**
  122968. * Disposes the sphere.
  122969. * @param force
  122970. */
  122971. dispose(force?: boolean): void;
  122972. private getImpostorHitData;
  122973. private _tick;
  122974. /*** Helpers ***/
  122975. private _prepareCylinder;
  122976. private _intersectsWithCylinder;
  122977. }
  122978. /**
  122979. * Options fot the radial explosion event
  122980. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  122981. */
  122982. export class PhysicsRadialExplosionEventOptions {
  122983. /**
  122984. * The radius of the sphere for the radial explosion.
  122985. */
  122986. radius: number;
  122987. /**
  122988. * The strenth of the explosion.
  122989. */
  122990. strength: number;
  122991. /**
  122992. * The strenght of the force in correspondence to the distance of the affected object
  122993. */
  122994. falloff: PhysicsRadialImpulseFalloff;
  122995. /**
  122996. * Sphere options for the radial explosion.
  122997. */
  122998. sphere: {
  122999. segments: number;
  123000. diameter: number;
  123001. };
  123002. /**
  123003. * Sphere options for the radial explosion.
  123004. */
  123005. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  123006. }
  123007. /**
  123008. * Options fot the updraft event
  123009. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123010. */
  123011. export class PhysicsUpdraftEventOptions {
  123012. /**
  123013. * The radius of the cylinder for the vortex
  123014. */
  123015. radius: number;
  123016. /**
  123017. * The strenth of the updraft.
  123018. */
  123019. strength: number;
  123020. /**
  123021. * The height of the cylinder for the updraft.
  123022. */
  123023. height: number;
  123024. /**
  123025. * The mode for the the updraft.
  123026. */
  123027. updraftMode: PhysicsUpdraftMode;
  123028. }
  123029. /**
  123030. * Options fot the vortex event
  123031. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123032. */
  123033. export class PhysicsVortexEventOptions {
  123034. /**
  123035. * The radius of the cylinder for the vortex
  123036. */
  123037. radius: number;
  123038. /**
  123039. * The strenth of the vortex.
  123040. */
  123041. strength: number;
  123042. /**
  123043. * The height of the cylinder for the vortex.
  123044. */
  123045. height: number;
  123046. /**
  123047. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  123048. */
  123049. centripetalForceThreshold: number;
  123050. /**
  123051. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  123052. */
  123053. centripetalForceMultiplier: number;
  123054. /**
  123055. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  123056. */
  123057. centrifugalForceMultiplier: number;
  123058. /**
  123059. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  123060. */
  123061. updraftForceMultiplier: number;
  123062. }
  123063. /**
  123064. * The strenght of the force in correspondence to the distance of the affected object
  123065. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123066. */
  123067. export enum PhysicsRadialImpulseFalloff {
  123068. /** Defines that impulse is constant in strength across it's whole radius */
  123069. Constant = 0,
  123070. /** Defines that impulse gets weaker if it's further from the origin */
  123071. Linear = 1
  123072. }
  123073. /**
  123074. * The strength of the force in correspondence to the distance of the affected object
  123075. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123076. */
  123077. export enum PhysicsUpdraftMode {
  123078. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  123079. Center = 0,
  123080. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  123081. Perpendicular = 1
  123082. }
  123083. /**
  123084. * Interface for a physics hit data
  123085. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123086. */
  123087. export interface PhysicsHitData {
  123088. /**
  123089. * The force applied at the contact point
  123090. */
  123091. force: Vector3;
  123092. /**
  123093. * The contact point
  123094. */
  123095. contactPoint: Vector3;
  123096. /**
  123097. * The distance from the origin to the contact point
  123098. */
  123099. distanceFromOrigin: number;
  123100. }
  123101. /**
  123102. * Interface for radial explosion event data
  123103. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123104. */
  123105. export interface PhysicsRadialExplosionEventData {
  123106. /**
  123107. * A sphere used for the radial explosion event
  123108. */
  123109. sphere: Mesh;
  123110. }
  123111. /**
  123112. * Interface for gravitational field event data
  123113. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123114. */
  123115. export interface PhysicsGravitationalFieldEventData {
  123116. /**
  123117. * A sphere mesh used for the gravitational field event
  123118. */
  123119. sphere: Mesh;
  123120. }
  123121. /**
  123122. * Interface for updraft event data
  123123. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123124. */
  123125. export interface PhysicsUpdraftEventData {
  123126. /**
  123127. * A cylinder used for the updraft event
  123128. */
  123129. cylinder: Mesh;
  123130. }
  123131. /**
  123132. * Interface for vortex event data
  123133. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123134. */
  123135. export interface PhysicsVortexEventData {
  123136. /**
  123137. * A cylinder used for the vortex event
  123138. */
  123139. cylinder: Mesh;
  123140. }
  123141. /**
  123142. * Interface for an affected physics impostor
  123143. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  123144. */
  123145. export interface PhysicsAffectedImpostorWithData {
  123146. /**
  123147. * The impostor affected by the effect
  123148. */
  123149. impostor: PhysicsImpostor;
  123150. /**
  123151. * The data about the hit/horce from the explosion
  123152. */
  123153. hitData: PhysicsHitData;
  123154. }
  123155. }
  123156. declare module BABYLON {
  123157. /** @hidden */
  123158. export var blackAndWhitePixelShader: {
  123159. name: string;
  123160. shader: string;
  123161. };
  123162. }
  123163. declare module BABYLON {
  123164. /**
  123165. * Post process used to render in black and white
  123166. */
  123167. export class BlackAndWhitePostProcess extends PostProcess {
  123168. /**
  123169. * Linear about to convert he result to black and white (default: 1)
  123170. */
  123171. degree: number;
  123172. /**
  123173. * Creates a black and white post process
  123174. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  123175. * @param name The name of the effect.
  123176. * @param options The required width/height ratio to downsize to before computing the render pass.
  123177. * @param camera The camera to apply the render pass to.
  123178. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123179. * @param engine The engine which the post process will be applied. (default: current engine)
  123180. * @param reusable If the post process can be reused on the same frame. (default: false)
  123181. */
  123182. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  123183. }
  123184. }
  123185. declare module BABYLON {
  123186. /**
  123187. * This represents a set of one or more post processes in Babylon.
  123188. * A post process can be used to apply a shader to a texture after it is rendered.
  123189. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  123190. */
  123191. export class PostProcessRenderEffect {
  123192. private _postProcesses;
  123193. private _getPostProcesses;
  123194. private _singleInstance;
  123195. private _cameras;
  123196. private _indicesForCamera;
  123197. /**
  123198. * Name of the effect
  123199. * @hidden
  123200. */
  123201. _name: string;
  123202. /**
  123203. * Instantiates a post process render effect.
  123204. * A post process can be used to apply a shader to a texture after it is rendered.
  123205. * @param engine The engine the effect is tied to
  123206. * @param name The name of the effect
  123207. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  123208. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  123209. */
  123210. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  123211. /**
  123212. * Checks if all the post processes in the effect are supported.
  123213. */
  123214. readonly isSupported: boolean;
  123215. /**
  123216. * Updates the current state of the effect
  123217. * @hidden
  123218. */
  123219. _update(): void;
  123220. /**
  123221. * Attaches the effect on cameras
  123222. * @param cameras The camera to attach to.
  123223. * @hidden
  123224. */
  123225. _attachCameras(cameras: Camera): void;
  123226. /**
  123227. * Attaches the effect on cameras
  123228. * @param cameras The camera to attach to.
  123229. * @hidden
  123230. */
  123231. _attachCameras(cameras: Camera[]): void;
  123232. /**
  123233. * Detaches the effect on cameras
  123234. * @param cameras The camera to detatch from.
  123235. * @hidden
  123236. */
  123237. _detachCameras(cameras: Camera): void;
  123238. /**
  123239. * Detatches the effect on cameras
  123240. * @param cameras The camera to detatch from.
  123241. * @hidden
  123242. */
  123243. _detachCameras(cameras: Camera[]): void;
  123244. /**
  123245. * Enables the effect on given cameras
  123246. * @param cameras The camera to enable.
  123247. * @hidden
  123248. */
  123249. _enable(cameras: Camera): void;
  123250. /**
  123251. * Enables the effect on given cameras
  123252. * @param cameras The camera to enable.
  123253. * @hidden
  123254. */
  123255. _enable(cameras: Nullable<Camera[]>): void;
  123256. /**
  123257. * Disables the effect on the given cameras
  123258. * @param cameras The camera to disable.
  123259. * @hidden
  123260. */
  123261. _disable(cameras: Camera): void;
  123262. /**
  123263. * Disables the effect on the given cameras
  123264. * @param cameras The camera to disable.
  123265. * @hidden
  123266. */
  123267. _disable(cameras: Nullable<Camera[]>): void;
  123268. /**
  123269. * Gets a list of the post processes contained in the effect.
  123270. * @param camera The camera to get the post processes on.
  123271. * @returns The list of the post processes in the effect.
  123272. */
  123273. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  123274. }
  123275. }
  123276. declare module BABYLON {
  123277. /** @hidden */
  123278. export var extractHighlightsPixelShader: {
  123279. name: string;
  123280. shader: string;
  123281. };
  123282. }
  123283. declare module BABYLON {
  123284. /**
  123285. * 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.
  123286. */
  123287. export class ExtractHighlightsPostProcess extends PostProcess {
  123288. /**
  123289. * The luminance threshold, pixels below this value will be set to black.
  123290. */
  123291. threshold: number;
  123292. /** @hidden */
  123293. _exposure: number;
  123294. /**
  123295. * Post process which has the input texture to be used when performing highlight extraction
  123296. * @hidden
  123297. */
  123298. _inputPostProcess: Nullable<PostProcess>;
  123299. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  123300. }
  123301. }
  123302. declare module BABYLON {
  123303. /** @hidden */
  123304. export var bloomMergePixelShader: {
  123305. name: string;
  123306. shader: string;
  123307. };
  123308. }
  123309. declare module BABYLON {
  123310. /**
  123311. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  123312. */
  123313. export class BloomMergePostProcess extends PostProcess {
  123314. /** Weight of the bloom to be added to the original input. */
  123315. weight: number;
  123316. /**
  123317. * Creates a new instance of @see BloomMergePostProcess
  123318. * @param name The name of the effect.
  123319. * @param originalFromInput Post process which's input will be used for the merge.
  123320. * @param blurred Blurred highlights post process which's output will be used.
  123321. * @param weight Weight of the bloom to be added to the original input.
  123322. * @param options The required width/height ratio to downsize to before computing the render pass.
  123323. * @param camera The camera to apply the render pass to.
  123324. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123325. * @param engine The engine which the post process will be applied. (default: current engine)
  123326. * @param reusable If the post process can be reused on the same frame. (default: false)
  123327. * @param textureType Type of textures used when performing the post process. (default: 0)
  123328. * @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)
  123329. */
  123330. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  123331. /** Weight of the bloom to be added to the original input. */
  123332. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  123333. }
  123334. }
  123335. declare module BABYLON {
  123336. /**
  123337. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  123338. */
  123339. export class BloomEffect extends PostProcessRenderEffect {
  123340. private bloomScale;
  123341. /**
  123342. * @hidden Internal
  123343. */
  123344. _effects: Array<PostProcess>;
  123345. /**
  123346. * @hidden Internal
  123347. */
  123348. _downscale: ExtractHighlightsPostProcess;
  123349. private _blurX;
  123350. private _blurY;
  123351. private _merge;
  123352. /**
  123353. * The luminance threshold to find bright areas of the image to bloom.
  123354. */
  123355. threshold: number;
  123356. /**
  123357. * The strength of the bloom.
  123358. */
  123359. weight: number;
  123360. /**
  123361. * Specifies the size of the bloom blur kernel, relative to the final output size
  123362. */
  123363. kernel: number;
  123364. /**
  123365. * Creates a new instance of @see BloomEffect
  123366. * @param scene The scene the effect belongs to.
  123367. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  123368. * @param bloomKernel The size of the kernel to be used when applying the blur.
  123369. * @param bloomWeight The the strength of bloom.
  123370. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  123371. * @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)
  123372. */
  123373. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  123374. /**
  123375. * Disposes each of the internal effects for a given camera.
  123376. * @param camera The camera to dispose the effect on.
  123377. */
  123378. disposeEffects(camera: Camera): void;
  123379. /**
  123380. * @hidden Internal
  123381. */
  123382. _updateEffects(): void;
  123383. /**
  123384. * Internal
  123385. * @returns if all the contained post processes are ready.
  123386. * @hidden
  123387. */
  123388. _isReady(): boolean;
  123389. }
  123390. }
  123391. declare module BABYLON {
  123392. /** @hidden */
  123393. export var chromaticAberrationPixelShader: {
  123394. name: string;
  123395. shader: string;
  123396. };
  123397. }
  123398. declare module BABYLON {
  123399. /**
  123400. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  123401. */
  123402. export class ChromaticAberrationPostProcess extends PostProcess {
  123403. /**
  123404. * The amount of seperation of rgb channels (default: 30)
  123405. */
  123406. aberrationAmount: number;
  123407. /**
  123408. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  123409. */
  123410. radialIntensity: number;
  123411. /**
  123412. * 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))
  123413. */
  123414. direction: Vector2;
  123415. /**
  123416. * 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))
  123417. */
  123418. centerPosition: Vector2;
  123419. /**
  123420. * Creates a new instance ChromaticAberrationPostProcess
  123421. * @param name The name of the effect.
  123422. * @param screenWidth The width of the screen to apply the effect on.
  123423. * @param screenHeight The height of the screen to apply the effect on.
  123424. * @param options The required width/height ratio to downsize to before computing the render pass.
  123425. * @param camera The camera to apply the render pass to.
  123426. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123427. * @param engine The engine which the post process will be applied. (default: current engine)
  123428. * @param reusable If the post process can be reused on the same frame. (default: false)
  123429. * @param textureType Type of textures used when performing the post process. (default: 0)
  123430. * @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)
  123431. */
  123432. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  123433. }
  123434. }
  123435. declare module BABYLON {
  123436. /** @hidden */
  123437. export var circleOfConfusionPixelShader: {
  123438. name: string;
  123439. shader: string;
  123440. };
  123441. }
  123442. declare module BABYLON {
  123443. /**
  123444. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  123445. */
  123446. export class CircleOfConfusionPostProcess extends PostProcess {
  123447. /**
  123448. * 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.
  123449. */
  123450. lensSize: number;
  123451. /**
  123452. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  123453. */
  123454. fStop: number;
  123455. /**
  123456. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  123457. */
  123458. focusDistance: number;
  123459. /**
  123460. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  123461. */
  123462. focalLength: number;
  123463. private _depthTexture;
  123464. /**
  123465. * Creates a new instance CircleOfConfusionPostProcess
  123466. * @param name The name of the effect.
  123467. * @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.
  123468. * @param options The required width/height ratio to downsize to before computing the render pass.
  123469. * @param camera The camera to apply the render pass to.
  123470. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123471. * @param engine The engine which the post process will be applied. (default: current engine)
  123472. * @param reusable If the post process can be reused on the same frame. (default: false)
  123473. * @param textureType Type of textures used when performing the post process. (default: 0)
  123474. * @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)
  123475. */
  123476. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  123477. /**
  123478. * 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.
  123479. */
  123480. depthTexture: RenderTargetTexture;
  123481. }
  123482. }
  123483. declare module BABYLON {
  123484. /** @hidden */
  123485. export var colorCorrectionPixelShader: {
  123486. name: string;
  123487. shader: string;
  123488. };
  123489. }
  123490. declare module BABYLON {
  123491. /**
  123492. *
  123493. * This post-process allows the modification of rendered colors by using
  123494. * a 'look-up table' (LUT). This effect is also called Color Grading.
  123495. *
  123496. * The object needs to be provided an url to a texture containing the color
  123497. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  123498. * Use an image editing software to tweak the LUT to match your needs.
  123499. *
  123500. * For an example of a color LUT, see here:
  123501. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  123502. * For explanations on color grading, see here:
  123503. * @see http://udn.epicgames.com/Three/ColorGrading.html
  123504. *
  123505. */
  123506. export class ColorCorrectionPostProcess extends PostProcess {
  123507. private _colorTableTexture;
  123508. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  123509. }
  123510. }
  123511. declare module BABYLON {
  123512. /** @hidden */
  123513. export var convolutionPixelShader: {
  123514. name: string;
  123515. shader: string;
  123516. };
  123517. }
  123518. declare module BABYLON {
  123519. /**
  123520. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  123521. * input texture to perform effects such as edge detection or sharpening
  123522. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  123523. */
  123524. export class ConvolutionPostProcess extends PostProcess {
  123525. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  123526. kernel: number[];
  123527. /**
  123528. * Creates a new instance ConvolutionPostProcess
  123529. * @param name The name of the effect.
  123530. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  123531. * @param options The required width/height ratio to downsize to before computing the render pass.
  123532. * @param camera The camera to apply the render pass to.
  123533. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123534. * @param engine The engine which the post process will be applied. (default: current engine)
  123535. * @param reusable If the post process can be reused on the same frame. (default: false)
  123536. * @param textureType Type of textures used when performing the post process. (default: 0)
  123537. */
  123538. constructor(name: string,
  123539. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  123540. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  123541. /**
  123542. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  123543. */
  123544. static EdgeDetect0Kernel: number[];
  123545. /**
  123546. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  123547. */
  123548. static EdgeDetect1Kernel: number[];
  123549. /**
  123550. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  123551. */
  123552. static EdgeDetect2Kernel: number[];
  123553. /**
  123554. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  123555. */
  123556. static SharpenKernel: number[];
  123557. /**
  123558. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  123559. */
  123560. static EmbossKernel: number[];
  123561. /**
  123562. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  123563. */
  123564. static GaussianKernel: number[];
  123565. }
  123566. }
  123567. declare module BABYLON {
  123568. /**
  123569. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  123570. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  123571. * based on samples that have a large difference in distance than the center pixel.
  123572. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  123573. */
  123574. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  123575. direction: Vector2;
  123576. /**
  123577. * Creates a new instance CircleOfConfusionPostProcess
  123578. * @param name The name of the effect.
  123579. * @param scene The scene the effect belongs to.
  123580. * @param direction The direction the blur should be applied.
  123581. * @param kernel The size of the kernel used to blur.
  123582. * @param options The required width/height ratio to downsize to before computing the render pass.
  123583. * @param camera The camera to apply the render pass to.
  123584. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  123585. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  123586. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123587. * @param engine The engine which the post process will be applied. (default: current engine)
  123588. * @param reusable If the post process can be reused on the same frame. (default: false)
  123589. * @param textureType Type of textures used when performing the post process. (default: 0)
  123590. * @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)
  123591. */
  123592. 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);
  123593. }
  123594. }
  123595. declare module BABYLON {
  123596. /** @hidden */
  123597. export var depthOfFieldMergePixelShader: {
  123598. name: string;
  123599. shader: string;
  123600. };
  123601. }
  123602. declare module BABYLON {
  123603. /**
  123604. * Options to be set when merging outputs from the default pipeline.
  123605. */
  123606. export class DepthOfFieldMergePostProcessOptions {
  123607. /**
  123608. * The original image to merge on top of
  123609. */
  123610. originalFromInput: PostProcess;
  123611. /**
  123612. * Parameters to perform the merge of the depth of field effect
  123613. */
  123614. depthOfField?: {
  123615. circleOfConfusion: PostProcess;
  123616. blurSteps: Array<PostProcess>;
  123617. };
  123618. /**
  123619. * Parameters to perform the merge of bloom effect
  123620. */
  123621. bloom?: {
  123622. blurred: PostProcess;
  123623. weight: number;
  123624. };
  123625. }
  123626. /**
  123627. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  123628. */
  123629. export class DepthOfFieldMergePostProcess extends PostProcess {
  123630. private blurSteps;
  123631. /**
  123632. * Creates a new instance of DepthOfFieldMergePostProcess
  123633. * @param name The name of the effect.
  123634. * @param originalFromInput Post process which's input will be used for the merge.
  123635. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  123636. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  123637. * @param options The required width/height ratio to downsize to before computing the render pass.
  123638. * @param camera The camera to apply the render pass to.
  123639. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123640. * @param engine The engine which the post process will be applied. (default: current engine)
  123641. * @param reusable If the post process can be reused on the same frame. (default: false)
  123642. * @param textureType Type of textures used when performing the post process. (default: 0)
  123643. * @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)
  123644. */
  123645. 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);
  123646. /**
  123647. * Updates the effect with the current post process compile time values and recompiles the shader.
  123648. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  123649. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  123650. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  123651. * @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
  123652. * @param onCompiled Called when the shader has been compiled.
  123653. * @param onError Called if there is an error when compiling a shader.
  123654. */
  123655. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  123656. }
  123657. }
  123658. declare module BABYLON {
  123659. /**
  123660. * Specifies the level of max blur that should be applied when using the depth of field effect
  123661. */
  123662. export enum DepthOfFieldEffectBlurLevel {
  123663. /**
  123664. * Subtle blur
  123665. */
  123666. Low = 0,
  123667. /**
  123668. * Medium blur
  123669. */
  123670. Medium = 1,
  123671. /**
  123672. * Large blur
  123673. */
  123674. High = 2
  123675. }
  123676. /**
  123677. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  123678. */
  123679. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  123680. private _circleOfConfusion;
  123681. /**
  123682. * @hidden Internal, blurs from high to low
  123683. */
  123684. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  123685. private _depthOfFieldBlurY;
  123686. private _dofMerge;
  123687. /**
  123688. * @hidden Internal post processes in depth of field effect
  123689. */
  123690. _effects: Array<PostProcess>;
  123691. /**
  123692. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  123693. */
  123694. focalLength: number;
  123695. /**
  123696. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  123697. */
  123698. fStop: number;
  123699. /**
  123700. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  123701. */
  123702. focusDistance: number;
  123703. /**
  123704. * 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.
  123705. */
  123706. lensSize: number;
  123707. /**
  123708. * Creates a new instance DepthOfFieldEffect
  123709. * @param scene The scene the effect belongs to.
  123710. * @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.
  123711. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  123712. * @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)
  123713. */
  123714. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  123715. /**
  123716. * Get the current class name of the current effet
  123717. * @returns "DepthOfFieldEffect"
  123718. */
  123719. getClassName(): string;
  123720. /**
  123721. * 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.
  123722. */
  123723. depthTexture: RenderTargetTexture;
  123724. /**
  123725. * Disposes each of the internal effects for a given camera.
  123726. * @param camera The camera to dispose the effect on.
  123727. */
  123728. disposeEffects(camera: Camera): void;
  123729. /**
  123730. * @hidden Internal
  123731. */
  123732. _updateEffects(): void;
  123733. /**
  123734. * Internal
  123735. * @returns if all the contained post processes are ready.
  123736. * @hidden
  123737. */
  123738. _isReady(): boolean;
  123739. }
  123740. }
  123741. declare module BABYLON {
  123742. /** @hidden */
  123743. export var displayPassPixelShader: {
  123744. name: string;
  123745. shader: string;
  123746. };
  123747. }
  123748. declare module BABYLON {
  123749. /**
  123750. * DisplayPassPostProcess which produces an output the same as it's input
  123751. */
  123752. export class DisplayPassPostProcess extends PostProcess {
  123753. /**
  123754. * Creates the DisplayPassPostProcess
  123755. * @param name The name of the effect.
  123756. * @param options The required width/height ratio to downsize to before computing the render pass.
  123757. * @param camera The camera to apply the render pass to.
  123758. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123759. * @param engine The engine which the post process will be applied. (default: current engine)
  123760. * @param reusable If the post process can be reused on the same frame. (default: false)
  123761. */
  123762. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  123763. }
  123764. }
  123765. declare module BABYLON {
  123766. /** @hidden */
  123767. export var filterPixelShader: {
  123768. name: string;
  123769. shader: string;
  123770. };
  123771. }
  123772. declare module BABYLON {
  123773. /**
  123774. * Applies a kernel filter to the image
  123775. */
  123776. export class FilterPostProcess extends PostProcess {
  123777. /** The matrix to be applied to the image */
  123778. kernelMatrix: Matrix;
  123779. /**
  123780. *
  123781. * @param name The name of the effect.
  123782. * @param kernelMatrix The matrix to be applied to the image
  123783. * @param options The required width/height ratio to downsize to before computing the render pass.
  123784. * @param camera The camera to apply the render pass to.
  123785. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123786. * @param engine The engine which the post process will be applied. (default: current engine)
  123787. * @param reusable If the post process can be reused on the same frame. (default: false)
  123788. */
  123789. constructor(name: string,
  123790. /** The matrix to be applied to the image */
  123791. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  123792. }
  123793. }
  123794. declare module BABYLON {
  123795. /** @hidden */
  123796. export var fxaaPixelShader: {
  123797. name: string;
  123798. shader: string;
  123799. };
  123800. }
  123801. declare module BABYLON {
  123802. /** @hidden */
  123803. export var fxaaVertexShader: {
  123804. name: string;
  123805. shader: string;
  123806. };
  123807. }
  123808. declare module BABYLON {
  123809. /**
  123810. * Fxaa post process
  123811. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  123812. */
  123813. export class FxaaPostProcess extends PostProcess {
  123814. /** @hidden */
  123815. texelWidth: number;
  123816. /** @hidden */
  123817. texelHeight: number;
  123818. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  123819. private _getDefines;
  123820. }
  123821. }
  123822. declare module BABYLON {
  123823. /** @hidden */
  123824. export var grainPixelShader: {
  123825. name: string;
  123826. shader: string;
  123827. };
  123828. }
  123829. declare module BABYLON {
  123830. /**
  123831. * The GrainPostProcess adds noise to the image at mid luminance levels
  123832. */
  123833. export class GrainPostProcess extends PostProcess {
  123834. /**
  123835. * The intensity of the grain added (default: 30)
  123836. */
  123837. intensity: number;
  123838. /**
  123839. * If the grain should be randomized on every frame
  123840. */
  123841. animated: boolean;
  123842. /**
  123843. * Creates a new instance of @see GrainPostProcess
  123844. * @param name The name of the effect.
  123845. * @param options The required width/height ratio to downsize to before computing the render pass.
  123846. * @param camera The camera to apply the render pass to.
  123847. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123848. * @param engine The engine which the post process will be applied. (default: current engine)
  123849. * @param reusable If the post process can be reused on the same frame. (default: false)
  123850. * @param textureType Type of textures used when performing the post process. (default: 0)
  123851. * @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)
  123852. */
  123853. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  123854. }
  123855. }
  123856. declare module BABYLON {
  123857. /** @hidden */
  123858. export var highlightsPixelShader: {
  123859. name: string;
  123860. shader: string;
  123861. };
  123862. }
  123863. declare module BABYLON {
  123864. /**
  123865. * Extracts highlights from the image
  123866. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  123867. */
  123868. export class HighlightsPostProcess extends PostProcess {
  123869. /**
  123870. * Extracts highlights from the image
  123871. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  123872. * @param name The name of the effect.
  123873. * @param options The required width/height ratio to downsize to before computing the render pass.
  123874. * @param camera The camera to apply the render pass to.
  123875. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  123876. * @param engine The engine which the post process will be applied. (default: current engine)
  123877. * @param reusable If the post process can be reused on the same frame. (default: false)
  123878. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  123879. */
  123880. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  123881. }
  123882. }
  123883. declare module BABYLON {
  123884. /** @hidden */
  123885. export var mrtFragmentDeclaration: {
  123886. name: string;
  123887. shader: string;
  123888. };
  123889. }
  123890. declare module BABYLON {
  123891. /** @hidden */
  123892. export var geometryPixelShader: {
  123893. name: string;
  123894. shader: string;
  123895. };
  123896. }
  123897. declare module BABYLON {
  123898. /** @hidden */
  123899. export var geometryVertexShader: {
  123900. name: string;
  123901. shader: string;
  123902. };
  123903. }
  123904. declare module BABYLON {
  123905. /** @hidden */
  123906. interface ISavedTransformationMatrix {
  123907. world: Matrix;
  123908. viewProjection: Matrix;
  123909. }
  123910. /**
  123911. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  123912. */
  123913. export class GeometryBufferRenderer {
  123914. /**
  123915. * Constant used to retrieve the position texture index in the G-Buffer textures array
  123916. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  123917. */
  123918. static readonly POSITION_TEXTURE_TYPE: number;
  123919. /**
  123920. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  123921. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  123922. */
  123923. static readonly VELOCITY_TEXTURE_TYPE: number;
  123924. /**
  123925. * Dictionary used to store the previous transformation matrices of each rendered mesh
  123926. * in order to compute objects velocities when enableVelocity is set to "true"
  123927. * @hidden
  123928. */
  123929. _previousTransformationMatrices: {
  123930. [index: number]: ISavedTransformationMatrix;
  123931. };
  123932. /**
  123933. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  123934. * in order to compute objects velocities when enableVelocity is set to "true"
  123935. * @hidden
  123936. */
  123937. _previousBonesTransformationMatrices: {
  123938. [index: number]: Float32Array;
  123939. };
  123940. /**
  123941. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  123942. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  123943. */
  123944. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  123945. private _scene;
  123946. private _multiRenderTarget;
  123947. private _ratio;
  123948. private _enablePosition;
  123949. private _enableVelocity;
  123950. private _positionIndex;
  123951. private _velocityIndex;
  123952. protected _effect: Effect;
  123953. protected _cachedDefines: string;
  123954. /**
  123955. * Set the render list (meshes to be rendered) used in the G buffer.
  123956. */
  123957. renderList: Mesh[];
  123958. /**
  123959. * Gets wether or not G buffer are supported by the running hardware.
  123960. * This requires draw buffer supports
  123961. */
  123962. readonly isSupported: boolean;
  123963. /**
  123964. * Returns the index of the given texture type in the G-Buffer textures array
  123965. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  123966. * @returns the index of the given texture type in the G-Buffer textures array
  123967. */
  123968. getTextureIndex(textureType: number): number;
  123969. /**
  123970. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  123971. */
  123972. /**
  123973. * Sets whether or not objects positions are enabled for the G buffer.
  123974. */
  123975. enablePosition: boolean;
  123976. /**
  123977. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  123978. */
  123979. /**
  123980. * Sets wether or not objects velocities are enabled for the G buffer.
  123981. */
  123982. enableVelocity: boolean;
  123983. /**
  123984. * Gets the scene associated with the buffer.
  123985. */
  123986. readonly scene: Scene;
  123987. /**
  123988. * Gets the ratio used by the buffer during its creation.
  123989. * How big is the buffer related to the main canvas.
  123990. */
  123991. readonly ratio: number;
  123992. /** @hidden */
  123993. static _SceneComponentInitialization: (scene: Scene) => void;
  123994. /**
  123995. * Creates a new G Buffer for the scene
  123996. * @param scene The scene the buffer belongs to
  123997. * @param ratio How big is the buffer related to the main canvas.
  123998. */
  123999. constructor(scene: Scene, ratio?: number);
  124000. /**
  124001. * Checks wether everything is ready to render a submesh to the G buffer.
  124002. * @param subMesh the submesh to check readiness for
  124003. * @param useInstances is the mesh drawn using instance or not
  124004. * @returns true if ready otherwise false
  124005. */
  124006. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  124007. /**
  124008. * Gets the current underlying G Buffer.
  124009. * @returns the buffer
  124010. */
  124011. getGBuffer(): MultiRenderTarget;
  124012. /**
  124013. * Gets the number of samples used to render the buffer (anti aliasing).
  124014. */
  124015. /**
  124016. * Sets the number of samples used to render the buffer (anti aliasing).
  124017. */
  124018. samples: number;
  124019. /**
  124020. * Disposes the renderer and frees up associated resources.
  124021. */
  124022. dispose(): void;
  124023. protected _createRenderTargets(): void;
  124024. private _copyBonesTransformationMatrices;
  124025. }
  124026. }
  124027. declare module BABYLON {
  124028. interface Scene {
  124029. /** @hidden (Backing field) */
  124030. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  124031. /**
  124032. * Gets or Sets the current geometry buffer associated to the scene.
  124033. */
  124034. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  124035. /**
  124036. * Enables a GeometryBufferRender and associates it with the scene
  124037. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  124038. * @returns the GeometryBufferRenderer
  124039. */
  124040. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  124041. /**
  124042. * Disables the GeometryBufferRender associated with the scene
  124043. */
  124044. disableGeometryBufferRenderer(): void;
  124045. }
  124046. /**
  124047. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  124048. * in several rendering techniques.
  124049. */
  124050. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  124051. /**
  124052. * The component name helpful to identify the component in the list of scene components.
  124053. */
  124054. readonly name: string;
  124055. /**
  124056. * The scene the component belongs to.
  124057. */
  124058. scene: Scene;
  124059. /**
  124060. * Creates a new instance of the component for the given scene
  124061. * @param scene Defines the scene to register the component in
  124062. */
  124063. constructor(scene: Scene);
  124064. /**
  124065. * Registers the component in a given scene
  124066. */
  124067. register(): void;
  124068. /**
  124069. * Rebuilds the elements related to this component in case of
  124070. * context lost for instance.
  124071. */
  124072. rebuild(): void;
  124073. /**
  124074. * Disposes the component and the associated ressources
  124075. */
  124076. dispose(): void;
  124077. private _gatherRenderTargets;
  124078. }
  124079. }
  124080. declare module BABYLON {
  124081. /** @hidden */
  124082. export var motionBlurPixelShader: {
  124083. name: string;
  124084. shader: string;
  124085. };
  124086. }
  124087. declare module BABYLON {
  124088. /**
  124089. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  124090. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  124091. * As an example, all you have to do is to create the post-process:
  124092. * var mb = new BABYLON.MotionBlurPostProcess(
  124093. * 'mb', // The name of the effect.
  124094. * scene, // The scene containing the objects to blur according to their velocity.
  124095. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  124096. * camera // The camera to apply the render pass to.
  124097. * );
  124098. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  124099. */
  124100. export class MotionBlurPostProcess extends PostProcess {
  124101. /**
  124102. * Defines how much the image is blurred by the movement. Default value is equal to 1
  124103. */
  124104. motionStrength: number;
  124105. /**
  124106. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  124107. */
  124108. /**
  124109. * Sets the number of iterations to be used for motion blur quality
  124110. */
  124111. motionBlurSamples: number;
  124112. private _motionBlurSamples;
  124113. private _geometryBufferRenderer;
  124114. /**
  124115. * Creates a new instance MotionBlurPostProcess
  124116. * @param name The name of the effect.
  124117. * @param scene The scene containing the objects to blur according to their velocity.
  124118. * @param options The required width/height ratio to downsize to before computing the render pass.
  124119. * @param camera The camera to apply the render pass to.
  124120. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  124121. * @param engine The engine which the post process will be applied. (default: current engine)
  124122. * @param reusable If the post process can be reused on the same frame. (default: false)
  124123. * @param textureType Type of textures used when performing the post process. (default: 0)
  124124. * @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)
  124125. */
  124126. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  124127. /**
  124128. * Excludes the given skinned mesh from computing bones velocities.
  124129. * 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.
  124130. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  124131. */
  124132. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  124133. /**
  124134. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  124135. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  124136. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  124137. */
  124138. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  124139. /**
  124140. * Disposes the post process.
  124141. * @param camera The camera to dispose the post process on.
  124142. */
  124143. dispose(camera?: Camera): void;
  124144. }
  124145. }
  124146. declare module BABYLON {
  124147. /** @hidden */
  124148. export var refractionPixelShader: {
  124149. name: string;
  124150. shader: string;
  124151. };
  124152. }
  124153. declare module BABYLON {
  124154. /**
  124155. * Post process which applies a refractin texture
  124156. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  124157. */
  124158. export class RefractionPostProcess extends PostProcess {
  124159. /** the base color of the refraction (used to taint the rendering) */
  124160. color: Color3;
  124161. /** simulated refraction depth */
  124162. depth: number;
  124163. /** the coefficient of the base color (0 to remove base color tainting) */
  124164. colorLevel: number;
  124165. private _refTexture;
  124166. private _ownRefractionTexture;
  124167. /**
  124168. * Gets or sets the refraction texture
  124169. * Please note that you are responsible for disposing the texture if you set it manually
  124170. */
  124171. refractionTexture: Texture;
  124172. /**
  124173. * Initializes the RefractionPostProcess
  124174. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  124175. * @param name The name of the effect.
  124176. * @param refractionTextureUrl Url of the refraction texture to use
  124177. * @param color the base color of the refraction (used to taint the rendering)
  124178. * @param depth simulated refraction depth
  124179. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  124180. * @param camera The camera to apply the render pass to.
  124181. * @param options The required width/height ratio to downsize to before computing the render pass.
  124182. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  124183. * @param engine The engine which the post process will be applied. (default: current engine)
  124184. * @param reusable If the post process can be reused on the same frame. (default: false)
  124185. */
  124186. constructor(name: string, refractionTextureUrl: string,
  124187. /** the base color of the refraction (used to taint the rendering) */
  124188. color: Color3,
  124189. /** simulated refraction depth */
  124190. depth: number,
  124191. /** the coefficient of the base color (0 to remove base color tainting) */
  124192. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  124193. /**
  124194. * Disposes of the post process
  124195. * @param camera Camera to dispose post process on
  124196. */
  124197. dispose(camera: Camera): void;
  124198. }
  124199. }
  124200. declare module BABYLON {
  124201. /** @hidden */
  124202. export var sharpenPixelShader: {
  124203. name: string;
  124204. shader: string;
  124205. };
  124206. }
  124207. declare module BABYLON {
  124208. /**
  124209. * The SharpenPostProcess applies a sharpen kernel to every pixel
  124210. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  124211. */
  124212. export class SharpenPostProcess extends PostProcess {
  124213. /**
  124214. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  124215. */
  124216. colorAmount: number;
  124217. /**
  124218. * How much sharpness should be applied (default: 0.3)
  124219. */
  124220. edgeAmount: number;
  124221. /**
  124222. * Creates a new instance ConvolutionPostProcess
  124223. * @param name The name of the effect.
  124224. * @param options The required width/height ratio to downsize to before computing the render pass.
  124225. * @param camera The camera to apply the render pass to.
  124226. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  124227. * @param engine The engine which the post process will be applied. (default: current engine)
  124228. * @param reusable If the post process can be reused on the same frame. (default: false)
  124229. * @param textureType Type of textures used when performing the post process. (default: 0)
  124230. * @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)
  124231. */
  124232. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  124233. }
  124234. }
  124235. declare module BABYLON {
  124236. /**
  124237. * PostProcessRenderPipeline
  124238. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  124239. */
  124240. export class PostProcessRenderPipeline {
  124241. private engine;
  124242. private _renderEffects;
  124243. private _renderEffectsForIsolatedPass;
  124244. /**
  124245. * List of inspectable custom properties (used by the Inspector)
  124246. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  124247. */
  124248. inspectableCustomProperties: IInspectable[];
  124249. /**
  124250. * @hidden
  124251. */
  124252. protected _cameras: Camera[];
  124253. /** @hidden */
  124254. _name: string;
  124255. /**
  124256. * Gets pipeline name
  124257. */
  124258. readonly name: string;
  124259. /**
  124260. * Initializes a PostProcessRenderPipeline
  124261. * @param engine engine to add the pipeline to
  124262. * @param name name of the pipeline
  124263. */
  124264. constructor(engine: Engine, name: string);
  124265. /**
  124266. * Gets the class name
  124267. * @returns "PostProcessRenderPipeline"
  124268. */
  124269. getClassName(): string;
  124270. /**
  124271. * If all the render effects in the pipeline are supported
  124272. */
  124273. readonly isSupported: boolean;
  124274. /**
  124275. * Adds an effect to the pipeline
  124276. * @param renderEffect the effect to add
  124277. */
  124278. addEffect(renderEffect: PostProcessRenderEffect): void;
  124279. /** @hidden */
  124280. _rebuild(): void;
  124281. /** @hidden */
  124282. _enableEffect(renderEffectName: string, cameras: Camera): void;
  124283. /** @hidden */
  124284. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  124285. /** @hidden */
  124286. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  124287. /** @hidden */
  124288. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  124289. /** @hidden */
  124290. _attachCameras(cameras: Camera, unique: boolean): void;
  124291. /** @hidden */
  124292. _attachCameras(cameras: Camera[], unique: boolean): void;
  124293. /** @hidden */
  124294. _detachCameras(cameras: Camera): void;
  124295. /** @hidden */
  124296. _detachCameras(cameras: Nullable<Camera[]>): void;
  124297. /** @hidden */
  124298. _update(): void;
  124299. /** @hidden */
  124300. _reset(): void;
  124301. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  124302. /**
  124303. * Disposes of the pipeline
  124304. */
  124305. dispose(): void;
  124306. }
  124307. }
  124308. declare module BABYLON {
  124309. /**
  124310. * PostProcessRenderPipelineManager class
  124311. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  124312. */
  124313. export class PostProcessRenderPipelineManager {
  124314. private _renderPipelines;
  124315. /**
  124316. * Initializes a PostProcessRenderPipelineManager
  124317. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  124318. */
  124319. constructor();
  124320. /**
  124321. * Gets the list of supported render pipelines
  124322. */
  124323. readonly supportedPipelines: PostProcessRenderPipeline[];
  124324. /**
  124325. * Adds a pipeline to the manager
  124326. * @param renderPipeline The pipeline to add
  124327. */
  124328. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  124329. /**
  124330. * Attaches a camera to the pipeline
  124331. * @param renderPipelineName The name of the pipeline to attach to
  124332. * @param cameras the camera to attach
  124333. * @param unique if the camera can be attached multiple times to the pipeline
  124334. */
  124335. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  124336. /**
  124337. * Detaches a camera from the pipeline
  124338. * @param renderPipelineName The name of the pipeline to detach from
  124339. * @param cameras the camera to detach
  124340. */
  124341. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  124342. /**
  124343. * Enables an effect by name on a pipeline
  124344. * @param renderPipelineName the name of the pipeline to enable the effect in
  124345. * @param renderEffectName the name of the effect to enable
  124346. * @param cameras the cameras that the effect should be enabled on
  124347. */
  124348. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  124349. /**
  124350. * Disables an effect by name on a pipeline
  124351. * @param renderPipelineName the name of the pipeline to disable the effect in
  124352. * @param renderEffectName the name of the effect to disable
  124353. * @param cameras the cameras that the effect should be disabled on
  124354. */
  124355. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  124356. /**
  124357. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  124358. */
  124359. update(): void;
  124360. /** @hidden */
  124361. _rebuild(): void;
  124362. /**
  124363. * Disposes of the manager and pipelines
  124364. */
  124365. dispose(): void;
  124366. }
  124367. }
  124368. declare module BABYLON {
  124369. interface Scene {
  124370. /** @hidden (Backing field) */
  124371. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  124372. /**
  124373. * Gets the postprocess render pipeline manager
  124374. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  124375. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  124376. */
  124377. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  124378. }
  124379. /**
  124380. * Defines the Render Pipeline scene component responsible to rendering pipelines
  124381. */
  124382. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  124383. /**
  124384. * The component name helpfull to identify the component in the list of scene components.
  124385. */
  124386. readonly name: string;
  124387. /**
  124388. * The scene the component belongs to.
  124389. */
  124390. scene: Scene;
  124391. /**
  124392. * Creates a new instance of the component for the given scene
  124393. * @param scene Defines the scene to register the component in
  124394. */
  124395. constructor(scene: Scene);
  124396. /**
  124397. * Registers the component in a given scene
  124398. */
  124399. register(): void;
  124400. /**
  124401. * Rebuilds the elements related to this component in case of
  124402. * context lost for instance.
  124403. */
  124404. rebuild(): void;
  124405. /**
  124406. * Disposes the component and the associated ressources
  124407. */
  124408. dispose(): void;
  124409. private _gatherRenderTargets;
  124410. }
  124411. }
  124412. declare module BABYLON {
  124413. /**
  124414. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  124415. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  124416. */
  124417. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  124418. private _scene;
  124419. private _camerasToBeAttached;
  124420. /**
  124421. * ID of the sharpen post process,
  124422. */
  124423. private readonly SharpenPostProcessId;
  124424. /**
  124425. * @ignore
  124426. * ID of the image processing post process;
  124427. */
  124428. readonly ImageProcessingPostProcessId: string;
  124429. /**
  124430. * @ignore
  124431. * ID of the Fast Approximate Anti-Aliasing post process;
  124432. */
  124433. readonly FxaaPostProcessId: string;
  124434. /**
  124435. * ID of the chromatic aberration post process,
  124436. */
  124437. private readonly ChromaticAberrationPostProcessId;
  124438. /**
  124439. * ID of the grain post process
  124440. */
  124441. private readonly GrainPostProcessId;
  124442. /**
  124443. * Sharpen post process which will apply a sharpen convolution to enhance edges
  124444. */
  124445. sharpen: SharpenPostProcess;
  124446. private _sharpenEffect;
  124447. private bloom;
  124448. /**
  124449. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  124450. */
  124451. depthOfField: DepthOfFieldEffect;
  124452. /**
  124453. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  124454. */
  124455. fxaa: FxaaPostProcess;
  124456. /**
  124457. * Image post processing pass used to perform operations such as tone mapping or color grading.
  124458. */
  124459. imageProcessing: ImageProcessingPostProcess;
  124460. /**
  124461. * Chromatic aberration post process which will shift rgb colors in the image
  124462. */
  124463. chromaticAberration: ChromaticAberrationPostProcess;
  124464. private _chromaticAberrationEffect;
  124465. /**
  124466. * Grain post process which add noise to the image
  124467. */
  124468. grain: GrainPostProcess;
  124469. private _grainEffect;
  124470. /**
  124471. * Glow post process which adds a glow to emissive areas of the image
  124472. */
  124473. private _glowLayer;
  124474. /**
  124475. * Animations which can be used to tweak settings over a period of time
  124476. */
  124477. animations: Animation[];
  124478. private _imageProcessingConfigurationObserver;
  124479. private _sharpenEnabled;
  124480. private _bloomEnabled;
  124481. private _depthOfFieldEnabled;
  124482. private _depthOfFieldBlurLevel;
  124483. private _fxaaEnabled;
  124484. private _imageProcessingEnabled;
  124485. private _defaultPipelineTextureType;
  124486. private _bloomScale;
  124487. private _chromaticAberrationEnabled;
  124488. private _grainEnabled;
  124489. private _buildAllowed;
  124490. /**
  124491. * Gets active scene
  124492. */
  124493. readonly scene: Scene;
  124494. /**
  124495. * Enable or disable the sharpen process from the pipeline
  124496. */
  124497. sharpenEnabled: boolean;
  124498. private _resizeObserver;
  124499. private _hardwareScaleLevel;
  124500. private _bloomKernel;
  124501. /**
  124502. * Specifies the size of the bloom blur kernel, relative to the final output size
  124503. */
  124504. bloomKernel: number;
  124505. /**
  124506. * Specifies the weight of the bloom in the final rendering
  124507. */
  124508. private _bloomWeight;
  124509. /**
  124510. * Specifies the luma threshold for the area that will be blurred by the bloom
  124511. */
  124512. private _bloomThreshold;
  124513. private _hdr;
  124514. /**
  124515. * The strength of the bloom.
  124516. */
  124517. bloomWeight: number;
  124518. /**
  124519. * The strength of the bloom.
  124520. */
  124521. bloomThreshold: number;
  124522. /**
  124523. * The scale of the bloom, lower value will provide better performance.
  124524. */
  124525. bloomScale: number;
  124526. /**
  124527. * Enable or disable the bloom from the pipeline
  124528. */
  124529. bloomEnabled: boolean;
  124530. private _rebuildBloom;
  124531. /**
  124532. * If the depth of field is enabled.
  124533. */
  124534. depthOfFieldEnabled: boolean;
  124535. /**
  124536. * Blur level of the depth of field effect. (Higher blur will effect performance)
  124537. */
  124538. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  124539. /**
  124540. * If the anti aliasing is enabled.
  124541. */
  124542. fxaaEnabled: boolean;
  124543. private _samples;
  124544. /**
  124545. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  124546. */
  124547. samples: number;
  124548. /**
  124549. * If image processing is enabled.
  124550. */
  124551. imageProcessingEnabled: boolean;
  124552. /**
  124553. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  124554. */
  124555. glowLayerEnabled: boolean;
  124556. /**
  124557. * Gets the glow layer (or null if not defined)
  124558. */
  124559. readonly glowLayer: Nullable<GlowLayer>;
  124560. /**
  124561. * Enable or disable the chromaticAberration process from the pipeline
  124562. */
  124563. chromaticAberrationEnabled: boolean;
  124564. /**
  124565. * Enable or disable the grain process from the pipeline
  124566. */
  124567. grainEnabled: boolean;
  124568. /**
  124569. * @constructor
  124570. * @param name - The rendering pipeline name (default: "")
  124571. * @param hdr - If high dynamic range textures should be used (default: true)
  124572. * @param scene - The scene linked to this pipeline (default: the last created scene)
  124573. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  124574. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  124575. */
  124576. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  124577. /**
  124578. * Get the class name
  124579. * @returns "DefaultRenderingPipeline"
  124580. */
  124581. getClassName(): string;
  124582. /**
  124583. * Force the compilation of the entire pipeline.
  124584. */
  124585. prepare(): void;
  124586. private _hasCleared;
  124587. private _prevPostProcess;
  124588. private _prevPrevPostProcess;
  124589. private _setAutoClearAndTextureSharing;
  124590. private _depthOfFieldSceneObserver;
  124591. private _buildPipeline;
  124592. private _disposePostProcesses;
  124593. /**
  124594. * Adds a camera to the pipeline
  124595. * @param camera the camera to be added
  124596. */
  124597. addCamera(camera: Camera): void;
  124598. /**
  124599. * Removes a camera from the pipeline
  124600. * @param camera the camera to remove
  124601. */
  124602. removeCamera(camera: Camera): void;
  124603. /**
  124604. * Dispose of the pipeline and stop all post processes
  124605. */
  124606. dispose(): void;
  124607. /**
  124608. * Serialize the rendering pipeline (Used when exporting)
  124609. * @returns the serialized object
  124610. */
  124611. serialize(): any;
  124612. /**
  124613. * Parse the serialized pipeline
  124614. * @param source Source pipeline.
  124615. * @param scene The scene to load the pipeline to.
  124616. * @param rootUrl The URL of the serialized pipeline.
  124617. * @returns An instantiated pipeline from the serialized object.
  124618. */
  124619. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  124620. }
  124621. }
  124622. declare module BABYLON {
  124623. /** @hidden */
  124624. export var lensHighlightsPixelShader: {
  124625. name: string;
  124626. shader: string;
  124627. };
  124628. }
  124629. declare module BABYLON {
  124630. /** @hidden */
  124631. export var depthOfFieldPixelShader: {
  124632. name: string;
  124633. shader: string;
  124634. };
  124635. }
  124636. declare module BABYLON {
  124637. /**
  124638. * BABYLON.JS Chromatic Aberration GLSL Shader
  124639. * Author: Olivier Guyot
  124640. * Separates very slightly R, G and B colors on the edges of the screen
  124641. * Inspired by Francois Tarlier & Martins Upitis
  124642. */
  124643. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  124644. /**
  124645. * @ignore
  124646. * The chromatic aberration PostProcess id in the pipeline
  124647. */
  124648. LensChromaticAberrationEffect: string;
  124649. /**
  124650. * @ignore
  124651. * The highlights enhancing PostProcess id in the pipeline
  124652. */
  124653. HighlightsEnhancingEffect: string;
  124654. /**
  124655. * @ignore
  124656. * The depth-of-field PostProcess id in the pipeline
  124657. */
  124658. LensDepthOfFieldEffect: string;
  124659. private _scene;
  124660. private _depthTexture;
  124661. private _grainTexture;
  124662. private _chromaticAberrationPostProcess;
  124663. private _highlightsPostProcess;
  124664. private _depthOfFieldPostProcess;
  124665. private _edgeBlur;
  124666. private _grainAmount;
  124667. private _chromaticAberration;
  124668. private _distortion;
  124669. private _highlightsGain;
  124670. private _highlightsThreshold;
  124671. private _dofDistance;
  124672. private _dofAperture;
  124673. private _dofDarken;
  124674. private _dofPentagon;
  124675. private _blurNoise;
  124676. /**
  124677. * @constructor
  124678. *
  124679. * Effect parameters are as follow:
  124680. * {
  124681. * chromatic_aberration: number; // from 0 to x (1 for realism)
  124682. * edge_blur: number; // from 0 to x (1 for realism)
  124683. * distortion: number; // from 0 to x (1 for realism)
  124684. * grain_amount: number; // from 0 to 1
  124685. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  124686. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  124687. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  124688. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  124689. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  124690. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  124691. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  124692. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  124693. * }
  124694. * Note: if an effect parameter is unset, effect is disabled
  124695. *
  124696. * @param name The rendering pipeline name
  124697. * @param parameters - An object containing all parameters (see above)
  124698. * @param scene The scene linked to this pipeline
  124699. * @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)
  124700. * @param cameras The array of cameras that the rendering pipeline will be attached to
  124701. */
  124702. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  124703. /**
  124704. * Get the class name
  124705. * @returns "LensRenderingPipeline"
  124706. */
  124707. getClassName(): string;
  124708. /**
  124709. * Gets associated scene
  124710. */
  124711. readonly scene: Scene;
  124712. /**
  124713. * Gets or sets the edge blur
  124714. */
  124715. edgeBlur: number;
  124716. /**
  124717. * Gets or sets the grain amount
  124718. */
  124719. grainAmount: number;
  124720. /**
  124721. * Gets or sets the chromatic aberration amount
  124722. */
  124723. chromaticAberration: number;
  124724. /**
  124725. * Gets or sets the depth of field aperture
  124726. */
  124727. dofAperture: number;
  124728. /**
  124729. * Gets or sets the edge distortion
  124730. */
  124731. edgeDistortion: number;
  124732. /**
  124733. * Gets or sets the depth of field distortion
  124734. */
  124735. dofDistortion: number;
  124736. /**
  124737. * Gets or sets the darken out of focus amount
  124738. */
  124739. darkenOutOfFocus: number;
  124740. /**
  124741. * Gets or sets a boolean indicating if blur noise is enabled
  124742. */
  124743. blurNoise: boolean;
  124744. /**
  124745. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  124746. */
  124747. pentagonBokeh: boolean;
  124748. /**
  124749. * Gets or sets the highlight grain amount
  124750. */
  124751. highlightsGain: number;
  124752. /**
  124753. * Gets or sets the highlight threshold
  124754. */
  124755. highlightsThreshold: number;
  124756. /**
  124757. * Sets the amount of blur at the edges
  124758. * @param amount blur amount
  124759. */
  124760. setEdgeBlur(amount: number): void;
  124761. /**
  124762. * Sets edge blur to 0
  124763. */
  124764. disableEdgeBlur(): void;
  124765. /**
  124766. * Sets the amout of grain
  124767. * @param amount Amount of grain
  124768. */
  124769. setGrainAmount(amount: number): void;
  124770. /**
  124771. * Set grain amount to 0
  124772. */
  124773. disableGrain(): void;
  124774. /**
  124775. * Sets the chromatic aberration amount
  124776. * @param amount amount of chromatic aberration
  124777. */
  124778. setChromaticAberration(amount: number): void;
  124779. /**
  124780. * Sets chromatic aberration amount to 0
  124781. */
  124782. disableChromaticAberration(): void;
  124783. /**
  124784. * Sets the EdgeDistortion amount
  124785. * @param amount amount of EdgeDistortion
  124786. */
  124787. setEdgeDistortion(amount: number): void;
  124788. /**
  124789. * Sets edge distortion to 0
  124790. */
  124791. disableEdgeDistortion(): void;
  124792. /**
  124793. * Sets the FocusDistance amount
  124794. * @param amount amount of FocusDistance
  124795. */
  124796. setFocusDistance(amount: number): void;
  124797. /**
  124798. * Disables depth of field
  124799. */
  124800. disableDepthOfField(): void;
  124801. /**
  124802. * Sets the Aperture amount
  124803. * @param amount amount of Aperture
  124804. */
  124805. setAperture(amount: number): void;
  124806. /**
  124807. * Sets the DarkenOutOfFocus amount
  124808. * @param amount amount of DarkenOutOfFocus
  124809. */
  124810. setDarkenOutOfFocus(amount: number): void;
  124811. private _pentagonBokehIsEnabled;
  124812. /**
  124813. * Creates a pentagon bokeh effect
  124814. */
  124815. enablePentagonBokeh(): void;
  124816. /**
  124817. * Disables the pentagon bokeh effect
  124818. */
  124819. disablePentagonBokeh(): void;
  124820. /**
  124821. * Enables noise blur
  124822. */
  124823. enableNoiseBlur(): void;
  124824. /**
  124825. * Disables noise blur
  124826. */
  124827. disableNoiseBlur(): void;
  124828. /**
  124829. * Sets the HighlightsGain amount
  124830. * @param amount amount of HighlightsGain
  124831. */
  124832. setHighlightsGain(amount: number): void;
  124833. /**
  124834. * Sets the HighlightsThreshold amount
  124835. * @param amount amount of HighlightsThreshold
  124836. */
  124837. setHighlightsThreshold(amount: number): void;
  124838. /**
  124839. * Disables highlights
  124840. */
  124841. disableHighlights(): void;
  124842. /**
  124843. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  124844. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  124845. */
  124846. dispose(disableDepthRender?: boolean): void;
  124847. private _createChromaticAberrationPostProcess;
  124848. private _createHighlightsPostProcess;
  124849. private _createDepthOfFieldPostProcess;
  124850. private _createGrainTexture;
  124851. }
  124852. }
  124853. declare module BABYLON {
  124854. /** @hidden */
  124855. export var ssao2PixelShader: {
  124856. name: string;
  124857. shader: string;
  124858. };
  124859. }
  124860. declare module BABYLON {
  124861. /** @hidden */
  124862. export var ssaoCombinePixelShader: {
  124863. name: string;
  124864. shader: string;
  124865. };
  124866. }
  124867. declare module BABYLON {
  124868. /**
  124869. * Render pipeline to produce ssao effect
  124870. */
  124871. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  124872. /**
  124873. * @ignore
  124874. * The PassPostProcess id in the pipeline that contains the original scene color
  124875. */
  124876. SSAOOriginalSceneColorEffect: string;
  124877. /**
  124878. * @ignore
  124879. * The SSAO PostProcess id in the pipeline
  124880. */
  124881. SSAORenderEffect: string;
  124882. /**
  124883. * @ignore
  124884. * The horizontal blur PostProcess id in the pipeline
  124885. */
  124886. SSAOBlurHRenderEffect: string;
  124887. /**
  124888. * @ignore
  124889. * The vertical blur PostProcess id in the pipeline
  124890. */
  124891. SSAOBlurVRenderEffect: string;
  124892. /**
  124893. * @ignore
  124894. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  124895. */
  124896. SSAOCombineRenderEffect: string;
  124897. /**
  124898. * The output strength of the SSAO post-process. Default value is 1.0.
  124899. */
  124900. totalStrength: number;
  124901. /**
  124902. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  124903. */
  124904. maxZ: number;
  124905. /**
  124906. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  124907. */
  124908. minZAspect: number;
  124909. private _samples;
  124910. /**
  124911. * Number of samples used for the SSAO calculations. Default value is 8
  124912. */
  124913. samples: number;
  124914. private _textureSamples;
  124915. /**
  124916. * Number of samples to use for antialiasing
  124917. */
  124918. textureSamples: number;
  124919. /**
  124920. * Ratio object used for SSAO ratio and blur ratio
  124921. */
  124922. private _ratio;
  124923. /**
  124924. * Dynamically generated sphere sampler.
  124925. */
  124926. private _sampleSphere;
  124927. /**
  124928. * Blur filter offsets
  124929. */
  124930. private _samplerOffsets;
  124931. private _expensiveBlur;
  124932. /**
  124933. * If bilateral blur should be used
  124934. */
  124935. expensiveBlur: boolean;
  124936. /**
  124937. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  124938. */
  124939. radius: number;
  124940. /**
  124941. * The base color of the SSAO post-process
  124942. * The final result is "base + ssao" between [0, 1]
  124943. */
  124944. base: number;
  124945. /**
  124946. * Support test.
  124947. */
  124948. static readonly IsSupported: boolean;
  124949. private _scene;
  124950. private _depthTexture;
  124951. private _normalTexture;
  124952. private _randomTexture;
  124953. private _originalColorPostProcess;
  124954. private _ssaoPostProcess;
  124955. private _blurHPostProcess;
  124956. private _blurVPostProcess;
  124957. private _ssaoCombinePostProcess;
  124958. private _firstUpdate;
  124959. /**
  124960. * Gets active scene
  124961. */
  124962. readonly scene: Scene;
  124963. /**
  124964. * @constructor
  124965. * @param name The rendering pipeline name
  124966. * @param scene The scene linked to this pipeline
  124967. * @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 }
  124968. * @param cameras The array of cameras that the rendering pipeline will be attached to
  124969. */
  124970. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  124971. /**
  124972. * Get the class name
  124973. * @returns "SSAO2RenderingPipeline"
  124974. */
  124975. getClassName(): string;
  124976. /**
  124977. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  124978. */
  124979. dispose(disableGeometryBufferRenderer?: boolean): void;
  124980. private _createBlurPostProcess;
  124981. /** @hidden */
  124982. _rebuild(): void;
  124983. private _bits;
  124984. private _radicalInverse_VdC;
  124985. private _hammersley;
  124986. private _hemisphereSample_uniform;
  124987. private _generateHemisphere;
  124988. private _createSSAOPostProcess;
  124989. private _createSSAOCombinePostProcess;
  124990. private _createRandomTexture;
  124991. /**
  124992. * Serialize the rendering pipeline (Used when exporting)
  124993. * @returns the serialized object
  124994. */
  124995. serialize(): any;
  124996. /**
  124997. * Parse the serialized pipeline
  124998. * @param source Source pipeline.
  124999. * @param scene The scene to load the pipeline to.
  125000. * @param rootUrl The URL of the serialized pipeline.
  125001. * @returns An instantiated pipeline from the serialized object.
  125002. */
  125003. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  125004. }
  125005. }
  125006. declare module BABYLON {
  125007. /** @hidden */
  125008. export var ssaoPixelShader: {
  125009. name: string;
  125010. shader: string;
  125011. };
  125012. }
  125013. declare module BABYLON {
  125014. /**
  125015. * Render pipeline to produce ssao effect
  125016. */
  125017. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  125018. /**
  125019. * @ignore
  125020. * The PassPostProcess id in the pipeline that contains the original scene color
  125021. */
  125022. SSAOOriginalSceneColorEffect: string;
  125023. /**
  125024. * @ignore
  125025. * The SSAO PostProcess id in the pipeline
  125026. */
  125027. SSAORenderEffect: string;
  125028. /**
  125029. * @ignore
  125030. * The horizontal blur PostProcess id in the pipeline
  125031. */
  125032. SSAOBlurHRenderEffect: string;
  125033. /**
  125034. * @ignore
  125035. * The vertical blur PostProcess id in the pipeline
  125036. */
  125037. SSAOBlurVRenderEffect: string;
  125038. /**
  125039. * @ignore
  125040. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  125041. */
  125042. SSAOCombineRenderEffect: string;
  125043. /**
  125044. * The output strength of the SSAO post-process. Default value is 1.0.
  125045. */
  125046. totalStrength: number;
  125047. /**
  125048. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  125049. */
  125050. radius: number;
  125051. /**
  125052. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  125053. * Must not be equal to fallOff and superior to fallOff.
  125054. * Default value is 0.0075
  125055. */
  125056. area: number;
  125057. /**
  125058. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  125059. * Must not be equal to area and inferior to area.
  125060. * Default value is 0.000001
  125061. */
  125062. fallOff: number;
  125063. /**
  125064. * The base color of the SSAO post-process
  125065. * The final result is "base + ssao" between [0, 1]
  125066. */
  125067. base: number;
  125068. private _scene;
  125069. private _depthTexture;
  125070. private _randomTexture;
  125071. private _originalColorPostProcess;
  125072. private _ssaoPostProcess;
  125073. private _blurHPostProcess;
  125074. private _blurVPostProcess;
  125075. private _ssaoCombinePostProcess;
  125076. private _firstUpdate;
  125077. /**
  125078. * Gets active scene
  125079. */
  125080. readonly scene: Scene;
  125081. /**
  125082. * @constructor
  125083. * @param name - The rendering pipeline name
  125084. * @param scene - The scene linked to this pipeline
  125085. * @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 }
  125086. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  125087. */
  125088. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  125089. /**
  125090. * Get the class name
  125091. * @returns "SSAORenderingPipeline"
  125092. */
  125093. getClassName(): string;
  125094. /**
  125095. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  125096. */
  125097. dispose(disableDepthRender?: boolean): void;
  125098. private _createBlurPostProcess;
  125099. /** @hidden */
  125100. _rebuild(): void;
  125101. private _createSSAOPostProcess;
  125102. private _createSSAOCombinePostProcess;
  125103. private _createRandomTexture;
  125104. }
  125105. }
  125106. declare module BABYLON {
  125107. /** @hidden */
  125108. export var standardPixelShader: {
  125109. name: string;
  125110. shader: string;
  125111. };
  125112. }
  125113. declare module BABYLON {
  125114. /**
  125115. * Standard rendering pipeline
  125116. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  125117. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  125118. */
  125119. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  125120. /**
  125121. * Public members
  125122. */
  125123. /**
  125124. * Post-process which contains the original scene color before the pipeline applies all the effects
  125125. */
  125126. originalPostProcess: Nullable<PostProcess>;
  125127. /**
  125128. * Post-process used to down scale an image x4
  125129. */
  125130. downSampleX4PostProcess: Nullable<PostProcess>;
  125131. /**
  125132. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  125133. */
  125134. brightPassPostProcess: Nullable<PostProcess>;
  125135. /**
  125136. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  125137. */
  125138. blurHPostProcesses: PostProcess[];
  125139. /**
  125140. * Post-process array storing all the vertical blur post-processes used by the pipeline
  125141. */
  125142. blurVPostProcesses: PostProcess[];
  125143. /**
  125144. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  125145. */
  125146. textureAdderPostProcess: Nullable<PostProcess>;
  125147. /**
  125148. * Post-process used to create volumetric lighting effect
  125149. */
  125150. volumetricLightPostProcess: Nullable<PostProcess>;
  125151. /**
  125152. * Post-process used to smooth the previous volumetric light post-process on the X axis
  125153. */
  125154. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  125155. /**
  125156. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  125157. */
  125158. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  125159. /**
  125160. * Post-process used to merge the volumetric light effect and the real scene color
  125161. */
  125162. volumetricLightMergePostProces: Nullable<PostProcess>;
  125163. /**
  125164. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  125165. */
  125166. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  125167. /**
  125168. * Base post-process used to calculate the average luminance of the final image for HDR
  125169. */
  125170. luminancePostProcess: Nullable<PostProcess>;
  125171. /**
  125172. * Post-processes used to create down sample post-processes in order to get
  125173. * the average luminance of the final image for HDR
  125174. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  125175. */
  125176. luminanceDownSamplePostProcesses: PostProcess[];
  125177. /**
  125178. * Post-process used to create a HDR effect (light adaptation)
  125179. */
  125180. hdrPostProcess: Nullable<PostProcess>;
  125181. /**
  125182. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  125183. */
  125184. textureAdderFinalPostProcess: Nullable<PostProcess>;
  125185. /**
  125186. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  125187. */
  125188. lensFlareFinalPostProcess: Nullable<PostProcess>;
  125189. /**
  125190. * Post-process used to merge the final HDR post-process and the real scene color
  125191. */
  125192. hdrFinalPostProcess: Nullable<PostProcess>;
  125193. /**
  125194. * Post-process used to create a lens flare effect
  125195. */
  125196. lensFlarePostProcess: Nullable<PostProcess>;
  125197. /**
  125198. * Post-process that merges the result of the lens flare post-process and the real scene color
  125199. */
  125200. lensFlareComposePostProcess: Nullable<PostProcess>;
  125201. /**
  125202. * Post-process used to create a motion blur effect
  125203. */
  125204. motionBlurPostProcess: Nullable<PostProcess>;
  125205. /**
  125206. * Post-process used to create a depth of field effect
  125207. */
  125208. depthOfFieldPostProcess: Nullable<PostProcess>;
  125209. /**
  125210. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  125211. */
  125212. fxaaPostProcess: Nullable<FxaaPostProcess>;
  125213. /**
  125214. * Represents the brightness threshold in order to configure the illuminated surfaces
  125215. */
  125216. brightThreshold: number;
  125217. /**
  125218. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  125219. */
  125220. blurWidth: number;
  125221. /**
  125222. * Sets if the blur for highlighted surfaces must be only horizontal
  125223. */
  125224. horizontalBlur: boolean;
  125225. /**
  125226. * Gets the overall exposure used by the pipeline
  125227. */
  125228. /**
  125229. * Sets the overall exposure used by the pipeline
  125230. */
  125231. exposure: number;
  125232. /**
  125233. * Texture used typically to simulate "dirty" on camera lens
  125234. */
  125235. lensTexture: Nullable<Texture>;
  125236. /**
  125237. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  125238. */
  125239. volumetricLightCoefficient: number;
  125240. /**
  125241. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  125242. */
  125243. volumetricLightPower: number;
  125244. /**
  125245. * Used the set the blur intensity to smooth the volumetric lights
  125246. */
  125247. volumetricLightBlurScale: number;
  125248. /**
  125249. * Light (spot or directional) used to generate the volumetric lights rays
  125250. * The source light must have a shadow generate so the pipeline can get its
  125251. * depth map
  125252. */
  125253. sourceLight: Nullable<SpotLight | DirectionalLight>;
  125254. /**
  125255. * For eye adaptation, represents the minimum luminance the eye can see
  125256. */
  125257. hdrMinimumLuminance: number;
  125258. /**
  125259. * For eye adaptation, represents the decrease luminance speed
  125260. */
  125261. hdrDecreaseRate: number;
  125262. /**
  125263. * For eye adaptation, represents the increase luminance speed
  125264. */
  125265. hdrIncreaseRate: number;
  125266. /**
  125267. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  125268. */
  125269. /**
  125270. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  125271. */
  125272. hdrAutoExposure: boolean;
  125273. /**
  125274. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  125275. */
  125276. lensColorTexture: Nullable<Texture>;
  125277. /**
  125278. * The overall strengh for the lens flare effect
  125279. */
  125280. lensFlareStrength: number;
  125281. /**
  125282. * Dispersion coefficient for lens flare ghosts
  125283. */
  125284. lensFlareGhostDispersal: number;
  125285. /**
  125286. * Main lens flare halo width
  125287. */
  125288. lensFlareHaloWidth: number;
  125289. /**
  125290. * Based on the lens distortion effect, defines how much the lens flare result
  125291. * is distorted
  125292. */
  125293. lensFlareDistortionStrength: number;
  125294. /**
  125295. * Configures the blur intensity used for for lens flare (halo)
  125296. */
  125297. lensFlareBlurWidth: number;
  125298. /**
  125299. * Lens star texture must be used to simulate rays on the flares and is available
  125300. * in the documentation
  125301. */
  125302. lensStarTexture: Nullable<Texture>;
  125303. /**
  125304. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  125305. * flare effect by taking account of the dirt texture
  125306. */
  125307. lensFlareDirtTexture: Nullable<Texture>;
  125308. /**
  125309. * Represents the focal length for the depth of field effect
  125310. */
  125311. depthOfFieldDistance: number;
  125312. /**
  125313. * Represents the blur intensity for the blurred part of the depth of field effect
  125314. */
  125315. depthOfFieldBlurWidth: number;
  125316. /**
  125317. * Gets how much the image is blurred by the movement while using the motion blur post-process
  125318. */
  125319. /**
  125320. * Sets how much the image is blurred by the movement while using the motion blur post-process
  125321. */
  125322. motionStrength: number;
  125323. /**
  125324. * Gets wether or not the motion blur post-process is object based or screen based.
  125325. */
  125326. /**
  125327. * Sets wether or not the motion blur post-process should be object based or screen based
  125328. */
  125329. objectBasedMotionBlur: boolean;
  125330. /**
  125331. * List of animations for the pipeline (IAnimatable implementation)
  125332. */
  125333. animations: Animation[];
  125334. /**
  125335. * Private members
  125336. */
  125337. private _scene;
  125338. private _currentDepthOfFieldSource;
  125339. private _basePostProcess;
  125340. private _fixedExposure;
  125341. private _currentExposure;
  125342. private _hdrAutoExposure;
  125343. private _hdrCurrentLuminance;
  125344. private _motionStrength;
  125345. private _isObjectBasedMotionBlur;
  125346. private _floatTextureType;
  125347. private _camerasToBeAttached;
  125348. private _ratio;
  125349. private _bloomEnabled;
  125350. private _depthOfFieldEnabled;
  125351. private _vlsEnabled;
  125352. private _lensFlareEnabled;
  125353. private _hdrEnabled;
  125354. private _motionBlurEnabled;
  125355. private _fxaaEnabled;
  125356. private _motionBlurSamples;
  125357. private _volumetricLightStepsCount;
  125358. private _samples;
  125359. /**
  125360. * @ignore
  125361. * Specifies if the bloom pipeline is enabled
  125362. */
  125363. BloomEnabled: boolean;
  125364. /**
  125365. * @ignore
  125366. * Specifies if the depth of field pipeline is enabed
  125367. */
  125368. DepthOfFieldEnabled: boolean;
  125369. /**
  125370. * @ignore
  125371. * Specifies if the lens flare pipeline is enabed
  125372. */
  125373. LensFlareEnabled: boolean;
  125374. /**
  125375. * @ignore
  125376. * Specifies if the HDR pipeline is enabled
  125377. */
  125378. HDREnabled: boolean;
  125379. /**
  125380. * @ignore
  125381. * Specifies if the volumetric lights scattering effect is enabled
  125382. */
  125383. VLSEnabled: boolean;
  125384. /**
  125385. * @ignore
  125386. * Specifies if the motion blur effect is enabled
  125387. */
  125388. MotionBlurEnabled: boolean;
  125389. /**
  125390. * Specifies if anti-aliasing is enabled
  125391. */
  125392. fxaaEnabled: boolean;
  125393. /**
  125394. * Specifies the number of steps used to calculate the volumetric lights
  125395. * Typically in interval [50, 200]
  125396. */
  125397. volumetricLightStepsCount: number;
  125398. /**
  125399. * Specifies the number of samples used for the motion blur effect
  125400. * Typically in interval [16, 64]
  125401. */
  125402. motionBlurSamples: number;
  125403. /**
  125404. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  125405. */
  125406. samples: number;
  125407. /**
  125408. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  125409. * @constructor
  125410. * @param name The rendering pipeline name
  125411. * @param scene The scene linked to this pipeline
  125412. * @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)
  125413. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  125414. * @param cameras The array of cameras that the rendering pipeline will be attached to
  125415. */
  125416. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  125417. private _buildPipeline;
  125418. private _createDownSampleX4PostProcess;
  125419. private _createBrightPassPostProcess;
  125420. private _createBlurPostProcesses;
  125421. private _createTextureAdderPostProcess;
  125422. private _createVolumetricLightPostProcess;
  125423. private _createLuminancePostProcesses;
  125424. private _createHdrPostProcess;
  125425. private _createLensFlarePostProcess;
  125426. private _createDepthOfFieldPostProcess;
  125427. private _createMotionBlurPostProcess;
  125428. private _getDepthTexture;
  125429. private _disposePostProcesses;
  125430. /**
  125431. * Dispose of the pipeline and stop all post processes
  125432. */
  125433. dispose(): void;
  125434. /**
  125435. * Serialize the rendering pipeline (Used when exporting)
  125436. * @returns the serialized object
  125437. */
  125438. serialize(): any;
  125439. /**
  125440. * Parse the serialized pipeline
  125441. * @param source Source pipeline.
  125442. * @param scene The scene to load the pipeline to.
  125443. * @param rootUrl The URL of the serialized pipeline.
  125444. * @returns An instantiated pipeline from the serialized object.
  125445. */
  125446. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  125447. /**
  125448. * Luminance steps
  125449. */
  125450. static LuminanceSteps: number;
  125451. }
  125452. }
  125453. declare module BABYLON {
  125454. /** @hidden */
  125455. export var tonemapPixelShader: {
  125456. name: string;
  125457. shader: string;
  125458. };
  125459. }
  125460. declare module BABYLON {
  125461. /** Defines operator used for tonemapping */
  125462. export enum TonemappingOperator {
  125463. /** Hable */
  125464. Hable = 0,
  125465. /** Reinhard */
  125466. Reinhard = 1,
  125467. /** HejiDawson */
  125468. HejiDawson = 2,
  125469. /** Photographic */
  125470. Photographic = 3
  125471. }
  125472. /**
  125473. * Defines a post process to apply tone mapping
  125474. */
  125475. export class TonemapPostProcess extends PostProcess {
  125476. private _operator;
  125477. /** Defines the required exposure adjustement */
  125478. exposureAdjustment: number;
  125479. /**
  125480. * Creates a new TonemapPostProcess
  125481. * @param name defines the name of the postprocess
  125482. * @param _operator defines the operator to use
  125483. * @param exposureAdjustment defines the required exposure adjustement
  125484. * @param camera defines the camera to use (can be null)
  125485. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  125486. * @param engine defines the hosting engine (can be ignore if camera is set)
  125487. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  125488. */
  125489. constructor(name: string, _operator: TonemappingOperator,
  125490. /** Defines the required exposure adjustement */
  125491. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  125492. }
  125493. }
  125494. declare module BABYLON {
  125495. /** @hidden */
  125496. export var depthVertexShader: {
  125497. name: string;
  125498. shader: string;
  125499. };
  125500. }
  125501. declare module BABYLON {
  125502. /** @hidden */
  125503. export var volumetricLightScatteringPixelShader: {
  125504. name: string;
  125505. shader: string;
  125506. };
  125507. }
  125508. declare module BABYLON {
  125509. /** @hidden */
  125510. export var volumetricLightScatteringPassVertexShader: {
  125511. name: string;
  125512. shader: string;
  125513. };
  125514. }
  125515. declare module BABYLON {
  125516. /** @hidden */
  125517. export var volumetricLightScatteringPassPixelShader: {
  125518. name: string;
  125519. shader: string;
  125520. };
  125521. }
  125522. declare module BABYLON {
  125523. /**
  125524. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  125525. */
  125526. export class VolumetricLightScatteringPostProcess extends PostProcess {
  125527. private _volumetricLightScatteringPass;
  125528. private _volumetricLightScatteringRTT;
  125529. private _viewPort;
  125530. private _screenCoordinates;
  125531. private _cachedDefines;
  125532. /**
  125533. * If not undefined, the mesh position is computed from the attached node position
  125534. */
  125535. attachedNode: {
  125536. position: Vector3;
  125537. };
  125538. /**
  125539. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  125540. */
  125541. customMeshPosition: Vector3;
  125542. /**
  125543. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  125544. */
  125545. useCustomMeshPosition: boolean;
  125546. /**
  125547. * If the post-process should inverse the light scattering direction
  125548. */
  125549. invert: boolean;
  125550. /**
  125551. * The internal mesh used by the post-process
  125552. */
  125553. mesh: Mesh;
  125554. /**
  125555. * @hidden
  125556. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  125557. */
  125558. useDiffuseColor: boolean;
  125559. /**
  125560. * Array containing the excluded meshes not rendered in the internal pass
  125561. */
  125562. excludedMeshes: AbstractMesh[];
  125563. /**
  125564. * Controls the overall intensity of the post-process
  125565. */
  125566. exposure: number;
  125567. /**
  125568. * Dissipates each sample's contribution in range [0, 1]
  125569. */
  125570. decay: number;
  125571. /**
  125572. * Controls the overall intensity of each sample
  125573. */
  125574. weight: number;
  125575. /**
  125576. * Controls the density of each sample
  125577. */
  125578. density: number;
  125579. /**
  125580. * @constructor
  125581. * @param name The post-process name
  125582. * @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)
  125583. * @param camera The camera that the post-process will be attached to
  125584. * @param mesh The mesh used to create the light scattering
  125585. * @param samples The post-process quality, default 100
  125586. * @param samplingModeThe post-process filtering mode
  125587. * @param engine The babylon engine
  125588. * @param reusable If the post-process is reusable
  125589. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  125590. */
  125591. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  125592. /**
  125593. * Returns the string "VolumetricLightScatteringPostProcess"
  125594. * @returns "VolumetricLightScatteringPostProcess"
  125595. */
  125596. getClassName(): string;
  125597. private _isReady;
  125598. /**
  125599. * Sets the new light position for light scattering effect
  125600. * @param position The new custom light position
  125601. */
  125602. setCustomMeshPosition(position: Vector3): void;
  125603. /**
  125604. * Returns the light position for light scattering effect
  125605. * @return Vector3 The custom light position
  125606. */
  125607. getCustomMeshPosition(): Vector3;
  125608. /**
  125609. * Disposes the internal assets and detaches the post-process from the camera
  125610. */
  125611. dispose(camera: Camera): void;
  125612. /**
  125613. * Returns the render target texture used by the post-process
  125614. * @return the render target texture used by the post-process
  125615. */
  125616. getPass(): RenderTargetTexture;
  125617. private _meshExcluded;
  125618. private _createPass;
  125619. private _updateMeshScreenCoordinates;
  125620. /**
  125621. * Creates a default mesh for the Volumeric Light Scattering post-process
  125622. * @param name The mesh name
  125623. * @param scene The scene where to create the mesh
  125624. * @return the default mesh
  125625. */
  125626. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  125627. }
  125628. }
  125629. declare module BABYLON {
  125630. interface Scene {
  125631. /** @hidden (Backing field) */
  125632. _boundingBoxRenderer: BoundingBoxRenderer;
  125633. /** @hidden (Backing field) */
  125634. _forceShowBoundingBoxes: boolean;
  125635. /**
  125636. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  125637. */
  125638. forceShowBoundingBoxes: boolean;
  125639. /**
  125640. * Gets the bounding box renderer associated with the scene
  125641. * @returns a BoundingBoxRenderer
  125642. */
  125643. getBoundingBoxRenderer(): BoundingBoxRenderer;
  125644. }
  125645. interface AbstractMesh {
  125646. /** @hidden (Backing field) */
  125647. _showBoundingBox: boolean;
  125648. /**
  125649. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  125650. */
  125651. showBoundingBox: boolean;
  125652. }
  125653. /**
  125654. * Component responsible of rendering the bounding box of the meshes in a scene.
  125655. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  125656. */
  125657. export class BoundingBoxRenderer implements ISceneComponent {
  125658. /**
  125659. * The component name helpfull to identify the component in the list of scene components.
  125660. */
  125661. readonly name: string;
  125662. /**
  125663. * The scene the component belongs to.
  125664. */
  125665. scene: Scene;
  125666. /**
  125667. * Color of the bounding box lines placed in front of an object
  125668. */
  125669. frontColor: Color3;
  125670. /**
  125671. * Color of the bounding box lines placed behind an object
  125672. */
  125673. backColor: Color3;
  125674. /**
  125675. * Defines if the renderer should show the back lines or not
  125676. */
  125677. showBackLines: boolean;
  125678. /**
  125679. * @hidden
  125680. */
  125681. renderList: SmartArray<BoundingBox>;
  125682. private _colorShader;
  125683. private _vertexBuffers;
  125684. private _indexBuffer;
  125685. private _fillIndexBuffer;
  125686. private _fillIndexData;
  125687. /**
  125688. * Instantiates a new bounding box renderer in a scene.
  125689. * @param scene the scene the renderer renders in
  125690. */
  125691. constructor(scene: Scene);
  125692. /**
  125693. * Registers the component in a given scene
  125694. */
  125695. register(): void;
  125696. private _evaluateSubMesh;
  125697. private _activeMesh;
  125698. private _prepareRessources;
  125699. private _createIndexBuffer;
  125700. /**
  125701. * Rebuilds the elements related to this component in case of
  125702. * context lost for instance.
  125703. */
  125704. rebuild(): void;
  125705. /**
  125706. * @hidden
  125707. */
  125708. reset(): void;
  125709. /**
  125710. * Render the bounding boxes of a specific rendering group
  125711. * @param renderingGroupId defines the rendering group to render
  125712. */
  125713. render(renderingGroupId: number): void;
  125714. /**
  125715. * In case of occlusion queries, we can render the occlusion bounding box through this method
  125716. * @param mesh Define the mesh to render the occlusion bounding box for
  125717. */
  125718. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  125719. /**
  125720. * Dispose and release the resources attached to this renderer.
  125721. */
  125722. dispose(): void;
  125723. }
  125724. }
  125725. declare module BABYLON {
  125726. /** @hidden */
  125727. export var depthPixelShader: {
  125728. name: string;
  125729. shader: string;
  125730. };
  125731. }
  125732. declare module BABYLON {
  125733. /**
  125734. * This represents a depth renderer in Babylon.
  125735. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  125736. */
  125737. export class DepthRenderer {
  125738. private _scene;
  125739. private _depthMap;
  125740. private _effect;
  125741. private readonly _storeNonLinearDepth;
  125742. private readonly _clearColor;
  125743. /** Get if the depth renderer is using packed depth or not */
  125744. readonly isPacked: boolean;
  125745. private _cachedDefines;
  125746. private _camera;
  125747. /**
  125748. * Specifiess that the depth renderer will only be used within
  125749. * the camera it is created for.
  125750. * This can help forcing its rendering during the camera processing.
  125751. */
  125752. useOnlyInActiveCamera: boolean;
  125753. /** @hidden */
  125754. static _SceneComponentInitialization: (scene: Scene) => void;
  125755. /**
  125756. * Instantiates a depth renderer
  125757. * @param scene The scene the renderer belongs to
  125758. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  125759. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  125760. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  125761. */
  125762. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  125763. /**
  125764. * Creates the depth rendering effect and checks if the effect is ready.
  125765. * @param subMesh The submesh to be used to render the depth map of
  125766. * @param useInstances If multiple world instances should be used
  125767. * @returns if the depth renderer is ready to render the depth map
  125768. */
  125769. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  125770. /**
  125771. * Gets the texture which the depth map will be written to.
  125772. * @returns The depth map texture
  125773. */
  125774. getDepthMap(): RenderTargetTexture;
  125775. /**
  125776. * Disposes of the depth renderer.
  125777. */
  125778. dispose(): void;
  125779. }
  125780. }
  125781. declare module BABYLON {
  125782. interface Scene {
  125783. /** @hidden (Backing field) */
  125784. _depthRenderer: {
  125785. [id: string]: DepthRenderer;
  125786. };
  125787. /**
  125788. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  125789. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  125790. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  125791. * @returns the created depth renderer
  125792. */
  125793. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  125794. /**
  125795. * Disables a depth renderer for a given camera
  125796. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  125797. */
  125798. disableDepthRenderer(camera?: Nullable<Camera>): void;
  125799. }
  125800. /**
  125801. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  125802. * in several rendering techniques.
  125803. */
  125804. export class DepthRendererSceneComponent implements ISceneComponent {
  125805. /**
  125806. * The component name helpfull to identify the component in the list of scene components.
  125807. */
  125808. readonly name: string;
  125809. /**
  125810. * The scene the component belongs to.
  125811. */
  125812. scene: Scene;
  125813. /**
  125814. * Creates a new instance of the component for the given scene
  125815. * @param scene Defines the scene to register the component in
  125816. */
  125817. constructor(scene: Scene);
  125818. /**
  125819. * Registers the component in a given scene
  125820. */
  125821. register(): void;
  125822. /**
  125823. * Rebuilds the elements related to this component in case of
  125824. * context lost for instance.
  125825. */
  125826. rebuild(): void;
  125827. /**
  125828. * Disposes the component and the associated ressources
  125829. */
  125830. dispose(): void;
  125831. private _gatherRenderTargets;
  125832. private _gatherActiveCameraRenderTargets;
  125833. }
  125834. }
  125835. declare module BABYLON {
  125836. /** @hidden */
  125837. export var outlinePixelShader: {
  125838. name: string;
  125839. shader: string;
  125840. };
  125841. }
  125842. declare module BABYLON {
  125843. /** @hidden */
  125844. export var outlineVertexShader: {
  125845. name: string;
  125846. shader: string;
  125847. };
  125848. }
  125849. declare module BABYLON {
  125850. interface Scene {
  125851. /** @hidden */
  125852. _outlineRenderer: OutlineRenderer;
  125853. /**
  125854. * Gets the outline renderer associated with the scene
  125855. * @returns a OutlineRenderer
  125856. */
  125857. getOutlineRenderer(): OutlineRenderer;
  125858. }
  125859. interface AbstractMesh {
  125860. /** @hidden (Backing field) */
  125861. _renderOutline: boolean;
  125862. /**
  125863. * Gets or sets a boolean indicating if the outline must be rendered as well
  125864. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  125865. */
  125866. renderOutline: boolean;
  125867. /** @hidden (Backing field) */
  125868. _renderOverlay: boolean;
  125869. /**
  125870. * Gets or sets a boolean indicating if the overlay must be rendered as well
  125871. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  125872. */
  125873. renderOverlay: boolean;
  125874. }
  125875. /**
  125876. * This class is responsible to draw bothe outline/overlay of meshes.
  125877. * It should not be used directly but through the available method on mesh.
  125878. */
  125879. export class OutlineRenderer implements ISceneComponent {
  125880. /**
  125881. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  125882. */
  125883. private static _StencilReference;
  125884. /**
  125885. * The name of the component. Each component must have a unique name.
  125886. */
  125887. name: string;
  125888. /**
  125889. * The scene the component belongs to.
  125890. */
  125891. scene: Scene;
  125892. /**
  125893. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  125894. */
  125895. zOffset: number;
  125896. private _engine;
  125897. private _effect;
  125898. private _cachedDefines;
  125899. private _savedDepthWrite;
  125900. /**
  125901. * Instantiates a new outline renderer. (There could be only one per scene).
  125902. * @param scene Defines the scene it belongs to
  125903. */
  125904. constructor(scene: Scene);
  125905. /**
  125906. * Register the component to one instance of a scene.
  125907. */
  125908. register(): void;
  125909. /**
  125910. * Rebuilds the elements related to this component in case of
  125911. * context lost for instance.
  125912. */
  125913. rebuild(): void;
  125914. /**
  125915. * Disposes the component and the associated ressources.
  125916. */
  125917. dispose(): void;
  125918. /**
  125919. * Renders the outline in the canvas.
  125920. * @param subMesh Defines the sumesh to render
  125921. * @param batch Defines the batch of meshes in case of instances
  125922. * @param useOverlay Defines if the rendering is for the overlay or the outline
  125923. */
  125924. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  125925. /**
  125926. * Returns whether or not the outline renderer is ready for a given submesh.
  125927. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  125928. * @param subMesh Defines the submesh to check readyness for
  125929. * @param useInstances Defines wheter wee are trying to render instances or not
  125930. * @returns true if ready otherwise false
  125931. */
  125932. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  125933. private _beforeRenderingMesh;
  125934. private _afterRenderingMesh;
  125935. }
  125936. }
  125937. declare module BABYLON {
  125938. /**
  125939. * Class used to manage multiple sprites of different sizes on the same spritesheet
  125940. * @see http://doc.babylonjs.com/babylon101/sprites
  125941. */
  125942. export class SpritePackedManager extends SpriteManager {
  125943. /** defines the packed manager's name */
  125944. name: string;
  125945. /**
  125946. * Creates a new sprite manager from a packed sprite sheet
  125947. * @param name defines the manager's name
  125948. * @param imgUrl defines the sprite sheet url
  125949. * @param capacity defines the maximum allowed number of sprites
  125950. * @param scene defines the hosting scene
  125951. * @param spriteJSON null otherwise a JSON object defining sprite sheet data
  125952. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  125953. * @param samplingMode defines the smapling mode to use with spritesheet
  125954. * @param fromPacked set to true; do not alter
  125955. */
  125956. constructor(
  125957. /** defines the packed manager's name */
  125958. name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number);
  125959. }
  125960. }
  125961. declare module BABYLON {
  125962. /**
  125963. * Defines the list of states available for a task inside a AssetsManager
  125964. */
  125965. export enum AssetTaskState {
  125966. /**
  125967. * Initialization
  125968. */
  125969. INIT = 0,
  125970. /**
  125971. * Running
  125972. */
  125973. RUNNING = 1,
  125974. /**
  125975. * Done
  125976. */
  125977. DONE = 2,
  125978. /**
  125979. * Error
  125980. */
  125981. ERROR = 3
  125982. }
  125983. /**
  125984. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  125985. */
  125986. export abstract class AbstractAssetTask {
  125987. /**
  125988. * Task name
  125989. */ name: string;
  125990. /**
  125991. * Callback called when the task is successful
  125992. */
  125993. onSuccess: (task: any) => void;
  125994. /**
  125995. * Callback called when the task is not successful
  125996. */
  125997. onError: (task: any, message?: string, exception?: any) => void;
  125998. /**
  125999. * Creates a new AssetsManager
  126000. * @param name defines the name of the task
  126001. */
  126002. constructor(
  126003. /**
  126004. * Task name
  126005. */ name: string);
  126006. private _isCompleted;
  126007. private _taskState;
  126008. private _errorObject;
  126009. /**
  126010. * Get if the task is completed
  126011. */
  126012. readonly isCompleted: boolean;
  126013. /**
  126014. * Gets the current state of the task
  126015. */
  126016. readonly taskState: AssetTaskState;
  126017. /**
  126018. * Gets the current error object (if task is in error)
  126019. */
  126020. readonly errorObject: {
  126021. message?: string;
  126022. exception?: any;
  126023. };
  126024. /**
  126025. * Internal only
  126026. * @hidden
  126027. */
  126028. _setErrorObject(message?: string, exception?: any): void;
  126029. /**
  126030. * Execute the current task
  126031. * @param scene defines the scene where you want your assets to be loaded
  126032. * @param onSuccess is a callback called when the task is successfully executed
  126033. * @param onError is a callback called if an error occurs
  126034. */
  126035. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126036. /**
  126037. * Execute the current task
  126038. * @param scene defines the scene where you want your assets to be loaded
  126039. * @param onSuccess is a callback called when the task is successfully executed
  126040. * @param onError is a callback called if an error occurs
  126041. */
  126042. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126043. /**
  126044. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  126045. * This can be used with failed tasks that have the reason for failure fixed.
  126046. */
  126047. reset(): void;
  126048. private onErrorCallback;
  126049. private onDoneCallback;
  126050. }
  126051. /**
  126052. * Define the interface used by progress events raised during assets loading
  126053. */
  126054. export interface IAssetsProgressEvent {
  126055. /**
  126056. * Defines the number of remaining tasks to process
  126057. */
  126058. remainingCount: number;
  126059. /**
  126060. * Defines the total number of tasks
  126061. */
  126062. totalCount: number;
  126063. /**
  126064. * Defines the task that was just processed
  126065. */
  126066. task: AbstractAssetTask;
  126067. }
  126068. /**
  126069. * Class used to share progress information about assets loading
  126070. */
  126071. export class AssetsProgressEvent implements IAssetsProgressEvent {
  126072. /**
  126073. * Defines the number of remaining tasks to process
  126074. */
  126075. remainingCount: number;
  126076. /**
  126077. * Defines the total number of tasks
  126078. */
  126079. totalCount: number;
  126080. /**
  126081. * Defines the task that was just processed
  126082. */
  126083. task: AbstractAssetTask;
  126084. /**
  126085. * Creates a AssetsProgressEvent
  126086. * @param remainingCount defines the number of remaining tasks to process
  126087. * @param totalCount defines the total number of tasks
  126088. * @param task defines the task that was just processed
  126089. */
  126090. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  126091. }
  126092. /**
  126093. * Define a task used by AssetsManager to load meshes
  126094. */
  126095. export class MeshAssetTask extends AbstractAssetTask {
  126096. /**
  126097. * Defines the name of the task
  126098. */
  126099. name: string;
  126100. /**
  126101. * Defines the list of mesh's names you want to load
  126102. */
  126103. meshesNames: any;
  126104. /**
  126105. * Defines the root url to use as a base to load your meshes and associated resources
  126106. */
  126107. rootUrl: string;
  126108. /**
  126109. * Defines the filename of the scene to load from
  126110. */
  126111. sceneFilename: string;
  126112. /**
  126113. * Gets the list of loaded meshes
  126114. */
  126115. loadedMeshes: Array<AbstractMesh>;
  126116. /**
  126117. * Gets the list of loaded particle systems
  126118. */
  126119. loadedParticleSystems: Array<IParticleSystem>;
  126120. /**
  126121. * Gets the list of loaded skeletons
  126122. */
  126123. loadedSkeletons: Array<Skeleton>;
  126124. /**
  126125. * Gets the list of loaded animation groups
  126126. */
  126127. loadedAnimationGroups: Array<AnimationGroup>;
  126128. /**
  126129. * Callback called when the task is successful
  126130. */
  126131. onSuccess: (task: MeshAssetTask) => void;
  126132. /**
  126133. * Callback called when the task is successful
  126134. */
  126135. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  126136. /**
  126137. * Creates a new MeshAssetTask
  126138. * @param name defines the name of the task
  126139. * @param meshesNames defines the list of mesh's names you want to load
  126140. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  126141. * @param sceneFilename defines the filename of the scene to load from
  126142. */
  126143. constructor(
  126144. /**
  126145. * Defines the name of the task
  126146. */
  126147. name: string,
  126148. /**
  126149. * Defines the list of mesh's names you want to load
  126150. */
  126151. meshesNames: any,
  126152. /**
  126153. * Defines the root url to use as a base to load your meshes and associated resources
  126154. */
  126155. rootUrl: string,
  126156. /**
  126157. * Defines the filename of the scene to load from
  126158. */
  126159. sceneFilename: string);
  126160. /**
  126161. * Execute the current task
  126162. * @param scene defines the scene where you want your assets to be loaded
  126163. * @param onSuccess is a callback called when the task is successfully executed
  126164. * @param onError is a callback called if an error occurs
  126165. */
  126166. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126167. }
  126168. /**
  126169. * Define a task used by AssetsManager to load text content
  126170. */
  126171. export class TextFileAssetTask extends AbstractAssetTask {
  126172. /**
  126173. * Defines the name of the task
  126174. */
  126175. name: string;
  126176. /**
  126177. * Defines the location of the file to load
  126178. */
  126179. url: string;
  126180. /**
  126181. * Gets the loaded text string
  126182. */
  126183. text: string;
  126184. /**
  126185. * Callback called when the task is successful
  126186. */
  126187. onSuccess: (task: TextFileAssetTask) => void;
  126188. /**
  126189. * Callback called when the task is successful
  126190. */
  126191. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  126192. /**
  126193. * Creates a new TextFileAssetTask object
  126194. * @param name defines the name of the task
  126195. * @param url defines the location of the file to load
  126196. */
  126197. constructor(
  126198. /**
  126199. * Defines the name of the task
  126200. */
  126201. name: string,
  126202. /**
  126203. * Defines the location of the file to load
  126204. */
  126205. url: string);
  126206. /**
  126207. * Execute the current task
  126208. * @param scene defines the scene where you want your assets to be loaded
  126209. * @param onSuccess is a callback called when the task is successfully executed
  126210. * @param onError is a callback called if an error occurs
  126211. */
  126212. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126213. }
  126214. /**
  126215. * Define a task used by AssetsManager to load binary data
  126216. */
  126217. export class BinaryFileAssetTask extends AbstractAssetTask {
  126218. /**
  126219. * Defines the name of the task
  126220. */
  126221. name: string;
  126222. /**
  126223. * Defines the location of the file to load
  126224. */
  126225. url: string;
  126226. /**
  126227. * Gets the lodaded data (as an array buffer)
  126228. */
  126229. data: ArrayBuffer;
  126230. /**
  126231. * Callback called when the task is successful
  126232. */
  126233. onSuccess: (task: BinaryFileAssetTask) => void;
  126234. /**
  126235. * Callback called when the task is successful
  126236. */
  126237. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  126238. /**
  126239. * Creates a new BinaryFileAssetTask object
  126240. * @param name defines the name of the new task
  126241. * @param url defines the location of the file to load
  126242. */
  126243. constructor(
  126244. /**
  126245. * Defines the name of the task
  126246. */
  126247. name: string,
  126248. /**
  126249. * Defines the location of the file to load
  126250. */
  126251. url: string);
  126252. /**
  126253. * Execute the current task
  126254. * @param scene defines the scene where you want your assets to be loaded
  126255. * @param onSuccess is a callback called when the task is successfully executed
  126256. * @param onError is a callback called if an error occurs
  126257. */
  126258. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126259. }
  126260. /**
  126261. * Define a task used by AssetsManager to load images
  126262. */
  126263. export class ImageAssetTask extends AbstractAssetTask {
  126264. /**
  126265. * Defines the name of the task
  126266. */
  126267. name: string;
  126268. /**
  126269. * Defines the location of the image to load
  126270. */
  126271. url: string;
  126272. /**
  126273. * Gets the loaded images
  126274. */
  126275. image: HTMLImageElement;
  126276. /**
  126277. * Callback called when the task is successful
  126278. */
  126279. onSuccess: (task: ImageAssetTask) => void;
  126280. /**
  126281. * Callback called when the task is successful
  126282. */
  126283. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  126284. /**
  126285. * Creates a new ImageAssetTask
  126286. * @param name defines the name of the task
  126287. * @param url defines the location of the image to load
  126288. */
  126289. constructor(
  126290. /**
  126291. * Defines the name of the task
  126292. */
  126293. name: string,
  126294. /**
  126295. * Defines the location of the image to load
  126296. */
  126297. url: string);
  126298. /**
  126299. * Execute the current task
  126300. * @param scene defines the scene where you want your assets to be loaded
  126301. * @param onSuccess is a callback called when the task is successfully executed
  126302. * @param onError is a callback called if an error occurs
  126303. */
  126304. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126305. }
  126306. /**
  126307. * Defines the interface used by texture loading tasks
  126308. */
  126309. export interface ITextureAssetTask<TEX extends BaseTexture> {
  126310. /**
  126311. * Gets the loaded texture
  126312. */
  126313. texture: TEX;
  126314. }
  126315. /**
  126316. * Define a task used by AssetsManager to load 2D textures
  126317. */
  126318. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  126319. /**
  126320. * Defines the name of the task
  126321. */
  126322. name: string;
  126323. /**
  126324. * Defines the location of the file to load
  126325. */
  126326. url: string;
  126327. /**
  126328. * Defines if mipmap should not be generated (default is false)
  126329. */
  126330. noMipmap?: boolean | undefined;
  126331. /**
  126332. * Defines if texture must be inverted on Y axis (default is false)
  126333. */
  126334. invertY?: boolean | undefined;
  126335. /**
  126336. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  126337. */
  126338. samplingMode: number;
  126339. /**
  126340. * Gets the loaded texture
  126341. */
  126342. texture: Texture;
  126343. /**
  126344. * Callback called when the task is successful
  126345. */
  126346. onSuccess: (task: TextureAssetTask) => void;
  126347. /**
  126348. * Callback called when the task is successful
  126349. */
  126350. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  126351. /**
  126352. * Creates a new TextureAssetTask object
  126353. * @param name defines the name of the task
  126354. * @param url defines the location of the file to load
  126355. * @param noMipmap defines if mipmap should not be generated (default is false)
  126356. * @param invertY defines if texture must be inverted on Y axis (default is false)
  126357. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  126358. */
  126359. constructor(
  126360. /**
  126361. * Defines the name of the task
  126362. */
  126363. name: string,
  126364. /**
  126365. * Defines the location of the file to load
  126366. */
  126367. url: string,
  126368. /**
  126369. * Defines if mipmap should not be generated (default is false)
  126370. */
  126371. noMipmap?: boolean | undefined,
  126372. /**
  126373. * Defines if texture must be inverted on Y axis (default is false)
  126374. */
  126375. invertY?: boolean | undefined,
  126376. /**
  126377. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  126378. */
  126379. samplingMode?: number);
  126380. /**
  126381. * Execute the current task
  126382. * @param scene defines the scene where you want your assets to be loaded
  126383. * @param onSuccess is a callback called when the task is successfully executed
  126384. * @param onError is a callback called if an error occurs
  126385. */
  126386. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126387. }
  126388. /**
  126389. * Define a task used by AssetsManager to load cube textures
  126390. */
  126391. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  126392. /**
  126393. * Defines the name of the task
  126394. */
  126395. name: string;
  126396. /**
  126397. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  126398. */
  126399. url: string;
  126400. /**
  126401. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  126402. */
  126403. extensions?: string[] | undefined;
  126404. /**
  126405. * Defines if mipmaps should not be generated (default is false)
  126406. */
  126407. noMipmap?: boolean | undefined;
  126408. /**
  126409. * Defines the explicit list of files (undefined by default)
  126410. */
  126411. files?: string[] | undefined;
  126412. /**
  126413. * Gets the loaded texture
  126414. */
  126415. texture: CubeTexture;
  126416. /**
  126417. * Callback called when the task is successful
  126418. */
  126419. onSuccess: (task: CubeTextureAssetTask) => void;
  126420. /**
  126421. * Callback called when the task is successful
  126422. */
  126423. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  126424. /**
  126425. * Creates a new CubeTextureAssetTask
  126426. * @param name defines the name of the task
  126427. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  126428. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  126429. * @param noMipmap defines if mipmaps should not be generated (default is false)
  126430. * @param files defines the explicit list of files (undefined by default)
  126431. */
  126432. constructor(
  126433. /**
  126434. * Defines the name of the task
  126435. */
  126436. name: string,
  126437. /**
  126438. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  126439. */
  126440. url: string,
  126441. /**
  126442. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  126443. */
  126444. extensions?: string[] | undefined,
  126445. /**
  126446. * Defines if mipmaps should not be generated (default is false)
  126447. */
  126448. noMipmap?: boolean | undefined,
  126449. /**
  126450. * Defines the explicit list of files (undefined by default)
  126451. */
  126452. files?: string[] | undefined);
  126453. /**
  126454. * Execute the current task
  126455. * @param scene defines the scene where you want your assets to be loaded
  126456. * @param onSuccess is a callback called when the task is successfully executed
  126457. * @param onError is a callback called if an error occurs
  126458. */
  126459. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126460. }
  126461. /**
  126462. * Define a task used by AssetsManager to load HDR cube textures
  126463. */
  126464. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  126465. /**
  126466. * Defines the name of the task
  126467. */
  126468. name: string;
  126469. /**
  126470. * Defines the location of the file to load
  126471. */
  126472. url: string;
  126473. /**
  126474. * Defines the desired size (the more it increases the longer the generation will be)
  126475. */
  126476. size: number;
  126477. /**
  126478. * Defines if mipmaps should not be generated (default is false)
  126479. */
  126480. noMipmap: boolean;
  126481. /**
  126482. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  126483. */
  126484. generateHarmonics: boolean;
  126485. /**
  126486. * 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)
  126487. */
  126488. gammaSpace: boolean;
  126489. /**
  126490. * Internal Use Only
  126491. */
  126492. reserved: boolean;
  126493. /**
  126494. * Gets the loaded texture
  126495. */
  126496. texture: HDRCubeTexture;
  126497. /**
  126498. * Callback called when the task is successful
  126499. */
  126500. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  126501. /**
  126502. * Callback called when the task is successful
  126503. */
  126504. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  126505. /**
  126506. * Creates a new HDRCubeTextureAssetTask object
  126507. * @param name defines the name of the task
  126508. * @param url defines the location of the file to load
  126509. * @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.
  126510. * @param noMipmap defines if mipmaps should not be generated (default is false)
  126511. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  126512. * @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)
  126513. * @param reserved Internal use only
  126514. */
  126515. constructor(
  126516. /**
  126517. * Defines the name of the task
  126518. */
  126519. name: string,
  126520. /**
  126521. * Defines the location of the file to load
  126522. */
  126523. url: string,
  126524. /**
  126525. * Defines the desired size (the more it increases the longer the generation will be)
  126526. */
  126527. size: number,
  126528. /**
  126529. * Defines if mipmaps should not be generated (default is false)
  126530. */
  126531. noMipmap?: boolean,
  126532. /**
  126533. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  126534. */
  126535. generateHarmonics?: boolean,
  126536. /**
  126537. * 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)
  126538. */
  126539. gammaSpace?: boolean,
  126540. /**
  126541. * Internal Use Only
  126542. */
  126543. reserved?: boolean);
  126544. /**
  126545. * Execute the current task
  126546. * @param scene defines the scene where you want your assets to be loaded
  126547. * @param onSuccess is a callback called when the task is successfully executed
  126548. * @param onError is a callback called if an error occurs
  126549. */
  126550. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126551. }
  126552. /**
  126553. * Define a task used by AssetsManager to load Equirectangular cube textures
  126554. */
  126555. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  126556. /**
  126557. * Defines the name of the task
  126558. */
  126559. name: string;
  126560. /**
  126561. * Defines the location of the file to load
  126562. */
  126563. url: string;
  126564. /**
  126565. * Defines the desired size (the more it increases the longer the generation will be)
  126566. */
  126567. size: number;
  126568. /**
  126569. * Defines if mipmaps should not be generated (default is false)
  126570. */
  126571. noMipmap: boolean;
  126572. /**
  126573. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  126574. * but the standard material would require them in Gamma space) (default is true)
  126575. */
  126576. gammaSpace: boolean;
  126577. /**
  126578. * Gets the loaded texture
  126579. */
  126580. texture: EquiRectangularCubeTexture;
  126581. /**
  126582. * Callback called when the task is successful
  126583. */
  126584. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  126585. /**
  126586. * Callback called when the task is successful
  126587. */
  126588. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  126589. /**
  126590. * Creates a new EquiRectangularCubeTextureAssetTask object
  126591. * @param name defines the name of the task
  126592. * @param url defines the location of the file to load
  126593. * @param size defines the desired size (the more it increases the longer the generation will be)
  126594. * If the size is omitted this implies you are using a preprocessed cubemap.
  126595. * @param noMipmap defines if mipmaps should not be generated (default is false)
  126596. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  126597. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  126598. * (default is true)
  126599. */
  126600. constructor(
  126601. /**
  126602. * Defines the name of the task
  126603. */
  126604. name: string,
  126605. /**
  126606. * Defines the location of the file to load
  126607. */
  126608. url: string,
  126609. /**
  126610. * Defines the desired size (the more it increases the longer the generation will be)
  126611. */
  126612. size: number,
  126613. /**
  126614. * Defines if mipmaps should not be generated (default is false)
  126615. */
  126616. noMipmap?: boolean,
  126617. /**
  126618. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  126619. * but the standard material would require them in Gamma space) (default is true)
  126620. */
  126621. gammaSpace?: boolean);
  126622. /**
  126623. * Execute the current task
  126624. * @param scene defines the scene where you want your assets to be loaded
  126625. * @param onSuccess is a callback called when the task is successfully executed
  126626. * @param onError is a callback called if an error occurs
  126627. */
  126628. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  126629. }
  126630. /**
  126631. * This class can be used to easily import assets into a scene
  126632. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  126633. */
  126634. export class AssetsManager {
  126635. private _scene;
  126636. private _isLoading;
  126637. protected _tasks: AbstractAssetTask[];
  126638. protected _waitingTasksCount: number;
  126639. protected _totalTasksCount: number;
  126640. /**
  126641. * Callback called when all tasks are processed
  126642. */
  126643. onFinish: (tasks: AbstractAssetTask[]) => void;
  126644. /**
  126645. * Callback called when a task is successful
  126646. */
  126647. onTaskSuccess: (task: AbstractAssetTask) => void;
  126648. /**
  126649. * Callback called when a task had an error
  126650. */
  126651. onTaskError: (task: AbstractAssetTask) => void;
  126652. /**
  126653. * Callback called when a task is done (whatever the result is)
  126654. */
  126655. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  126656. /**
  126657. * Observable called when all tasks are processed
  126658. */
  126659. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  126660. /**
  126661. * Observable called when a task had an error
  126662. */
  126663. onTaskErrorObservable: Observable<AbstractAssetTask>;
  126664. /**
  126665. * Observable called when all tasks were executed
  126666. */
  126667. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  126668. /**
  126669. * Observable called when a task is done (whatever the result is)
  126670. */
  126671. onProgressObservable: Observable<IAssetsProgressEvent>;
  126672. /**
  126673. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  126674. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  126675. */
  126676. useDefaultLoadingScreen: boolean;
  126677. /**
  126678. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  126679. * when all assets have been downloaded.
  126680. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  126681. */
  126682. autoHideLoadingUI: boolean;
  126683. /**
  126684. * Creates a new AssetsManager
  126685. * @param scene defines the scene to work on
  126686. */
  126687. constructor(scene: Scene);
  126688. /**
  126689. * Add a MeshAssetTask to the list of active tasks
  126690. * @param taskName defines the name of the new task
  126691. * @param meshesNames defines the name of meshes to load
  126692. * @param rootUrl defines the root url to use to locate files
  126693. * @param sceneFilename defines the filename of the scene file
  126694. * @returns a new MeshAssetTask object
  126695. */
  126696. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  126697. /**
  126698. * Add a TextFileAssetTask to the list of active tasks
  126699. * @param taskName defines the name of the new task
  126700. * @param url defines the url of the file to load
  126701. * @returns a new TextFileAssetTask object
  126702. */
  126703. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  126704. /**
  126705. * Add a BinaryFileAssetTask to the list of active tasks
  126706. * @param taskName defines the name of the new task
  126707. * @param url defines the url of the file to load
  126708. * @returns a new BinaryFileAssetTask object
  126709. */
  126710. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  126711. /**
  126712. * Add a ImageAssetTask to the list of active tasks
  126713. * @param taskName defines the name of the new task
  126714. * @param url defines the url of the file to load
  126715. * @returns a new ImageAssetTask object
  126716. */
  126717. addImageTask(taskName: string, url: string): ImageAssetTask;
  126718. /**
  126719. * Add a TextureAssetTask to the list of active tasks
  126720. * @param taskName defines the name of the new task
  126721. * @param url defines the url of the file to load
  126722. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  126723. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  126724. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  126725. * @returns a new TextureAssetTask object
  126726. */
  126727. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  126728. /**
  126729. * Add a CubeTextureAssetTask to the list of active tasks
  126730. * @param taskName defines the name of the new task
  126731. * @param url defines the url of the file to load
  126732. * @param extensions defines the extension to use to load the cube map (can be null)
  126733. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  126734. * @param files defines the list of files to load (can be null)
  126735. * @returns a new CubeTextureAssetTask object
  126736. */
  126737. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  126738. /**
  126739. *
  126740. * Add a HDRCubeTextureAssetTask to the list of active tasks
  126741. * @param taskName defines the name of the new task
  126742. * @param url defines the url of the file to load
  126743. * @param size defines the size you want for the cubemap (can be null)
  126744. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  126745. * @param generateHarmonics defines if you want to automatically generate (true by default)
  126746. * @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)
  126747. * @param reserved Internal use only
  126748. * @returns a new HDRCubeTextureAssetTask object
  126749. */
  126750. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  126751. /**
  126752. *
  126753. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  126754. * @param taskName defines the name of the new task
  126755. * @param url defines the url of the file to load
  126756. * @param size defines the size you want for the cubemap (can be null)
  126757. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  126758. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  126759. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  126760. * @returns a new EquiRectangularCubeTextureAssetTask object
  126761. */
  126762. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  126763. /**
  126764. * Remove a task from the assets manager.
  126765. * @param task the task to remove
  126766. */
  126767. removeTask(task: AbstractAssetTask): void;
  126768. private _decreaseWaitingTasksCount;
  126769. private _runTask;
  126770. /**
  126771. * Reset the AssetsManager and remove all tasks
  126772. * @return the current instance of the AssetsManager
  126773. */
  126774. reset(): AssetsManager;
  126775. /**
  126776. * Start the loading process
  126777. * @return the current instance of the AssetsManager
  126778. */
  126779. load(): AssetsManager;
  126780. /**
  126781. * Start the loading process as an async operation
  126782. * @return a promise returning the list of failed tasks
  126783. */
  126784. loadAsync(): Promise<void>;
  126785. }
  126786. }
  126787. declare module BABYLON {
  126788. /**
  126789. * Wrapper class for promise with external resolve and reject.
  126790. */
  126791. export class Deferred<T> {
  126792. /**
  126793. * The promise associated with this deferred object.
  126794. */
  126795. readonly promise: Promise<T>;
  126796. private _resolve;
  126797. private _reject;
  126798. /**
  126799. * The resolve method of the promise associated with this deferred object.
  126800. */
  126801. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  126802. /**
  126803. * The reject method of the promise associated with this deferred object.
  126804. */
  126805. readonly reject: (reason?: any) => void;
  126806. /**
  126807. * Constructor for this deferred object.
  126808. */
  126809. constructor();
  126810. }
  126811. }
  126812. declare module BABYLON {
  126813. /**
  126814. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  126815. */
  126816. export class MeshExploder {
  126817. private _centerMesh;
  126818. private _meshes;
  126819. private _meshesOrigins;
  126820. private _toCenterVectors;
  126821. private _scaledDirection;
  126822. private _newPosition;
  126823. private _centerPosition;
  126824. /**
  126825. * Explodes meshes from a center mesh.
  126826. * @param meshes The meshes to explode.
  126827. * @param centerMesh The mesh to be center of explosion.
  126828. */
  126829. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  126830. private _setCenterMesh;
  126831. /**
  126832. * Get class name
  126833. * @returns "MeshExploder"
  126834. */
  126835. getClassName(): string;
  126836. /**
  126837. * "Exploded meshes"
  126838. * @returns Array of meshes with the centerMesh at index 0.
  126839. */
  126840. getMeshes(): Array<Mesh>;
  126841. /**
  126842. * Explodes meshes giving a specific direction
  126843. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  126844. */
  126845. explode(direction?: number): void;
  126846. }
  126847. }
  126848. declare module BABYLON {
  126849. /**
  126850. * Class used to help managing file picking and drag'n'drop
  126851. */
  126852. export class FilesInput {
  126853. /**
  126854. * List of files ready to be loaded
  126855. */
  126856. static readonly FilesToLoad: {
  126857. [key: string]: File;
  126858. };
  126859. /**
  126860. * Callback called when a file is processed
  126861. */
  126862. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  126863. private _engine;
  126864. private _currentScene;
  126865. private _sceneLoadedCallback;
  126866. private _progressCallback;
  126867. private _additionalRenderLoopLogicCallback;
  126868. private _textureLoadingCallback;
  126869. private _startingProcessingFilesCallback;
  126870. private _onReloadCallback;
  126871. private _errorCallback;
  126872. private _elementToMonitor;
  126873. private _sceneFileToLoad;
  126874. private _filesToLoad;
  126875. /**
  126876. * Creates a new FilesInput
  126877. * @param engine defines the rendering engine
  126878. * @param scene defines the hosting scene
  126879. * @param sceneLoadedCallback callback called when scene is loaded
  126880. * @param progressCallback callback called to track progress
  126881. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  126882. * @param textureLoadingCallback callback called when a texture is loading
  126883. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  126884. * @param onReloadCallback callback called when a reload is requested
  126885. * @param errorCallback callback call if an error occurs
  126886. */
  126887. 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);
  126888. private _dragEnterHandler;
  126889. private _dragOverHandler;
  126890. private _dropHandler;
  126891. /**
  126892. * Calls this function to listen to drag'n'drop events on a specific DOM element
  126893. * @param elementToMonitor defines the DOM element to track
  126894. */
  126895. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  126896. /**
  126897. * Release all associated resources
  126898. */
  126899. dispose(): void;
  126900. private renderFunction;
  126901. private drag;
  126902. private drop;
  126903. private _traverseFolder;
  126904. private _processFiles;
  126905. /**
  126906. * Load files from a drop event
  126907. * @param event defines the drop event to use as source
  126908. */
  126909. loadFiles(event: any): void;
  126910. private _processReload;
  126911. /**
  126912. * Reload the current scene from the loaded files
  126913. */
  126914. reload(): void;
  126915. }
  126916. }
  126917. declare module BABYLON {
  126918. /**
  126919. * Defines the root class used to create scene optimization to use with SceneOptimizer
  126920. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  126921. */
  126922. export class SceneOptimization {
  126923. /**
  126924. * Defines the priority of this optimization (0 by default which means first in the list)
  126925. */
  126926. priority: number;
  126927. /**
  126928. * Gets a string describing the action executed by the current optimization
  126929. * @returns description string
  126930. */
  126931. getDescription(): string;
  126932. /**
  126933. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  126934. * @param scene defines the current scene where to apply this optimization
  126935. * @param optimizer defines the current optimizer
  126936. * @returns true if everything that can be done was applied
  126937. */
  126938. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  126939. /**
  126940. * Creates the SceneOptimization object
  126941. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  126942. * @param desc defines the description associated with the optimization
  126943. */
  126944. constructor(
  126945. /**
  126946. * Defines the priority of this optimization (0 by default which means first in the list)
  126947. */
  126948. priority?: number);
  126949. }
  126950. /**
  126951. * Defines an optimization used to reduce the size of render target textures
  126952. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  126953. */
  126954. export class TextureOptimization extends SceneOptimization {
  126955. /**
  126956. * Defines the priority of this optimization (0 by default which means first in the list)
  126957. */
  126958. priority: number;
  126959. /**
  126960. * 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
  126961. */
  126962. maximumSize: number;
  126963. /**
  126964. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  126965. */
  126966. step: number;
  126967. /**
  126968. * Gets a string describing the action executed by the current optimization
  126969. * @returns description string
  126970. */
  126971. getDescription(): string;
  126972. /**
  126973. * Creates the TextureOptimization object
  126974. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  126975. * @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
  126976. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  126977. */
  126978. constructor(
  126979. /**
  126980. * Defines the priority of this optimization (0 by default which means first in the list)
  126981. */
  126982. priority?: number,
  126983. /**
  126984. * 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
  126985. */
  126986. maximumSize?: number,
  126987. /**
  126988. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  126989. */
  126990. step?: number);
  126991. /**
  126992. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  126993. * @param scene defines the current scene where to apply this optimization
  126994. * @param optimizer defines the current optimizer
  126995. * @returns true if everything that can be done was applied
  126996. */
  126997. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  126998. }
  126999. /**
  127000. * Defines an optimization used to increase or decrease the rendering resolution
  127001. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127002. */
  127003. export class HardwareScalingOptimization extends SceneOptimization {
  127004. /**
  127005. * Defines the priority of this optimization (0 by default which means first in the list)
  127006. */
  127007. priority: number;
  127008. /**
  127009. * Defines the maximum scale to use (2 by default)
  127010. */
  127011. maximumScale: number;
  127012. /**
  127013. * Defines the step to use between two passes (0.5 by default)
  127014. */
  127015. step: number;
  127016. private _currentScale;
  127017. private _directionOffset;
  127018. /**
  127019. * Gets a string describing the action executed by the current optimization
  127020. * @return description string
  127021. */
  127022. getDescription(): string;
  127023. /**
  127024. * Creates the HardwareScalingOptimization object
  127025. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  127026. * @param maximumScale defines the maximum scale to use (2 by default)
  127027. * @param step defines the step to use between two passes (0.5 by default)
  127028. */
  127029. constructor(
  127030. /**
  127031. * Defines the priority of this optimization (0 by default which means first in the list)
  127032. */
  127033. priority?: number,
  127034. /**
  127035. * Defines the maximum scale to use (2 by default)
  127036. */
  127037. maximumScale?: number,
  127038. /**
  127039. * Defines the step to use between two passes (0.5 by default)
  127040. */
  127041. step?: number);
  127042. /**
  127043. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127044. * @param scene defines the current scene where to apply this optimization
  127045. * @param optimizer defines the current optimizer
  127046. * @returns true if everything that can be done was applied
  127047. */
  127048. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127049. }
  127050. /**
  127051. * Defines an optimization used to remove shadows
  127052. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127053. */
  127054. export class ShadowsOptimization extends SceneOptimization {
  127055. /**
  127056. * Gets a string describing the action executed by the current optimization
  127057. * @return description string
  127058. */
  127059. getDescription(): string;
  127060. /**
  127061. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127062. * @param scene defines the current scene where to apply this optimization
  127063. * @param optimizer defines the current optimizer
  127064. * @returns true if everything that can be done was applied
  127065. */
  127066. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127067. }
  127068. /**
  127069. * Defines an optimization used to turn post-processes off
  127070. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127071. */
  127072. export class PostProcessesOptimization extends SceneOptimization {
  127073. /**
  127074. * Gets a string describing the action executed by the current optimization
  127075. * @return description string
  127076. */
  127077. getDescription(): string;
  127078. /**
  127079. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127080. * @param scene defines the current scene where to apply this optimization
  127081. * @param optimizer defines the current optimizer
  127082. * @returns true if everything that can be done was applied
  127083. */
  127084. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127085. }
  127086. /**
  127087. * Defines an optimization used to turn lens flares off
  127088. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127089. */
  127090. export class LensFlaresOptimization extends SceneOptimization {
  127091. /**
  127092. * Gets a string describing the action executed by the current optimization
  127093. * @return description string
  127094. */
  127095. getDescription(): string;
  127096. /**
  127097. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127098. * @param scene defines the current scene where to apply this optimization
  127099. * @param optimizer defines the current optimizer
  127100. * @returns true if everything that can be done was applied
  127101. */
  127102. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127103. }
  127104. /**
  127105. * Defines an optimization based on user defined callback.
  127106. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127107. */
  127108. export class CustomOptimization extends SceneOptimization {
  127109. /**
  127110. * Callback called to apply the custom optimization.
  127111. */
  127112. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  127113. /**
  127114. * Callback called to get custom description
  127115. */
  127116. onGetDescription: () => string;
  127117. /**
  127118. * Gets a string describing the action executed by the current optimization
  127119. * @returns description string
  127120. */
  127121. getDescription(): string;
  127122. /**
  127123. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127124. * @param scene defines the current scene where to apply this optimization
  127125. * @param optimizer defines the current optimizer
  127126. * @returns true if everything that can be done was applied
  127127. */
  127128. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127129. }
  127130. /**
  127131. * Defines an optimization used to turn particles off
  127132. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127133. */
  127134. export class ParticlesOptimization extends SceneOptimization {
  127135. /**
  127136. * Gets a string describing the action executed by the current optimization
  127137. * @return description string
  127138. */
  127139. getDescription(): string;
  127140. /**
  127141. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127142. * @param scene defines the current scene where to apply this optimization
  127143. * @param optimizer defines the current optimizer
  127144. * @returns true if everything that can be done was applied
  127145. */
  127146. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127147. }
  127148. /**
  127149. * Defines an optimization used to turn render targets off
  127150. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127151. */
  127152. export class RenderTargetsOptimization extends SceneOptimization {
  127153. /**
  127154. * Gets a string describing the action executed by the current optimization
  127155. * @return description string
  127156. */
  127157. getDescription(): string;
  127158. /**
  127159. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127160. * @param scene defines the current scene where to apply this optimization
  127161. * @param optimizer defines the current optimizer
  127162. * @returns true if everything that can be done was applied
  127163. */
  127164. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  127165. }
  127166. /**
  127167. * Defines an optimization used to merge meshes with compatible materials
  127168. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127169. */
  127170. export class MergeMeshesOptimization extends SceneOptimization {
  127171. private static _UpdateSelectionTree;
  127172. /**
  127173. * Gets or sets a boolean which defines if optimization octree has to be updated
  127174. */
  127175. /**
  127176. * Gets or sets a boolean which defines if optimization octree has to be updated
  127177. */
  127178. static UpdateSelectionTree: boolean;
  127179. /**
  127180. * Gets a string describing the action executed by the current optimization
  127181. * @return description string
  127182. */
  127183. getDescription(): string;
  127184. private _canBeMerged;
  127185. /**
  127186. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  127187. * @param scene defines the current scene where to apply this optimization
  127188. * @param optimizer defines the current optimizer
  127189. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  127190. * @returns true if everything that can be done was applied
  127191. */
  127192. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  127193. }
  127194. /**
  127195. * Defines a list of options used by SceneOptimizer
  127196. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127197. */
  127198. export class SceneOptimizerOptions {
  127199. /**
  127200. * Defines the target frame rate to reach (60 by default)
  127201. */
  127202. targetFrameRate: number;
  127203. /**
  127204. * Defines the interval between two checkes (2000ms by default)
  127205. */
  127206. trackerDuration: number;
  127207. /**
  127208. * Gets the list of optimizations to apply
  127209. */
  127210. optimizations: SceneOptimization[];
  127211. /**
  127212. * Creates a new list of options used by SceneOptimizer
  127213. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  127214. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  127215. */
  127216. constructor(
  127217. /**
  127218. * Defines the target frame rate to reach (60 by default)
  127219. */
  127220. targetFrameRate?: number,
  127221. /**
  127222. * Defines the interval between two checkes (2000ms by default)
  127223. */
  127224. trackerDuration?: number);
  127225. /**
  127226. * Add a new optimization
  127227. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  127228. * @returns the current SceneOptimizerOptions
  127229. */
  127230. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  127231. /**
  127232. * Add a new custom optimization
  127233. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  127234. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  127235. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  127236. * @returns the current SceneOptimizerOptions
  127237. */
  127238. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  127239. /**
  127240. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  127241. * @param targetFrameRate defines the target frame rate (60 by default)
  127242. * @returns a SceneOptimizerOptions object
  127243. */
  127244. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  127245. /**
  127246. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  127247. * @param targetFrameRate defines the target frame rate (60 by default)
  127248. * @returns a SceneOptimizerOptions object
  127249. */
  127250. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  127251. /**
  127252. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  127253. * @param targetFrameRate defines the target frame rate (60 by default)
  127254. * @returns a SceneOptimizerOptions object
  127255. */
  127256. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  127257. }
  127258. /**
  127259. * Class used to run optimizations in order to reach a target frame rate
  127260. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  127261. */
  127262. export class SceneOptimizer implements IDisposable {
  127263. private _isRunning;
  127264. private _options;
  127265. private _scene;
  127266. private _currentPriorityLevel;
  127267. private _targetFrameRate;
  127268. private _trackerDuration;
  127269. private _currentFrameRate;
  127270. private _sceneDisposeObserver;
  127271. private _improvementMode;
  127272. /**
  127273. * Defines an observable called when the optimizer reaches the target frame rate
  127274. */
  127275. onSuccessObservable: Observable<SceneOptimizer>;
  127276. /**
  127277. * Defines an observable called when the optimizer enables an optimization
  127278. */
  127279. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  127280. /**
  127281. * Defines an observable called when the optimizer is not able to reach the target frame rate
  127282. */
  127283. onFailureObservable: Observable<SceneOptimizer>;
  127284. /**
  127285. * Gets a boolean indicating if the optimizer is in improvement mode
  127286. */
  127287. readonly isInImprovementMode: boolean;
  127288. /**
  127289. * Gets the current priority level (0 at start)
  127290. */
  127291. readonly currentPriorityLevel: number;
  127292. /**
  127293. * Gets the current frame rate checked by the SceneOptimizer
  127294. */
  127295. readonly currentFrameRate: number;
  127296. /**
  127297. * Gets or sets the current target frame rate (60 by default)
  127298. */
  127299. /**
  127300. * Gets or sets the current target frame rate (60 by default)
  127301. */
  127302. targetFrameRate: number;
  127303. /**
  127304. * Gets or sets the current interval between two checks (every 2000ms by default)
  127305. */
  127306. /**
  127307. * Gets or sets the current interval between two checks (every 2000ms by default)
  127308. */
  127309. trackerDuration: number;
  127310. /**
  127311. * Gets the list of active optimizations
  127312. */
  127313. readonly optimizations: SceneOptimization[];
  127314. /**
  127315. * Creates a new SceneOptimizer
  127316. * @param scene defines the scene to work on
  127317. * @param options defines the options to use with the SceneOptimizer
  127318. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  127319. * @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)
  127320. */
  127321. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  127322. /**
  127323. * Stops the current optimizer
  127324. */
  127325. stop(): void;
  127326. /**
  127327. * Reset the optimizer to initial step (current priority level = 0)
  127328. */
  127329. reset(): void;
  127330. /**
  127331. * Start the optimizer. By default it will try to reach a specific framerate
  127332. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  127333. */
  127334. start(): void;
  127335. private _checkCurrentState;
  127336. /**
  127337. * Release all resources
  127338. */
  127339. dispose(): void;
  127340. /**
  127341. * Helper function to create a SceneOptimizer with one single line of code
  127342. * @param scene defines the scene to work on
  127343. * @param options defines the options to use with the SceneOptimizer
  127344. * @param onSuccess defines a callback to call on success
  127345. * @param onFailure defines a callback to call on failure
  127346. * @returns the new SceneOptimizer object
  127347. */
  127348. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  127349. }
  127350. }
  127351. declare module BABYLON {
  127352. /**
  127353. * Class used to serialize a scene into a string
  127354. */
  127355. export class SceneSerializer {
  127356. /**
  127357. * Clear cache used by a previous serialization
  127358. */
  127359. static ClearCache(): void;
  127360. /**
  127361. * Serialize a scene into a JSON compatible object
  127362. * @param scene defines the scene to serialize
  127363. * @returns a JSON compatible object
  127364. */
  127365. static Serialize(scene: Scene): any;
  127366. /**
  127367. * Serialize a mesh into a JSON compatible object
  127368. * @param toSerialize defines the mesh to serialize
  127369. * @param withParents defines if parents must be serialized as well
  127370. * @param withChildren defines if children must be serialized as well
  127371. * @returns a JSON compatible object
  127372. */
  127373. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  127374. }
  127375. }
  127376. declare module BABYLON {
  127377. /**
  127378. * Class used to host texture specific utilities
  127379. */
  127380. export class TextureTools {
  127381. /**
  127382. * Uses the GPU to create a copy texture rescaled at a given size
  127383. * @param texture Texture to copy from
  127384. * @param width defines the desired width
  127385. * @param height defines the desired height
  127386. * @param useBilinearMode defines if bilinear mode has to be used
  127387. * @return the generated texture
  127388. */
  127389. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  127390. }
  127391. }
  127392. declare module BABYLON {
  127393. /**
  127394. * This represents the different options available for the video capture.
  127395. */
  127396. export interface VideoRecorderOptions {
  127397. /** Defines the mime type of the video. */
  127398. mimeType: string;
  127399. /** Defines the FPS the video should be recorded at. */
  127400. fps: number;
  127401. /** Defines the chunk size for the recording data. */
  127402. recordChunckSize: number;
  127403. /** The audio tracks to attach to the recording. */
  127404. audioTracks?: MediaStreamTrack[];
  127405. }
  127406. /**
  127407. * This can help with recording videos from BabylonJS.
  127408. * This is based on the available WebRTC functionalities of the browser.
  127409. *
  127410. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  127411. */
  127412. export class VideoRecorder {
  127413. private static readonly _defaultOptions;
  127414. /**
  127415. * Returns whether or not the VideoRecorder is available in your browser.
  127416. * @param engine Defines the Babylon Engine.
  127417. * @returns true if supported otherwise false.
  127418. */
  127419. static IsSupported(engine: Engine): boolean;
  127420. private readonly _options;
  127421. private _canvas;
  127422. private _mediaRecorder;
  127423. private _recordedChunks;
  127424. private _fileName;
  127425. private _resolve;
  127426. private _reject;
  127427. /**
  127428. * True when a recording is already in progress.
  127429. */
  127430. readonly isRecording: boolean;
  127431. /**
  127432. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  127433. * @param engine Defines the BabylonJS Engine you wish to record.
  127434. * @param options Defines options that can be used to customize the capture.
  127435. */
  127436. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  127437. /**
  127438. * Stops the current recording before the default capture timeout passed in the startRecording function.
  127439. */
  127440. stopRecording(): void;
  127441. /**
  127442. * Starts recording the canvas for a max duration specified in parameters.
  127443. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  127444. * If null no automatic download will start and you can rely on the promise to get the data back.
  127445. * @param maxDuration Defines the maximum recording time in seconds.
  127446. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  127447. * @return A promise callback at the end of the recording with the video data in Blob.
  127448. */
  127449. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  127450. /**
  127451. * Releases internal resources used during the recording.
  127452. */
  127453. dispose(): void;
  127454. private _handleDataAvailable;
  127455. private _handleError;
  127456. private _handleStop;
  127457. }
  127458. }
  127459. declare module BABYLON {
  127460. /**
  127461. * Class containing a set of static utilities functions for screenshots
  127462. */
  127463. export class ScreenshotTools {
  127464. /**
  127465. * Captures a screenshot of the current rendering
  127466. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  127467. * @param engine defines the rendering engine
  127468. * @param camera defines the source camera
  127469. * @param size This parameter can be set to a single number or to an object with the
  127470. * following (optional) properties: precision, width, height. If a single number is passed,
  127471. * it will be used for both width and height. If an object is passed, the screenshot size
  127472. * will be derived from the parameters. The precision property is a multiplier allowing
  127473. * rendering at a higher or lower resolution
  127474. * @param successCallback defines the callback receives a single parameter which contains the
  127475. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  127476. * src parameter of an <img> to display it
  127477. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  127478. * Check your browser for supported MIME types
  127479. */
  127480. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  127481. /**
  127482. * Captures a screenshot of the current rendering
  127483. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  127484. * @param engine defines the rendering engine
  127485. * @param camera defines the source camera
  127486. * @param size This parameter can be set to a single number or to an object with the
  127487. * following (optional) properties: precision, width, height. If a single number is passed,
  127488. * it will be used for both width and height. If an object is passed, the screenshot size
  127489. * will be derived from the parameters. The precision property is a multiplier allowing
  127490. * rendering at a higher or lower resolution
  127491. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  127492. * Check your browser for supported MIME types
  127493. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  127494. * to the src parameter of an <img> to display it
  127495. */
  127496. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  127497. /**
  127498. * Generates an image screenshot from the specified camera.
  127499. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  127500. * @param engine The engine to use for rendering
  127501. * @param camera The camera to use for rendering
  127502. * @param size This parameter can be set to a single number or to an object with the
  127503. * following (optional) properties: precision, width, height. If a single number is passed,
  127504. * it will be used for both width and height. If an object is passed, the screenshot size
  127505. * will be derived from the parameters. The precision property is a multiplier allowing
  127506. * rendering at a higher or lower resolution
  127507. * @param successCallback The callback receives a single parameter which contains the
  127508. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  127509. * src parameter of an <img> to display it
  127510. * @param mimeType The MIME type of the screenshot image (default: image/png).
  127511. * Check your browser for supported MIME types
  127512. * @param samples Texture samples (default: 1)
  127513. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  127514. * @param fileName A name for for the downloaded file.
  127515. */
  127516. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  127517. /**
  127518. * Generates an image screenshot from the specified camera.
  127519. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  127520. * @param engine The engine to use for rendering
  127521. * @param camera The camera to use for rendering
  127522. * @param size This parameter can be set to a single number or to an object with the
  127523. * following (optional) properties: precision, width, height. If a single number is passed,
  127524. * it will be used for both width and height. If an object is passed, the screenshot size
  127525. * will be derived from the parameters. The precision property is a multiplier allowing
  127526. * rendering at a higher or lower resolution
  127527. * @param mimeType The MIME type of the screenshot image (default: image/png).
  127528. * Check your browser for supported MIME types
  127529. * @param samples Texture samples (default: 1)
  127530. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  127531. * @param fileName A name for for the downloaded file.
  127532. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  127533. * to the src parameter of an <img> to display it
  127534. */
  127535. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  127536. /**
  127537. * Gets height and width for screenshot size
  127538. * @private
  127539. */
  127540. private static _getScreenshotSize;
  127541. }
  127542. }
  127543. declare module BABYLON {
  127544. /**
  127545. * A cursor which tracks a point on a path
  127546. */
  127547. export class PathCursor {
  127548. private path;
  127549. /**
  127550. * Stores path cursor callbacks for when an onchange event is triggered
  127551. */
  127552. private _onchange;
  127553. /**
  127554. * The value of the path cursor
  127555. */
  127556. value: number;
  127557. /**
  127558. * The animation array of the path cursor
  127559. */
  127560. animations: Animation[];
  127561. /**
  127562. * Initializes the path cursor
  127563. * @param path The path to track
  127564. */
  127565. constructor(path: Path2);
  127566. /**
  127567. * Gets the cursor point on the path
  127568. * @returns A point on the path cursor at the cursor location
  127569. */
  127570. getPoint(): Vector3;
  127571. /**
  127572. * Moves the cursor ahead by the step amount
  127573. * @param step The amount to move the cursor forward
  127574. * @returns This path cursor
  127575. */
  127576. moveAhead(step?: number): PathCursor;
  127577. /**
  127578. * Moves the cursor behind by the step amount
  127579. * @param step The amount to move the cursor back
  127580. * @returns This path cursor
  127581. */
  127582. moveBack(step?: number): PathCursor;
  127583. /**
  127584. * Moves the cursor by the step amount
  127585. * If the step amount is greater than one, an exception is thrown
  127586. * @param step The amount to move the cursor
  127587. * @returns This path cursor
  127588. */
  127589. move(step: number): PathCursor;
  127590. /**
  127591. * Ensures that the value is limited between zero and one
  127592. * @returns This path cursor
  127593. */
  127594. private ensureLimits;
  127595. /**
  127596. * Runs onchange callbacks on change (used by the animation engine)
  127597. * @returns This path cursor
  127598. */
  127599. private raiseOnChange;
  127600. /**
  127601. * Executes a function on change
  127602. * @param f A path cursor onchange callback
  127603. * @returns This path cursor
  127604. */
  127605. onchange(f: (cursor: PathCursor) => void): PathCursor;
  127606. }
  127607. }
  127608. declare module BABYLON {
  127609. /** @hidden */
  127610. export var blurPixelShader: {
  127611. name: string;
  127612. shader: string;
  127613. };
  127614. }
  127615. declare module BABYLON {
  127616. /** @hidden */
  127617. export var pointCloudVertexDeclaration: {
  127618. name: string;
  127619. shader: string;
  127620. };
  127621. }
  127622. // Mixins
  127623. interface Window {
  127624. mozIndexedDB: IDBFactory;
  127625. webkitIndexedDB: IDBFactory;
  127626. msIndexedDB: IDBFactory;
  127627. webkitURL: typeof URL;
  127628. mozRequestAnimationFrame(callback: FrameRequestCallback): number;
  127629. oRequestAnimationFrame(callback: FrameRequestCallback): number;
  127630. WebGLRenderingContext: WebGLRenderingContext;
  127631. MSGesture: MSGesture;
  127632. CANNON: any;
  127633. AudioContext: AudioContext;
  127634. webkitAudioContext: AudioContext;
  127635. PointerEvent: any;
  127636. Math: Math;
  127637. Uint8Array: Uint8ArrayConstructor;
  127638. Float32Array: Float32ArrayConstructor;
  127639. mozURL: typeof URL;
  127640. msURL: typeof URL;
  127641. VRFrameData: any; // WebVR, from specs 1.1
  127642. DracoDecoderModule: any;
  127643. setImmediate(handler: (...args: any[]) => void): number;
  127644. }
  127645. interface HTMLCanvasElement {
  127646. requestPointerLock(): void;
  127647. msRequestPointerLock?(): void;
  127648. mozRequestPointerLock?(): void;
  127649. webkitRequestPointerLock?(): void;
  127650. /** Track wether a record is in progress */
  127651. isRecording: boolean;
  127652. /** Capture Stream method defined by some browsers */
  127653. captureStream(fps?: number): MediaStream;
  127654. }
  127655. interface CanvasRenderingContext2D {
  127656. msImageSmoothingEnabled: boolean;
  127657. }
  127658. interface MouseEvent {
  127659. mozMovementX: number;
  127660. mozMovementY: number;
  127661. webkitMovementX: number;
  127662. webkitMovementY: number;
  127663. msMovementX: number;
  127664. msMovementY: number;
  127665. }
  127666. interface Navigator {
  127667. mozGetVRDevices: (any: any) => any;
  127668. webkitGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  127669. mozGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  127670. msGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  127671. webkitGetGamepads(): Gamepad[];
  127672. msGetGamepads(): Gamepad[];
  127673. webkitGamepads(): Gamepad[];
  127674. }
  127675. interface HTMLVideoElement {
  127676. mozSrcObject: any;
  127677. }
  127678. interface Math {
  127679. fround(x: number): number;
  127680. imul(a: number, b: number): number;
  127681. }
  127682. interface WebGLRenderingContext {
  127683. drawArraysInstanced(mode: number, first: number, count: number, primcount: number): void;
  127684. drawElementsInstanced(mode: number, count: number, type: number, offset: number, primcount: number): void;
  127685. vertexAttribDivisor(index: number, divisor: number): void;
  127686. createVertexArray(): any;
  127687. bindVertexArray(vao?: WebGLVertexArrayObject | null): void;
  127688. deleteVertexArray(vao: WebGLVertexArrayObject): void;
  127689. blitFramebuffer(srcX0: number, srcY0: number, srcX1: number, srcY1: number, dstX0: number, dstY0: number, dstX1: number, dstY1: number, mask: number, filter: number): void;
  127690. renderbufferStorageMultisample(target: number, samples: number, internalformat: number, width: number, height: number): void;
  127691. bindBufferBase(target: number, index: number, buffer: WebGLBuffer | null): void;
  127692. getUniformBlockIndex(program: WebGLProgram, uniformBlockName: string): number;
  127693. uniformBlockBinding(program: WebGLProgram, uniformBlockIndex: number, uniformBlockBinding: number): void;
  127694. // Queries
  127695. createQuery(): WebGLQuery;
  127696. deleteQuery(query: WebGLQuery): void;
  127697. beginQuery(target: number, query: WebGLQuery): void;
  127698. endQuery(target: number): void;
  127699. getQueryParameter(query: WebGLQuery, pname: number): any;
  127700. getQuery(target: number, pname: number): any;
  127701. MAX_SAMPLES: number;
  127702. RGBA8: number;
  127703. READ_FRAMEBUFFER: number;
  127704. DRAW_FRAMEBUFFER: number;
  127705. UNIFORM_BUFFER: number;
  127706. HALF_FLOAT_OES: number;
  127707. RGBA16F: number;
  127708. RGBA32F: number;
  127709. R32F: number;
  127710. RG32F: number;
  127711. RGB32F: number;
  127712. R16F: number;
  127713. RG16F: number;
  127714. RGB16F: number;
  127715. RED: number;
  127716. RG: number;
  127717. R8: number;
  127718. RG8: number;
  127719. UNSIGNED_INT_24_8: number;
  127720. DEPTH24_STENCIL8: number;
  127721. /* Multiple Render Targets */
  127722. drawBuffers(buffers: number[]): void;
  127723. readBuffer(src: number): void;
  127724. readonly COLOR_ATTACHMENT0: number; // 0x8CE1
  127725. readonly COLOR_ATTACHMENT1: number; // 0x8CE2
  127726. readonly COLOR_ATTACHMENT2: number; // 0x8CE3
  127727. readonly COLOR_ATTACHMENT3: number; // 0x8CE4
  127728. // Occlusion Query
  127729. ANY_SAMPLES_PASSED_CONSERVATIVE: number;
  127730. ANY_SAMPLES_PASSED: number;
  127731. QUERY_RESULT_AVAILABLE: number;
  127732. QUERY_RESULT: number;
  127733. }
  127734. interface WebGLProgram {
  127735. __SPECTOR_rebuildProgram?: ((vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (program: WebGLProgram) => void, onError: (message: string) => void) => void) | null;
  127736. }
  127737. interface EXT_disjoint_timer_query {
  127738. QUERY_COUNTER_BITS_EXT: number;
  127739. TIME_ELAPSED_EXT: number;
  127740. TIMESTAMP_EXT: number;
  127741. GPU_DISJOINT_EXT: number;
  127742. QUERY_RESULT_EXT: number;
  127743. QUERY_RESULT_AVAILABLE_EXT: number;
  127744. queryCounterEXT(query: WebGLQuery, target: number): void;
  127745. createQueryEXT(): WebGLQuery;
  127746. beginQueryEXT(target: number, query: WebGLQuery): void;
  127747. endQueryEXT(target: number): void;
  127748. getQueryObjectEXT(query: WebGLQuery, target: number): any;
  127749. deleteQueryEXT(query: WebGLQuery): void;
  127750. }
  127751. interface WebGLUniformLocation {
  127752. _currentState: any;
  127753. }
  127754. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  127755. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  127756. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  127757. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  127758. interface WebGLRenderingContext {
  127759. readonly RASTERIZER_DISCARD: number;
  127760. readonly DEPTH_COMPONENT24: number;
  127761. readonly TEXTURE_3D: number;
  127762. readonly TEXTURE_2D_ARRAY: number;
  127763. readonly TEXTURE_COMPARE_FUNC: number;
  127764. readonly TEXTURE_COMPARE_MODE: number;
  127765. readonly COMPARE_REF_TO_TEXTURE: number;
  127766. readonly TEXTURE_WRAP_R: number;
  127767. readonly HALF_FLOAT: number;
  127768. readonly RGB8: number;
  127769. readonly RED_INTEGER: number;
  127770. readonly RG_INTEGER: number;
  127771. readonly RGB_INTEGER: number;
  127772. readonly RGBA_INTEGER: number;
  127773. readonly R8_SNORM: number;
  127774. readonly RG8_SNORM: number;
  127775. readonly RGB8_SNORM: number;
  127776. readonly RGBA8_SNORM: number;
  127777. readonly R8I: number;
  127778. readonly RG8I: number;
  127779. readonly RGB8I: number;
  127780. readonly RGBA8I: number;
  127781. readonly R8UI: number;
  127782. readonly RG8UI: number;
  127783. readonly RGB8UI: number;
  127784. readonly RGBA8UI: number;
  127785. readonly R16I: number;
  127786. readonly RG16I: number;
  127787. readonly RGB16I: number;
  127788. readonly RGBA16I: number;
  127789. readonly R16UI: number;
  127790. readonly RG16UI: number;
  127791. readonly RGB16UI: number;
  127792. readonly RGBA16UI: number;
  127793. readonly R32I: number;
  127794. readonly RG32I: number;
  127795. readonly RGB32I: number;
  127796. readonly RGBA32I: number;
  127797. readonly R32UI: number;
  127798. readonly RG32UI: number;
  127799. readonly RGB32UI: number;
  127800. readonly RGBA32UI: number;
  127801. readonly RGB10_A2UI: number;
  127802. readonly R11F_G11F_B10F: number;
  127803. readonly RGB9_E5: number;
  127804. readonly RGB10_A2: number;
  127805. readonly UNSIGNED_INT_2_10_10_10_REV: number;
  127806. readonly UNSIGNED_INT_10F_11F_11F_REV: number;
  127807. readonly UNSIGNED_INT_5_9_9_9_REV: number;
  127808. readonly FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  127809. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView | null): void;
  127810. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView, offset: number): void;
  127811. 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;
  127812. compressedTexImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, data: ArrayBufferView, offset?: number, length?: number): void;
  127813. readonly TRANSFORM_FEEDBACK: number;
  127814. readonly INTERLEAVED_ATTRIBS: number;
  127815. readonly TRANSFORM_FEEDBACK_BUFFER: number;
  127816. createTransformFeedback(): WebGLTransformFeedback;
  127817. deleteTransformFeedback(transformFeedbac: WebGLTransformFeedback): void;
  127818. bindTransformFeedback(target: number, transformFeedback: WebGLTransformFeedback | null): void;
  127819. beginTransformFeedback(primitiveMode: number): void;
  127820. endTransformFeedback(): void;
  127821. transformFeedbackVaryings(program: WebGLProgram, varyings: string[], bufferMode: number): void;
  127822. clearBufferfv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  127823. clearBufferiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  127824. clearBufferuiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  127825. clearBufferfi(buffer: number, drawbuffer: number, depth: number, stencil: number): void;
  127826. }
  127827. interface ImageBitmap {
  127828. readonly width: number;
  127829. readonly height: number;
  127830. close(): void;
  127831. }
  127832. interface WebGLQuery extends WebGLObject {
  127833. }
  127834. declare var WebGLQuery: {
  127835. prototype: WebGLQuery;
  127836. new(): WebGLQuery;
  127837. };
  127838. interface WebGLSampler extends WebGLObject {
  127839. }
  127840. declare var WebGLSampler: {
  127841. prototype: WebGLSampler;
  127842. new(): WebGLSampler;
  127843. };
  127844. interface WebGLSync extends WebGLObject {
  127845. }
  127846. declare var WebGLSync: {
  127847. prototype: WebGLSync;
  127848. new(): WebGLSync;
  127849. };
  127850. interface WebGLTransformFeedback extends WebGLObject {
  127851. }
  127852. declare var WebGLTransformFeedback: {
  127853. prototype: WebGLTransformFeedback;
  127854. new(): WebGLTransformFeedback;
  127855. };
  127856. interface WebGLVertexArrayObject extends WebGLObject {
  127857. }
  127858. declare var WebGLVertexArrayObject: {
  127859. prototype: WebGLVertexArrayObject;
  127860. new(): WebGLVertexArrayObject;
  127861. };
  127862. // Type definitions for WebVR API
  127863. // Project: https://w3c.github.io/webvr/
  127864. // Definitions by: six a <https://github.com/lostfictions>
  127865. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  127866. interface VRDisplay extends EventTarget {
  127867. /**
  127868. * Dictionary of capabilities describing the VRDisplay.
  127869. */
  127870. readonly capabilities: VRDisplayCapabilities;
  127871. /**
  127872. * z-depth defining the far plane of the eye view frustum
  127873. * enables mapping of values in the render target depth
  127874. * attachment to scene coordinates. Initially set to 10000.0.
  127875. */
  127876. depthFar: number;
  127877. /**
  127878. * z-depth defining the near plane of the eye view frustum
  127879. * enables mapping of values in the render target depth
  127880. * attachment to scene coordinates. Initially set to 0.01.
  127881. */
  127882. depthNear: number;
  127883. /**
  127884. * An identifier for this distinct VRDisplay. Used as an
  127885. * association point in the Gamepad API.
  127886. */
  127887. readonly displayId: number;
  127888. /**
  127889. * A display name, a user-readable name identifying it.
  127890. */
  127891. readonly displayName: string;
  127892. readonly isConnected: boolean;
  127893. readonly isPresenting: boolean;
  127894. /**
  127895. * If this VRDisplay supports room-scale experiences, the optional
  127896. * stage attribute contains details on the room-scale parameters.
  127897. */
  127898. readonly stageParameters: VRStageParameters | null;
  127899. /**
  127900. * Passing the value returned by `requestAnimationFrame` to
  127901. * `cancelAnimationFrame` will unregister the callback.
  127902. * @param handle Define the hanle of the request to cancel
  127903. */
  127904. cancelAnimationFrame(handle: number): void;
  127905. /**
  127906. * Stops presenting to the VRDisplay.
  127907. * @returns a promise to know when it stopped
  127908. */
  127909. exitPresent(): Promise<void>;
  127910. /**
  127911. * Return the current VREyeParameters for the given eye.
  127912. * @param whichEye Define the eye we want the parameter for
  127913. * @returns the eye parameters
  127914. */
  127915. getEyeParameters(whichEye: string): VREyeParameters;
  127916. /**
  127917. * Populates the passed VRFrameData with the information required to render
  127918. * the current frame.
  127919. * @param frameData Define the data structure to populate
  127920. * @returns true if ok otherwise false
  127921. */
  127922. getFrameData(frameData: VRFrameData): boolean;
  127923. /**
  127924. * Get the layers currently being presented.
  127925. * @returns the list of VR layers
  127926. */
  127927. getLayers(): VRLayer[];
  127928. /**
  127929. * Return a VRPose containing the future predicted pose of the VRDisplay
  127930. * when the current frame will be presented. The value returned will not
  127931. * change until JavaScript has returned control to the browser.
  127932. *
  127933. * The VRPose will contain the position, orientation, velocity,
  127934. * and acceleration of each of these properties.
  127935. * @returns the pose object
  127936. */
  127937. getPose(): VRPose;
  127938. /**
  127939. * Return the current instantaneous pose of the VRDisplay, with no
  127940. * prediction applied.
  127941. * @returns the current instantaneous pose
  127942. */
  127943. getImmediatePose(): VRPose;
  127944. /**
  127945. * The callback passed to `requestAnimationFrame` will be called
  127946. * any time a new frame should be rendered. When the VRDisplay is
  127947. * presenting the callback will be called at the native refresh
  127948. * rate of the HMD. When not presenting this function acts
  127949. * identically to how window.requestAnimationFrame acts. Content should
  127950. * make no assumptions of frame rate or vsync behavior as the HMD runs
  127951. * asynchronously from other displays and at differing refresh rates.
  127952. * @param callback Define the eaction to run next frame
  127953. * @returns the request handle it
  127954. */
  127955. requestAnimationFrame(callback: FrameRequestCallback): number;
  127956. /**
  127957. * Begin presenting to the VRDisplay. Must be called in response to a user gesture.
  127958. * Repeat calls while already presenting will update the VRLayers being displayed.
  127959. * @param layers Define the list of layer to present
  127960. * @returns a promise to know when the request has been fulfilled
  127961. */
  127962. requestPresent(layers: VRLayer[]): Promise<void>;
  127963. /**
  127964. * Reset the pose for this display, treating its current position and
  127965. * orientation as the "origin/zero" values. VRPose.position,
  127966. * VRPose.orientation, and VRStageParameters.sittingToStandingTransform may be
  127967. * updated when calling resetPose(). This should be called in only
  127968. * sitting-space experiences.
  127969. */
  127970. resetPose(): void;
  127971. /**
  127972. * The VRLayer provided to the VRDisplay will be captured and presented
  127973. * in the HMD. Calling this function has the same effect on the source
  127974. * canvas as any other operation that uses its source image, and canvases
  127975. * created without preserveDrawingBuffer set to true will be cleared.
  127976. * @param pose Define the pose to submit
  127977. */
  127978. submitFrame(pose?: VRPose): void;
  127979. }
  127980. declare var VRDisplay: {
  127981. prototype: VRDisplay;
  127982. new(): VRDisplay;
  127983. };
  127984. interface VRLayer {
  127985. leftBounds?: number[] | Float32Array | null;
  127986. rightBounds?: number[] | Float32Array | null;
  127987. source?: HTMLCanvasElement | null;
  127988. }
  127989. interface VRDisplayCapabilities {
  127990. readonly canPresent: boolean;
  127991. readonly hasExternalDisplay: boolean;
  127992. readonly hasOrientation: boolean;
  127993. readonly hasPosition: boolean;
  127994. readonly maxLayers: number;
  127995. }
  127996. interface VREyeParameters {
  127997. /** @deprecated */
  127998. readonly fieldOfView: VRFieldOfView;
  127999. readonly offset: Float32Array;
  128000. readonly renderHeight: number;
  128001. readonly renderWidth: number;
  128002. }
  128003. interface VRFieldOfView {
  128004. readonly downDegrees: number;
  128005. readonly leftDegrees: number;
  128006. readonly rightDegrees: number;
  128007. readonly upDegrees: number;
  128008. }
  128009. interface VRFrameData {
  128010. readonly leftProjectionMatrix: Float32Array;
  128011. readonly leftViewMatrix: Float32Array;
  128012. readonly pose: VRPose;
  128013. readonly rightProjectionMatrix: Float32Array;
  128014. readonly rightViewMatrix: Float32Array;
  128015. readonly timestamp: number;
  128016. }
  128017. interface VRPose {
  128018. readonly angularAcceleration: Float32Array | null;
  128019. readonly angularVelocity: Float32Array | null;
  128020. readonly linearAcceleration: Float32Array | null;
  128021. readonly linearVelocity: Float32Array | null;
  128022. readonly orientation: Float32Array | null;
  128023. readonly position: Float32Array | null;
  128024. readonly timestamp: number;
  128025. }
  128026. interface VRStageParameters {
  128027. sittingToStandingTransform?: Float32Array;
  128028. sizeX?: number;
  128029. sizeY?: number;
  128030. }
  128031. interface Navigator {
  128032. getVRDisplays(): Promise<VRDisplay[]>;
  128033. readonly activeVRDisplays: ReadonlyArray<VRDisplay>;
  128034. }
  128035. interface Window {
  128036. onvrdisplayconnected: ((this: Window, ev: Event) => any) | null;
  128037. onvrdisplaydisconnected: ((this: Window, ev: Event) => any) | null;
  128038. onvrdisplaypresentchange: ((this: Window, ev: Event) => any) | null;
  128039. addEventListener(type: "vrdisplayconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  128040. addEventListener(type: "vrdisplaydisconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  128041. addEventListener(type: "vrdisplaypresentchange", listener: (ev: Event) => any, useCapture?: boolean): void;
  128042. }
  128043. interface Gamepad {
  128044. readonly displayId: number;
  128045. }
  128046. type XRSessionMode =
  128047. | "inline"
  128048. | "immersive-vr"
  128049. | "immersive-ar";
  128050. type XRReferenceSpaceType =
  128051. | "viewer"
  128052. | "local"
  128053. | "local-floor"
  128054. | "bounded-floor"
  128055. | "unbounded";
  128056. type XREnvironmentBlendMode =
  128057. | "opaque"
  128058. | "additive"
  128059. | "alpha-blend";
  128060. type XRVisibilityState =
  128061. | "visible"
  128062. | "visible-blurred"
  128063. | "hidden";
  128064. type XRHandedness =
  128065. | "none"
  128066. | "left"
  128067. | "right";
  128068. type XRTargetRayMode =
  128069. | "gaze"
  128070. | "tracked-pointer"
  128071. | "screen";
  128072. type XREye =
  128073. | "none"
  128074. | "left"
  128075. | "right";
  128076. interface XRSpace extends EventTarget {
  128077. }
  128078. interface XRRenderState {
  128079. depthNear?: number;
  128080. depthFar?: number;
  128081. inlineVerticalFieldOfView?: number;
  128082. baseLayer?: XRWebGLLayer;
  128083. }
  128084. interface XRInputSource {
  128085. handedness: XRHandedness;
  128086. targetRayMode: XRTargetRayMode;
  128087. targetRaySpace: XRSpace;
  128088. gripSpace: XRSpace | undefined;
  128089. gamepad: Gamepad | undefined;
  128090. profiles: Array<string>;
  128091. }
  128092. interface XRSession {
  128093. addEventListener: Function;
  128094. requestReferenceSpace(type: XRReferenceSpaceType): Promise<XRReferenceSpace>;
  128095. updateRenderState(XRRenderStateInit: XRRenderState): Promise<void>;
  128096. requestAnimationFrame: Function;
  128097. end(): Promise<void>;
  128098. renderState: XRRenderState;
  128099. inputSources: Array<XRInputSource>;
  128100. }
  128101. interface XRReferenceSpace extends XRSpace {
  128102. getOffsetReferenceSpace(originOffset: XRRigidTransform): XRReferenceSpace;
  128103. onreset: any;
  128104. }
  128105. interface XRFrame {
  128106. session: XRSession;
  128107. getViewerPose(referenceSpace: XRReferenceSpace): XRViewerPose | undefined;
  128108. getPose(space: XRSpace, baseSpace: XRSpace): XRPose | undefined;
  128109. }
  128110. interface XRViewerPose extends XRPose {
  128111. views: Array<XRView>;
  128112. }
  128113. interface XRPose {
  128114. transform: XRRigidTransform;
  128115. emulatedPosition: boolean;
  128116. }
  128117. declare var XRWebGLLayer: {
  128118. prototype: XRWebGLLayer;
  128119. new(session: XRSession, context: WebGLRenderingContext | undefined): XRWebGLLayer;
  128120. };
  128121. interface XRWebGLLayer {
  128122. framebuffer: WebGLFramebuffer;
  128123. framebufferWidth: number;
  128124. framebufferHeight: number;
  128125. getViewport: Function;
  128126. }
  128127. interface XRRigidTransform {
  128128. position: DOMPointReadOnly;
  128129. orientation: DOMPointReadOnly;
  128130. matrix: Float32Array;
  128131. inverse: XRRigidTransform;
  128132. }
  128133. interface XRView {
  128134. eye: XREye;
  128135. projectionMatrix: Float32Array;
  128136. transform: XRRigidTransform;
  128137. }
  128138. interface XRInputSourceChangeEvent {
  128139. session: XRSession;
  128140. removed: Array<XRInputSource>;
  128141. added: Array<XRInputSource>;
  128142. }